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  1. #1
    Guitar God Member Mediolanicus's Avatar
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    Default Re: City Mod

    The only known problem is the vanilla Roman reforms which can easily be solved (look at the top of the page and at the previous page).

    The Celtic factions also can't get their second reform when you're playing the "b" version IIRC.
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  2. #2
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    The fixes aren't included. Just install this minimod after installing the fixes.

    Yeah, one of the disadvantages of the "b" version is that there are no second celtic reforms. You can change the requirements in the script if you really want them to happen, though.


  3. #3
    Member Member Lovejoy's Avatar
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    Default Re: City Mod

    Quote Originally Posted by Mediolanicus View Post
    The only known problem is the vanilla Roman reforms which can easily be solved (look at the top of the page and at the previous page).

    The Celtic factions also can't get their second reform when you're playing the "b" version IIRC.
    I canr figure it out. :S I cant find the descr_regions file.. where is it?

  4. #4
    Guitar God Member Mediolanicus's Avatar
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    Default Re: City Mod

    EB\data\world\maps\base
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  5. #5
    Member Member Lovejoy's Avatar
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    Default Re: City Mod

    Thanks! I guess its not saved-game comp.?

  6. #6
    Guitar God Member Mediolanicus's Avatar
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    Default Re: City Mod

    It is! (at least in my campaign... it could be I had to delete map.rwm though)
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  7. #7

    Default Re: City Mod

    Is there any way to modify the script in order to be able to build roman highways (as romani) at minor city level?

  8. #8
    Clear the battlefield... Member Tarkus's Avatar
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    Default Re: City Mod

    Hey Marcus et al.,

    I have the City Mod installed, as well as most of the other mods bundled in Lz3's minimod pack. I'm at 219BCE of a Baktrian campaign and have yet to see any of my reformed bodyguard units that I understand should be triggered by the March of Time (right?). I've discovered Rome to have about 16,000 people and Capua about 14,000.

    1. To resolve this issue, I take it from reading this thread that I must alter desrc_regions.txt to allow Capua to become huge?
    2. This edit will merely provide the opportunity for Capua to grow, correct? I take it that the edit won't make Capua huge immediately. At the moment Capua's population growth rate is negative, so even if I make this change how can I get the desired outcome?
    2. Any suggestions regarding a more realistic timing of the Baktrian unit reforms, as controlled by revisions in City Mod? I'd like to be reasonably historical here...when did Capua become huge?

    Thanks to all for any help you can throw my way!
    I have seen the future and it is very much like the present, only longer -- Kehlog Albran, The Profit

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