Hi, vmxa1
The little fences are my artwork, . They are for domesticated animals, cattle, sheep etc. In detail there is a animal and shadow helping to depict same. My maps are resource rich. It goes with my mod philosophy, give the AI no excuse not to do well. Higher returns for tiles and resources with all 'main roadways' in place across the world. Which I call 'the grid' since the game uses capitol to capitol connections for trade to work and the luxuries to have any impact on cities.
So one of your first tasks is to 'hook cities' to the grid or build on it straight out. To bad the AI's are so handicaped, especially in early game play, which is my favorite 'time period'. All these 'work arounds' instead ACCESS TO THE AI ROUTINES with Event triggers or at least give me fine tune control over Goody Huts and I will make do with them for now.
For instance I employed the idea of 25% of the Goody Huts being 'invisible' to the human anyway and then place them on obscure road links etc. so 'surprises' happen. For the game lacks variance (I think).
Excuse, my digresion, Let the Army march!
The little fences are my artwork, . They are for domesticated animals, cattle, sheep etc. In detail there is a animal and shadow helping to depict same. My maps are resource rich. It goes with my mod philosophy, give the AI no excuse not to do well. Higher returns for tiles and resources with all 'main roadways' in place across the world. Which I call 'the grid' since the game uses capitol to capitol connections for trade to work and the luxuries to have any impact on cities.
So one of your first tasks is to 'hook cities' to the grid or build on it straight out. To bad the AI's are so handicaped, especially in early game play, which is my favorite 'time period'. All these 'work arounds' instead ACCESS TO THE AI ROUTINES with Event triggers or at least give me fine tune control over Goody Huts and I will make do with them for now.
For instance I employed the idea of 25% of the Goody Huts being 'invisible' to the human anyway and then place them on obscure road links etc. so 'surprises' happen. For the game lacks variance (I think).
Excuse, my digresion, Let the Army march!
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