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  1. #1
    Resident Pessimist Member Dooz's Avatar
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    Default Re: City Mod

    So, if I already have the unit size fix, and I overwrite it with this mod, I'll get the functionality of the mod without reverting the unit size fix?

    But, if it only applies when starting a new campaign, how can it worked with an ongoing one?

  2. #2
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    Quote Originally Posted by cmacq
    Has the topic of ancient demography, as in the nature and rate of population increase and decline, been much discussed within the form? I can't remember seeing a single tread with a title that would suggest it had in any detail?
    I don't recall any in depth discussion about population growth from a historical standpoint, but from a gameplay standpoint there isn't much that can be changed. The growth in RTW is largely hardcoded, and often tied to other things (like farming income ), so there isn't much choice when using the RTW engine but to have a constant population growth.
    Quote Originally Posted by Wonderland
    So, if I already have the unit size fix, and I overwrite it with this mod, I'll get the functionality of the mod without reverting the unit size fix?

    But, if it only applies when starting a new campaign, how can it worked with an ongoing one?
    If you'd like, install this minimod, of which most of it will apply to your ongoing game. Then install the fix again on top of this minimod. That way, when you do start a new campaign you'll get 99% of this minimod, plus the fix.

    Well, the campaign_script part won't apply mid-campaign. The only thing I changed was the starting road levels in some towns anyways.


  3. #3
    Resident Pessimist Member Dooz's Avatar
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    Default Re: City Mod

    Thanks very much, I'll do just that.

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