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I tried using the mod with the latest alpha, but it throws errors on launch. Might need some updates to match the current version’s changes in structure or commands.
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It has errors and warnings but is currently playable. https://github.com/wltonlopes/millenniumad
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By Adriano0ad · Posted
I managed to solve the problem, it seems that the problem was occurring because civilization begins without a civic center and in technology it had to have the first phase and this was generating conflict, after I removed this it worked -
Community Mod, if the change is approved by the main balancing/gameplay team. Otherwise, other mod or as an addition to "Two-gendered Citizen" mod. It would encourage earlier raids, as CS are now bad at collecting wood so you are forced to make pure eco citizens (who are weaker) if you want to boom. You'd still have to mix eco and military units if you want to play it safe, it's just that now you are hurting yourself economically while doing so (as you should).
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A bit "brainstorming predictions" (I've just made up that term haha)... I guess it would impact mostly Phase 1 as Food&Wood are the resources you need then. This sounds right to me as otherwise, we may slow down going to Phase 3. But now that I think, maybe that'd not be too bad actually b/c usually in my games I am able to do (almost) all upgrades (eco and army) simultaneously. So maybe if we slow down metal/stone gather rates for CS , it would slow down all these? But how games would look then would it prolong fights even more? Anyways, I threw these thoughs in hope it could help. Sorry if that would lead to overthinking. P.S. would you test it in Comm-mod or brand new mod?
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