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- Past hour
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That's an odd error. Are you using R28 or did you build the development version?
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I just realised, even better would be for Emperors and Empresses (only) to upgrade to using an Imperial Carriage (which would be kind of slow). Some of its characteristics, taken from Records of the Grand Historian: "I have always been told that only the most distinguished men of the empire are privileged to ride with the Son of Heaven in his six-foot carriage", "Your Majesty proposes to gallop down a steep slope in a carriage drawn by six horses", "He then began to ride about in a carriage with a yellow top, decorated with plumes on the left side, and to call his orders “edicts” in imitation of the Han emperor, all of which was intended to show that he was an equal of the ruler of China".
- Today
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I didn't pay attention to that part, but for Han Xin an obvious upgrade could be "Marquis of Huaiyin" then. For Emperor Wu you can't really go higher (and strictly, it's a mistake to use that, since that's the posthumous title, but whatever, it would be a headache otherwise), so I guess a mount would be fine, but, although a horse and hunting enthusiast, he probably never rode to battle (maybe Expansionism should be a Global Aura, and Builder a Ranged Aura instead, to keep him more "domestic", in opposition to others like Han Xin). And, although I'm not really focusing on the Han right now (still at least 600 pages to go for the Athenians, as I've said, things I do to myself), an obvious Unique Tech (or even Unique Building?) for the Han should be the Blast Furnace ("The oldest extant blast furnaces were built during the Han Dynasty", whose effectiveness was enhanced by Du Shi in 31 AD using bellows operated by waterwheels, helping mass produce cast iron, which was already known in China, but unknown in Europe until Medieval times). It could speed up Forge techs and soldier recruitment. Since they are "most efficient at a somewhat larger scale of production", maybe some cumulative effect could be considered in case of making it a Unique Building (https://www.scribd.com/document/248548406/2-Iron-Making, https://donwagner.dk/EARFE/EARFE.html).
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This is strange, I can't figure out why. As for the code, I can't help you; you can contact the programmers on the forum or @Stan`
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Also, please take a look at this log too: ERROR: JavaScript error: simulation/components/UnitAI.js line 4253 Script value conversion check failed: v.isNumber() (got type Array) ERROR: Script message handler OnOwnershipChanged failed ERROR: JavaScript error: simulation/components/BuildingAI.js line 139 Script value conversion check failed: v.isNumber() (got type Array) ERROR: Script message handler OnOwnershipChanged failed ERROR: JavaScript error: simulation/components/UnitAI.js line 4253 Script value conversion check failed: v.isNumber() (got type Array) ERROR: Script message handler OnOwnershipChanged failed ERROR: JavaScript error: simulation/components/UnitAI.js line 4253 Script value conversion check failed: v.isNumber() (got type Array) ERROR: Script message handler OnOwnershipChanged failed GAME STARTED, ALL INIT COMPLETE 08:50:06: Debug: window wxMenuBar@0x5625bf50fdf0 ("menubar") lost focus even though it didn't have it ERROR: JavaScript error: simulation/components/BuildingAI.js line 139 Script value conversion check failed: v.isNumber() (got type Array) ERROR: Script message handler OnOwnershipChanged failed ERROR: JavaScript error: simulation/components/BuildingAI.js line 139 Script value conversion check failed: v.isNumber() (got type Array) ERROR: Script message handler OnOwnershipChanged failed ERROR: JavaScript error: simulation/components/BuildingAI.js line 139 Script value conversion check failed: v.isNumber() (got type Array) ERROR: Script message handler OnOwnershipChanged failed ERROR: JavaScript error: simulation/components/BuildingAI.js line 139 Script value conversion check failed: v.isNumber() (got type Array) ERROR: Script message handler OnOwnershipChanged failed ERROR: JavaScript error: simulation/components/BuildingAI.js line 139 Script value conversion check failed: v.isNumber() (got type Array) ERROR: Script message handler OnOwnershipChanged failed ERROR: JavaScript error: simulation/components/BuildingAI.js line 139 Script value conversion check failed: v.isNumber() (got type Array) ERROR: Script message handler OnOwnershipChanged failed ERROR: JavaScript error: simulation/components/BuildingAI.js line 139 Script value conversion check failed: v.isNumber() (got type Array) ERROR: Script message handler OnOwnershipChanged failed GAME STARTED, ALL INIT COMPLETE 08:52:51: Debug: window wxMenuBar@0x5625bf50fdf0 ("menubar") lost focus even though it didn't have it
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so deleting those 2 and reinstalling the civs would potentially yield diffeent results?
