IMO the city mod is a necessity to enjoy the game, unless of course you want cities as big/bigger then Rome or Carthage in the Steppes
It really puts a spin on strategy..."where am I going to build units?" and such.
About the ALX.exe being SGC I had no clue. Thanks for the info on that, but if we start getting CTD's I know who to blame
Also, first post has a new rule: Turn time. I think that 24 hours max is a good turn time to keep the game going, but I could be wrong. Now, you have to remember that if you can't make your turn it's no big deal, we will just have the next player activate the scripts and take his/her turn. But if you are going to miss a few turns please notify
That reminds me. After you activate the scripts, take your turn, and before you hit end turn, make sure that none of your cities are on auto-manage (unless you want it). Everytime you start your turn they will ALL be on automanage. I have tested and notice that the game turns on automange at the start of the turn. So, anything you build or any taxes you set will be fine until the next turn, where you must reset them. This has happened with all PBeMs I have played, not just this minimod.
Lastly if when you end your turn it CTD's do not worry. With AS and Baktria being right after each other and both internal names being romans the game will save and then CTD. Actually, I find that when it does this it is more convenient because you dont have to go to the main menu to quit
EDIT:
Oh yeah, discuss when Force Diplomacy should be used. IMO if both players agree via PM or in the Faction thread it can be used. Force Diplomacy is great because now we can have unlimited oppurtunities...like giving money for a promise of troops in a certain region.
PSS: Before I forget, I think it is possible for us to trade units. The buyer would use FD to gift the money and then would use a script to spawn the units.
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