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November 26, 2007, 09:57 AM
#1
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November 26, 2007, 01:32 PM
#2
Re: City mod improvement?
If you set a restriction on a building, it applies for all factions, so unfortunately you can't tie something like roads to the celtic reforms. I would have done things like this for the citymod already. Like having different cities for different factions reach different levels (ie only the Romans can make Roma a huge city).
EDIT: And the OR command doesn't work.
When I, personally, play, I'll restrict the citymod even further (at the barbarian's cost). I make it so that the barbarians can't build anything larger than "large_town" (they only have one or two buildings that require more than that level, anyways) and that barbarians can never build roads. This way, I can Romanize their cities and culture without exceeding the "city" sized settlement. I've thought about making this version available as well (as a parallel version), but most people would complain about somewhat ahistoric and being very unfair to the barbarians.
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November 27, 2007, 03:17 PM
#3
Civis
Re: City mod improvement?
Ave Marcus Aurelius Antoninus
What about releasing this parallel version anyway? After all it could always be possible to replace it with the other when a certain date is reached... it's so?
Or the settlement development is set one and for all at the beginning of a campaign?
Apart from that there is really nothing unfair to the barbarians in this... it's only historical and I think in all campaigns (with barbarians or others) cities shouldn't be enlarged too early or oversized as an houserule.
The only question is: will this version work in a campaign that was started with the other?
S.V.B.E.E.V.
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November 27, 2007, 09:54 PM
#4
Re: City mod improvement?
If I did have two versions, it would be possible to switch between them. However, since the map.rwm is involved, there is a minute chance for problems.
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