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Let me know if you find what mod could cause this. If it's a mod that adds a civ I'll see about fixing the incompatibility. If it's a mod that changes game mechanics, like events and decisions, I don't have any plans to update.
You have to roll the turn over for the effect to change in yield to take place on the UA. I haven't encountered any errors with it while testing, so if it's not the turn rollover thing, it might be an incompatibility with another mod.
It's just unusual for me to see that. (Or i never noticed that really much but thats not really likely)
If u need some logfiles, just tell me.
(Stupid 1000 Word cap pfft. Really had to do another Post just for that)
It seems that the AI has some Problems when the Mod is active. They mostly need a suuuper awful long time to do something, especially on building and creating Settlers. Some Civ's can build Settlers very Fast and some with a good spot at resources don't even think to build a Settler or needing 100+ Turns to do that for whatever Reason.
Also normally the AI is very building Happy for Wonders. I took my Time to build a pretty early Wonder and then after i decide to build it (around Turn 50), i was still able to complete that after around 20 Turns later which normally the AI already build it.
I tested it twice on different ways. Once on the Biggest Map with less than the defalut Players and more Cisty States as the default and the other was on a standart Map with default settings.
Both Games were played at the Settler Difficulty (casual nooby me <.<), but normally on Settler Difficutly they play always better than that.
I've been meaning to nerf this civ for a while, but nobody has been complaining and modbuddy has been annoying with refusing to compile. I got it to work long enough to get a v3 out, though.
I changed the happiness from policies to faith like suggested, but did not nerf the finisher happiness, as I find usually the only policiy trees I finish while happiness matters are my opener and Rationalism (I did not try to balance around NQ Aesthetics). The happiness should be less ridiculous now, and getting a religion should be easier.
I like the Mausoleum as it is, and with the faith bonuses, you should always get a holy city to build it in now. If the happiness is still OP I might nerf the happiness on it though.
I'd probably move the Mausoleum from Grand Temple to just temple replacement and give it 2 base culture, no maintenance and one happiness and then nerf the UA to be one faith per policy and 2 happiness per finisher. This significantly nerfs her city spam tactics and makes her a bit more fun.
While I won't U/L it to the workshop, I'll gladly send you a copy of it!
Either way, thanks for making the workshop a bit more Touhou.
Thanks for letting me know. I'll release an update soon to fix this.
Civ seems pretty cool from the test-campaign I did earlier. True Administrator works well and helps in building a widespread civ. At first, I thought there was something wrong with the Divine Spirit Mausoleum. Turns out you actually need to have already established a religion to build a Grand Temple :).
Go ahead with it. Nothing wrong with two takes on the same civ.
I congratulate you for keeping up with touhou, but I am now prompted to start my own Miko.
http://imgur.com/GsMBTBT
<3
Also, keep up the good work on youtube. Those LoT2 boss videos are pretty darn helpful. At least I'm assuming by the name that you're the guy who made those.
The Grand Temple is something I usually don't bother with in my campaigns, but it might indeed be worth it for this particular civilization. It does fit for the Taoists to support a religion-focused playstyle.