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  1. #1
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    Quote Originally Posted by F for Fragging
    But maybe you could make a separate version for barbarophiles and realismophiles then?
    I wish the 'or' command would work so that I could make cities upgrade different for different cultures. (Places where civilized get huge, barbarians get large cities. Places where civilized get large cities, they get cities. And the base for barbarians was 'large_town'.) But it just won't work.

    Another problem is if you remove the ability to build the 'city' level from barbarians, you get an error message. There is no actual error, it just gives you the message everytime you exit RomeTW.exe.

    Though, maybe I should make an extreme one, with few walls, roads, and 'city' leveled cities.
    Quote Originally Posted by F for Fragging
    EDIT: BTW, maybe something should be done about the "Grower" trait and "Agriculturalist" ancillary (and possible more governer related stuff which boosts population growth) which boosts the population growth in the settlement, if the governor of that settlement has them? Do they do not interfere with your mod?
    Well, those traits can be good. If you want a certain area to grow you can seen such a general to govern that province. But traits do seem to be one of the major reasons of growth in EB. Many times I've had a governor die, in a city that was previously balanced population growth, and have the city with something like -4% growth.


  2. #2
    Member Member Dumbass's Avatar
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    Default Re: City Mod

    Planning to incorportate or add any more things to this mod?

    Like adding law bonuses to schools, removing the huge public health bonuses from buildings or altering them eg. sewers +1 public health -1 squalor. How about adding happiness bonuses to estates, giving them some purpose, or giving law bonuses to walls and MICs.
    Last edited by Dumbass; 03-15-2007 at 20:46.

  3. #3
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    Quote Originally Posted by Dumbass
    Planning to incorportate or add any more things to this mod?

    Like adding law bonuses to schools, removing the huge public health bonuses from buildings or altering them eg. sewers +1 public health -1 squalor. How about adding happiness bonuses to estates, giving them some purpose, or giving law bonuses to walls and MICs.
    There are currently law bonuses on schools in this mod. Plus I doubled the bonuses for garrisons. I converted many of the popultion growth bonuses to happiness and health (health gives happiness, pop growth, and squalor reduction) depending on whether I wanted no growth or just a little. I thought of adding more happiness and law bonuses, but the schools and garrisons already give an additional 20% (over vanilla EB) bonus for highly upgraded cities. Estates are supposted to give negative bonuses and be somewhat unwanted, so i didn't alter them.

    There were also slight cuts to base farming (though there is basically nowhere to make cuts there anymore).


  4. #4
    Member Member Dumbass's Avatar
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    Default Re: City Mod

    Ah cool, hmm, how about some little trait fixes like making lover of beauty less common or not affect command, or making legendary weapons like the spear of achilles a little better than + 1 morale.

  5. #5
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    I haven't changed traits at all. But I was thinking of doing that with the next version, especially farming traits. (I need to upgrade for 081b anyways.) I might alter some other ones when there, but I haven't put too much thought into it...


  6. #6
    Member Member Dumbass's Avatar
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    Default Re: City Mod

    Any chance of incorporating watchman's mod into city mod?

  7. #7
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    I haven't even looked closely at Watchman's mod. I have been really busy lately. (I had hoped to update the mod already.)

    But Watchman's mod is for BI only and this mod so far is still compatible with 1.5...


  8. #8
    Biotechnlogy Student Member ||Lz3||'s Avatar
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    Default Re: City Mod

    is this save game compatible?
    Spoken languages:

    Mini-mod pack for EB 1.2 for Alexander and RTW
    (just download it and apply to get tons of changes!) last update: 18/12/08 here
    ALEXANDER EB promoter

  9. #9
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    Quote Originally Posted by ||Lz3||
    is this save game compatible?
    For the most part. It shouldn't cause any problems.


  10. #10
    Biotechnlogy Student Member ||Lz3||'s Avatar
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    Default Re: City Mod

    what do you mean by most time?
    Spoken languages:

    Mini-mod pack for EB 1.2 for Alexander and RTW
    (just download it and apply to get tons of changes!) last update: 18/12/08 here
    ALEXANDER EB promoter

  11. #11
    Biotechnlogy Student Member ||Lz3||'s Avatar
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    Default Re: City Mod

    which files did you changed? so I can do it manually

    cause I would like (enourmously) to be able to use this whit alex.exe whitout having to overwrite any file


    Spoken languages:

    Mini-mod pack for EB 1.2 for Alexander and RTW
    (just download it and apply to get tons of changes!) last update: 18/12/08 here
    ALEXANDER EB promoter

  12. #12
    Guitar God Member Mediolanicus's Avatar
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    Default Re: City Mod

    Just dropping in to say I tried your mod for my last campaign. I'm in 226 by now and I must say, this city mod really adds to the game (although it actually takes away... ah the irony).

    Anyway,... congrats and thank you on making this, MAA!
    __________________

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  13. #13
    Satalextos Basileus Seron Member satalexton's Avatar
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    Default Re: City Mod

    i'm playing with Alex.exe and for some reason none of my towns grow past large town =/...does it have sth to do with the recent fixes?




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