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The Hero naming nomenclature is quite inconsistent. For example, one is "Liu Bang" "Emperor Gaozu", and another is "Emperor", "Wu of Han", when I think that last one should be (considering how the first was written) "Liu Che" "Emperor Wu" (adding "of Han" seems unnecessary given the faction in question). The others, following this nomenclature, would be "Lü Zhi" "Empress Gao", "Han Xin" "God of War" and "Wei Qing" "Grand General" (where I swapped the last one, and I don’t think "God" is a good translation for "Xian"). I'll just check characteristics for the Heroes you asked for. I'm not sure if some things can be done so I give a few extra ideas. As usual, I leave exact values to you. Using "The Early Chinese Empires: Qin and Han" by M. E. Lewis for Emperor Wu: Builder (Global Aura): faster construction ("The last great builder in Chang'an was the fifth ruler, Emperor Wu", "renovated the two existing palaces and filled out the space within the city walls by building three new palaces. He also constructed a massive sacrificial center to the northwest of the capital", "filled it with dozens of new structures, carved out a large artificial lake, and erected statues of the Weaving Maid and Cowherd stars", etc). Despotism (alternative Global Aura): if the Han are more a quantity over quality civ, this would double down on that by penalising somehow all units, in exchange of a metal trickle as a function of civilian population ("The wars of Emperor Wu required taxes that drained the meager resources of the peasants", "Mercantile wealth was taxed at twice the rate of land, so merchants seeking to protect their wealth bought up real estate", "Thus, large numbers of peasants ruined by the government had to sell their land to merchants and officials pushed by the same government into buying them out. The result was social inequities on a vast scale", while "old ruling houses that had formed the Warring States elite. Such families had served as figureheads for many of the rebellions against Qin and had been forcibly resettled in the capital. They were eliminated during the reign of Emperor Wu", "moved these powerful families to the capital region, he forbade their living near one another precisely to avoid this kind of dangerous alliance"). Expansionism (Ranged Aura): attack bonus ("the emperor turned his attention outward", "Decades of peace had given the Chinese time to develop a new style of army based on cavalry and crossbows that could successfully engage the Xiongnu in the field. In 134 b.c. Emperor Wu finally undertook to destroy the Xiongnu through military action"). Cult Reform (Special Technology): healer and Hero buff bonus ("introduced several new cults, most importantly those to the Grand Unity (Tai Yi) and the Empress Earth", "describe Tai Yi as the embodiment of the state of non-differentiation that existed prior to the division of the world into Heaven and Earth, yin and yang"). Market Supply (Economic Bonus needed?): slow barter price depreciation ("Emperor Wu established an "equal-supply system" intended to stabilize prices by buying up products when they were abundant and cheap and then releasing them onto the market in times of scarcity"). Using the "Records of the Grand Historian", translated by B. Watson, for Han Hsin (Han Xin): Intransigence (Global Aura): units much harder or impossible to bribe ("When Hsiang Yi heard that Lung Chi’s army had been defeated, he was fearful and sent Wu She, a man of Hsü-i, to attempt to bargain with Han Hsin, but Han Hsin refused to listen"). Leadership (Ranged Aura): large aura with combat bonus ("in leading an army of a million men, achieving success with every battle and victory with every attack, I cannot come up to Han Hsin"). Bait (alternative Ranged Aura): small aura that makes enemies attack, even when garrisoned and from behind walls ("As Han Hsin had anticipated, the Chao forces finally abandoned their fortifications completely in their eagerness"). Dummies (Special Technology): again quantity over quality, unlocks unit that looks like some normal soldier (for other players at least), but it's way cheaper and weaker ("Han Hsin thereupon planted a dummy army and lined up a number of boats as though he were about to attempt to cross the river"). Reprieve (additional "Hero ability" idea): he disappears and is recruited again if HP drops below a certain