Really like the look of this. I'll check if it works for the current version.
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I figured it out. The file that you download contains the "Merfolk" file that contains the actual mod. Bronze Age needs the folder in the mod folder to contain the information.
Edit: The Canals aren't working, even though in the xml file they're set to swimmable. The game isn't identifying them as adjacent swimmable for some reason, and I can't chain them on land. Aside from that, great job.
Having difficulty playing so far - Took the files out of the internal folder and right into the zip file didn't help, Game still doesn't recognize the mod. I'll try in some other versions.
Was this designed for a certain version?
Ooh, I may have found it. Or just something else.
"m_u_settlers.xml" for the Merfolk Settlers shares it's name with the Maskling Settlers. But I still don't think that would stop it from recognizing the mod.
I more meant for it to be that once they've stolen advanced resources, they can learn to replicate them using said resources. They'll still have to steal resources to get to this point however, and it would take a long time for them to begin producing even a small amount themselves.
Due to the new storage values, you need to have at least 3 spaceports to stock up enough metals to bribe the pirates. Maybe there should be some lower metal costs for the pirates, or a higher storage space for your settlement.
I do think that would be nice, but a problem might be building placement. The arrow keys probably couldn't handle hexes, and it would mean that building placement itself would require the mouse.
Although I do think a few more hotkeys are possible.
Sorry, I was a bit vague with that one.
When trading, the ships or wagons have to go to either the admin centre or a trade dock, or a Tradehouse. I just thought the Warehouse could double as a way to receive resources from the coast without having boats or putting your admin centre on the shoreline, or as a way to receive resources from anywhere on your borders without having a massive surplus of people with wagons.
(P.S. is there a more multi-mod compatible way to add resources to the game, like through mutators?)
I have 2 questions about item capacity and trading.
1 - Could you make the item storage count less abstract? I'm talking about how the amount of an item a settlement can hold is based upon the production. It's a bit unrealistic for a settlement to store more wood because they produce more. Essentially I'm looking for some kind of Warehouse-like building that increases item storage.
2 - And could it be a trade checkpoint too?
A more scaled-down riot could be resource debuffs.
100%+ happiness - all is well.
75%-99% happiness - 25% less resource production.
50%-74% happiness - 50% less production.
Under 50% - riots.
The current enemies, the masklings, are a very simple enemy designed to add some challenge to the game. Eventually there will be rival humans with ships of their own, and possibly several different races.
But for now, deep water is an obstacle only you can cross.
Maybe you could introduce a charcoal smelter? It could convert 5 wood into 15 fuel, or some other sort of large output item. You could have to use the fuel for upgraded bakeries and smelters, as a price for their superiority. There could also be a coal resource scattered about that would work also.
I was originally intending for them to be a good scouting unit, but for the speed I gave them it was kind of insane how overpowered they were. As long as you started in a mountain region, all you needed was some stone and wood and you could defend your citizens and keep them happy with 1 or 2 intelligence organizations. I'm hoping to make it a little more balanced.