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Showing content with the highest reputation on 2026-08-10 in all areas

  1. I'll set up a GitLab ig. I don't use GitHub. Yes, it works, at least for making units. I plan on adding a bunch more features to what it can change, including auto-detecting damage and resource types; I also want to add a menu that allows you to access existing files within a mod. In short, I can set something up, but don't touch it for another week or so, till I can polish it a bunch.
    1 point
  2. Probably because bots posted here before getting deleted...
    1 point
  3. Had to run a few commands but seems to work. $ python3 -m venv .myenv $ source .myenv/bin/activate $ python3 main.py $ pip install PyQt6 $ python3 main.py
    1 point
  4. To make a visual difference on the civilian's Roman's tunic:
    1 point
  5. The gameplay effect that is attractive is how players will handle the early eco. The overall eco effect shouldn't be as strong as romans (-10% barracks train time, but usually players have 3 barracks by around 5-7 mins), but there is a time value where the CC is a bigger proportion of a civ's eco. I'm envisioning a good variety of ways to use this, like 0 barracks fast p2 builds, a basic boom, protective infantry early, early infantry pushes/tower war or other things. Maybe the only conflict is what happens to the han "super cc" upgrade.
    1 point
  6. 20% sounds like a lot. Anyway, Silk Road shouldn't be a team bonus AND a tec.
    1 point
  7. Han chinese team bonus as of a26: 10% trade international bonus. idea for han team bonus: Centralization: CC trains citizen soldier inf 20% faster, cavalry 10% faster and women 5% faster. Han dynasty was notable for having a strong centralized government.
    1 point
  8. It probably took me longer to do worse
    0 points
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