value, but after this, the probability he will suddenly die increases with time, or something similar if this is hard to implement ("Lord T’eng was struck by his words and saw that he had a brave appearance, and so he did not execute him but set him free". "When he returned to Lo-yang he pardoned Han Hsin and made him marquis of Huai-yin". "Han Hsin, the marquis of Huai-yin, began to plot a rebellion in the area within the Pass. Empress Lü followed Hsiao Ho’s advice and executed Han Hsin"). Back to "The Early Chinese Empires: Qin and Han": Banishment (possible civ tech, didn't search for these, but there could be ideas in these books): reduce recruitment times, more so if quantity over quality is the idea ("In the centuries following the Qin conquest, the gradual demilitarization of both peasant and urban populations and the delegation of military service to marginal elements of society reversed an earlier trend among the competing states which had extended military service throughout the peasantry. In 31 a.d. universal military service was formally abolished, not to reappear until after the end of the last empire in 1911. In place of a mobilized peasantry, military service was provided by non-Chinese tribesmen, who were particularly skilled in the forms of warfare used at the frontier, and by convicts or other violent elements of the population, who were transported from the interior to the major zones of military action at the outskirts of the empire", "during the last century b.c. the Chinese army began to shift away from peasant levies to an army based on professionals, nomads, and criminals").
- Yesterday
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We need ideas for Han Xin and Wu Han. Global Aura, a Ranged Aura, a Special Technology, and an Upgrade (usually to a mount, but sometimes some other kind of upgrade, such as Empress Dowager for Empress Lu).
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are we close?
wowgetoffyourcellphone replied to redshawks523's topic in Introductions & Off-Topic Discussion
It honestly sounds like you either had Terra Magna installed or Delenda Est. Delenda Est can be found in release 28's mod download section at least. -
Could you take screenshots of the atlas in the "Player" and "Object" tabs? I'm not entirely sure what else could be causing the issue besides the reasons already mentioned.
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are we close?
ShadowOfHassen replied to redshawks523's topic in Introductions & Off-Topic Discussion
theres campaign work being implemented so that could be content drop almost as good as a civ. -
@EilatAlso, please take a look at this.
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@EilatIndeed But it still does nothing
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im totally down to help. im frustrATED theres more 0ad im not able 2 play as
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Sounds like a mod not running. Did you play with those civs in this version? Check your mod selection page (settings), download/activate them. If there's something missing within the civs it's probably wip; you could help the author(s) by sending feedback and suggestions...
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Have you assigned that Civic Center to the AI-controlled player? That building must be designated as belonging to that player. Also, check if you’ve given them any starting resources.
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thank you for the wave of feedback. i should have menioned that i have 1000s oh hours of game played, i have seen what i thoguht was evertyhing. so for instance something else im having issues with, i used to be able to have the Xiong, galatians and maybe zapotecs?? therre gone now... but even when i have them as an option, they noly had a few maybe 2 or 3 team bonuses? when i click civilization overview, for multiple civs, they are empty. maybe 5 6 civs. completely empty. tried reinstalling etc. cannot get civs like incas mazyas zapotecs to work. the scythians? i could play with htem, but hey had one team bonus. any inpout on that? itliterally looks as ikif the civs were introduced to the game and not given any features... thsi has to be incorrect ? thanks gain for the feedback, i do really like this game. there some isssues with gameplay the just irritaTE THE BEJESUS out of me but theyre pretyy minor at this point.
