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Civ 6 ynaemp not working
Civ 6 ynaemp not working




Add option (default ON) to balance per science points instead of free techs for the other known techs. Give all techs that are known by all settled civilization when creating first city (use fixed list if the table entry for units is empty) Add columns in Civilization_HistoricalSpawnDates table to set initial units for each civilizations and CS. Use in game auto-turn function instead of custom function Bugfix: don't fail at initialization when a civilization is not listed in the HSD table Add a "population" value for balance, given to the first city (food value in that city will be 75% filled to prevent immediate loss from starvation) Add a "land culture" value for balance, given to the first city (it will grab new tiles faster the first turns) Use only civilization that have settled at least one city for balance calculations Auto-close "Who's Winning" and Natural Wonders popups for "sleeping" human player. Bugfix: check if an unit is still on the plot where looping on before trying to convert it. Balance: don't let CS units to wander around after the CS have been converted by a spawning Civilization. Feature: add a 'NoFreeTech' tag to the HSD table, which prevent some Civilizations to get the global free techs on spawn (used to prevent the "new world" to be more advanced in research than the "old world") This should fix the issue when the AI decide to move it's initial settler. Feature: spawn a City for the AI if the starting Position is not overlapping with another Civilization. Bugfix: barbarian conversion range was bigger than expected. Balance: make culture, faith and gold bonuses relative to the number of civilizations (was uncapped before)

civ 6 ynaemp not working

Bugfix: add minimum date before domination (1200 AD), culture (1500 AD) and diplomatic (1700 AD) victories are possible to prevent victory when a civilization spawns alone before every others.

civ 6 ynaemp not working

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Civ 6 ynaemp not working