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Actually, my aim is not to make a match against the bot. I was making a map but when I test it in my game, the AI does nothing for some reasons. Also, Im getting this new errors after updating my fork: ERROR: art/meshes/skeletal/new/m_tunic_long.dae: Exception caught while parsing a COLLADA document from file. ERROR: Could not load mesh 'art/meshes/skeletal/new/m_tunic_long.dae' ERROR: CObjectEntry::BuildVariation(): Model art/meshes/skeletal/new/m_tunic_long.dae failed to load ERROR: Error loading object variation (actor: art/actors/units/athenians/infantry_archer_c.xml) ERROR: JavaScript error: simulation/components/UnitAI.js line 4253 Script value conversion check failed: v.isNumber() (got type Array) ERROR: Script message handler OnOwnershipChanged failed ERROR: JavaScript error: simulation/components/UnitAI.js line 4253 there is much more below it but I am keeping it this short for the sake of it.
- Last week
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are we close?
wowgetoffyourcellphone replied to redshawks523's topic in Introductions & Off-Topic Discussion
Yeah, we haven't made any moves in that direction this cycle. Maybe next cycle. -
Should units from siege towers be able to ungarrison over walls?
Thalatta replied to Obelix's topic in Gameplay Discussion
Indeed this should not happen, but I also think siege towers should be used for what they were actually used. Then, some other things would need to be changed, like making siege towers extremely slow and expensive. -
Should the Health of Units influence their Speed?
Thalatta replied to Obelix's topic in Gameplay Discussion
Yes, I also was thinking this, considering that the snowballing increase and formation depreciation are good arguments against the whole idea. Still, I'm somewhat in favour of it, more as to set in place the mechanism (for mods to tinker with), and because it's good that new players realise there are things going on besides what's obvious in most RTS. I was thinking then that: -All penalties should be minor, and apply only for very low HP (thus present gameplay is not that drastically changed). -Lowering attack speed (or/and damage) first, and later movement speed (something like at 30% and 15% of HP, or whatever makes sense). -That wouldn't "make hunting overly easy", but it has also been proposed to make animals faster (and weaker), which would work hand in hand. -It would indeed work hand in hand with my proposal of "use an area as target", which was intended to be applied also to many other things. -Would make healers more useful and retreats possible (except for those who are too wounded... understandably). -Penalised units should be sent to the back of formations, whose speed should not be affected by them (they should struggle to keep up instead). -In conclusion, things would mostly "behave as expected", except on extreme circumstances, which is useful for some variation in tactics. That issue has the worse consequence of making some things really funky, but I don't think penalising a bit very hurt units is such an over-realistic game-averse concept as many other concept would be. -
I'm not sure if this refers to the variant you made, or vanilla.
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Pudim started following Chats translator for lobby, rooms and in game
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PudimTranslate — chat translation for 0 A.D. Click a chat message to translate it. Click again to get the original back. Works in a match, in the multiplayer lobby and in the match setup screen. Any language, in both directions, with nothing to configure. You never pick a language pair: What was written is detected automatically. English, Spanish, German, Russian, Chinese, Portuguese — it does not matter, and it does not have to be the same language twice in a row. A room where three people type in three different languages just works. What you get back is whatever language your 0 A.D. is installed in. Playing in Spanish gives you Spanish; playing in Polish gives you Polish. The mod reads the game's own locale, so there is no setting to find and nothing to keep in sync. Built for players who want to play multiplayer without being locked out of the conversation. ⚠️ Read this first: the translator must be running before the game Translation needs a small companion program. Start it before you open 0 A.D., every time. That is not a style preference — it is how the game works. 0 A.D. indexes its data folders once, at startup, and never notices files that appear afterwards. If the translator is not already running when the game starts, the game cannot see the bridge at all and nothing will translate for that whole session. Closing and reopening 0 A.D. fixes it. So do not launch 0 A.D. the usual way. Launch it with tools/Play0AD.bat (or tools/Play0AD.sh on Linux and macOS), which starts the translator, waits for the bridge to be ready, opens the game, and shuts the translator down when you quit. One click, right order, nothing to remember. The first time you run it, Play0AD.bat creates a 0 A.D. Translator shortcut on your desktop, carrying the 0 A.D. icon so it sits recognisably next to the game's own shortcut. Use it from then on, in place of your normal 0 A.D. shortcut, and you are done — one click starts everything in the right order. The .bat file itself will always show the plain Windows script icon. That is not something a mod can change: Windows takes a .bat icon from the file type, not from the file, so only a shortcut can carry a custom one. That is precisely why the shortcut is created for you. Both the shortcut and the launcher work out where 0 A.D. is installed on their own — they look in the usual install locations, in the Steam libraries, and finally read the target of the Start Menu shortcut the installer left behind. The path found is remembered in tools/caminho_do_jogo.txt, next to the scripts, so the search happens only once. That file is machine-specific and is deliberately kept out of the repository, so nobody inherits somebody else's install path. If the game is somewhere unusual and the search fails, run it once with the path and it is remembered from then on: powershell -File tools\Play0AD.ps1 -Jogo "C:\your\path\to\pyrogenesis.exe" If you prefer to keep the two apart, run tools/PudimTradutor.bat, leave its window open, and only then open 0 A.D. yourself. Installation Download the repository (Code → Download ZIP, or git clone) and put the PudimTranslate folder inside your 0 A.D. mods directory: System Path Windows %APPDATA%\0ad\mods\ — or Documents\My Games\0ad\mods\ Linux ~/.local/share/0ad/mods/ macOS ~/Library/Application Support/0ad/mods/ If you are unsure, the game's own reference is at https://trac.wildfiregames.com/wiki/GameDataPaths. The folder must sit directly inside mods/, so that mods/PudimTranslate/mod.json exists — a common mistake is ending up with mods/PudimTranslate/PudimTranslate/. Then open 0 A.D., go to Settings → Mod Selection, pick PudimTranslate, click Enable, then Save Configuration and Start Mods. Nothing to install, on any system. The companion program exists twice — once in PowerShell, once in Python — and the launcher picks whichever your machine already has. That is not accidental duplication: the native coverage is complementary. System Launcher Uses Already installed? Windows tools\Play0AD.bat Windows PowerShell Yes, ships with Windows 10 and 11 Linux tools/Play0AD.sh Python 3 Yes, in practically every distribution macOS tools/Play0AD.sh Python 3 Yes, with the command line tools Each launcher falls back to the other runtime if the preferred one is missing. On Windows the .bat calls PowerShell with -ExecutionPolicy Bypass, which applies to that one call and changes no system setting. On Linux and macOS, give the .sh permission to run once with chmod +x tools/Play0AD.sh. The desktop shortcut is a Windows convenience and is simply skipped elsewhere. To update, replace the folder with the newer version and restart the game. How to translate a message Click the message. That is the whole thing. There is no button to find and no menu to open — the line of text is the button. The screenshots below happen to show English being turned into Portuguese, because that is the author's setup — but nothing in them is specific to that pair. In the multiplayer lobby, someone says hello in a language you do not read: Click that line and it comes back in your language, in green so you can tell at a glance what was translated and what is still as it was written: Click it again to get the original back. Nothing is lost. It works the same in the match setup screen, where most of the talking happens before a game. Here a whole conversation is in a foreign language: Click any lines you want. Each one is independent, so you can translate only what you care about: In a match it is the same gesture: click the chat line on screen. There the line also carries a tooltip, so hovering a translated message shows the original wording without switching it back. A few things worth knowing: While a phrase is being fetched the line shows translating…. It usually lasts a blink. If it says the translator is off, you opened the game without the translator running. Close 0 A.D., start it with the desktop shortcut, and try again. System notices ("== Someone joined.") do nothing when clicked, on purpose: 0 A.D. already shows those in your own language, so there is nothing to translate. A phrase already translated once is free forever — it is cached on disk, so repeats like gg or well played never hit the network again. Do not want to click at all? Set pudimtranslate.auto to true in the user config and every incoming message is translated as it arrives. This applies inside a match only — in the lobby and the match setup screen you still click the messages you want. Neither language is ever configured. The one you read is taken from your 0 A.D. install, and the one that was written is detected from the message itself — see the top of this page. Is it working? The translator opens in a window of its own and prints what it does. A healthy start looks like this, and a translated phrase shows up as a > line (what was said) followed by a < line (what came back): PudimTranslate - tradutor de chat pasta do jogo : D:\Documents\My Games\0ad ponte : D:\Documents\My Games\0ad\saves\campaigns idioma destino: pt (o jogo pode pedir outro) cache : 12 frase(s) ja conhecidas traduzindo para: pt > attack blue from the north, i need help < ataque o azul do norte, preciso de ajuda Leave that window open while you play. Closing it stops translation; the game keeps running. When something goes wrong The message says the translator is off. The game was opened before the translator was running. This is the one failure that cannot fix itself mid-session: 0 A.D. indexes its data folders once at startup, so if the bridge was not there at that moment, it stays invisible for the whole session. Close 0 A.D. and open it again with the desktop shortcut. The translator window flashes and disappears. Something in it failed. Run tools/PudimTradutor.bat on its own — the window stays open and shows the error instead of vanishing. Nothing happens when you click a message. If the line is a system notice (== Someone joined), that is deliberate — the game already shows those in your language. For anything else, check whether the translator window is still open. You updated the mod and nothing changed. 0 A.D. loads mod scripts only when it starts. Close the game completely and open it again. The desktop shortcut points somewhere stale after moving the mod folder. Run the launcher once from its new location and the shortcut fixes its own target. Why a companion program at all There is no way around it: the 0 A.D. GUI script engine has no HTTP — no fetch, no XHR. The only networking exposed to scripts is the XMPP lobby and mod.io, both in C++. A mod simply cannot call a translation service. What a mod can do is read and write files. So the mod writes the phrase to a file, the companion program translates it, and writes the answer back: mod --writes--> saves/campaigns/pudim_tr_req.json --reads--> PudimTradutor.ps1 --HTTP--> Google mod <---reads-- saves/campaigns/pudim_tr_res.json <--writes-------' No API key and no sign-up: it calls the same free endpoint the translate.google.com page uses. Translations are cached on disk, so a phrase already seen costs no network round trip. That folder is not a matter of taste. The GUI's ReadJSONFile/WriteJSONFile only accepts a closed list of paths — gui/, simulation/, maps/, campaigns/, saves/campaigns/, config/matchsettings.json and config/matchsettings.mp.json. Anything else answers Restricted access to …. Of those, saves/campaigns/ is the only writable user folder. It does not disturb campaigns: the game only lists *.0adcampaign there, and these files are .json. The response file is always exactly 64 KB, padded with spaces. The game's VFS remembers a file's size from when it indexed the folder, so a file that grows gets read truncated — a JSON cut in half. A fixed size keeps that remembered value correct forever. How it works, per screen In a match no button had to be invented. The game's own ChatOverlay already treats each chat line as a button — gui/session/chat/ChatOverlay.js sets ghost = !chatMessage.callback — and sizes the line to the exact width of its text. So attaching a callback makes the message clickable without covering the map or stealing clicks meant for units. In the lobby and the match setup screen the chat is a type="list", one item per message. There is no per-line button there, but there is selection, so the gesture ends up the same: click the message to translate it. Privacy The chat messages you choose to translate are sent to Google Translate. Nothing else leaves your machine, and nothing is sent until you click a message — unless you turn on pudimtranslate.auto, in which case every chat message that arrives during a match is sent as it arrives. System notices are never sent at all, and a phrase already in the on-disk cache is answered locally, without touching the network. Language The mod's own text (tooltips, notices) is Portuguese or English, following the game's language. License PudimTranslate is released under the GNU General Public License v3 or later — see LICENSE. All code is original — see NOTICE. PudimTranslate-main (2).zip
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I said this because I think smalls things like that doesn't add any "uniqueness" but add some kind of inconsistency. Each civ should have a list of things that make them unique but it should be easy to describe on the civ summary, and everything else should follow a pattern.
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