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deciv's Issues

The deciv

I belive every type of policy has their own profit, for good gaming The mod maker should give players direct to choose but not any - 6 or - 3 debugs for policy. For example, The facism only profit of wars, then no profit of development itself already is a disadventage, so what is The mean of - 6 food??? The real facism in The deadworld is:They take prisonman to do more and more hard works, that's all! The+3 can reduce to +1, but The - 6 must - 0. 1, they don't care about prisoner's life. 2,they can sent them to farm to do hard work 1 as 2 to keep running. If facism has debug, then why democracy not has debug as it in The mod?

The business policy😓, private part, -3 - 3 - 3. Can't you put a public policy to increase produce as opposite of private? The choose give to players are better than debug. One is increase produce, One is increase economy, isn't it better than debug??? If u choose eco, u lost pro;If u choose pro, u lose eco. Isn't it better than only debug??? I always no choose any policy while I play The mod.

Improving game description

Hi, my best compliments: this mod is much better than I could expect! Very difficult but also very challenging.
I really suggest you to rename it because the name is not catchy and doesn't make justice to the tons of contents you have made.
Here and there there is some missing description that would help to understand how units have been re-designed.
Also, if possibile, add a brief description to each tribe because it is not really easy to grasp pros and cons of each at first sight.
Eg. Deadrocks: a cruel and cynical tribe who sacrificed most of the traditional human values in order to survive in a difficult world [etc.].
Suggest NOT to use the enhanced graphic coming with Civ5 replacing basic tiles since it will cover your art too.
Last but not least imho there is some unbalancement among unit promotions: too many in favor of infantry units, too few about "mobile" units.
A massive work, compliments!

Game crashing when settlers build the encrypted data terrain improvement

Hi, just wanted to report that the game crashes when workers try to build the terrain improvement to get the encrypted data.
I tried later on in the game and the bug did not repeat, as if new techs "fixed" it.
Is it possible that there is a mismatching among tech tree, available resources and workers' skills to terraform?

PS: the game really needs some serious rebalancing, tribes starting with modern units are way too strong.

Screenshots?

Screenshots in README.md would go a long way to communicating what this mod is about IMO.

Mobility promotion not properly implemented

As written, the Mobility promotion does not do anything, because there is no provision in the core code for "+2 Movement". (MapUnit.kt does recognize "+2 Visibility Range" and "+2 Range", but not movement). There is a way to get the desired effect: just put "+1 Movement" in the listed uniques twice, and the game will count each one and add both to the unit's movement.

Mod errors

New Afrika's unique "Enemy [Land] units must spend [1] extra movement points when inside your territory <before discovering [Dynamite]>" contains the conditional "before discovering [Dynamite]". This contains the parameter Dynamite which does not fit parameter type tech !
Horseman obsoletes at tech Rifling, and therefore Redomestication for its upgrade Hussar may not yet be researched!
Clan Horseman obsoletes at tech Rifling, and therefore Redomestication for its upgrade Hussar may not yet be researched!
Skirmisher obsoletes at tech Rifling, and therefore Redomestication for its upgrade Dragoon may not yet be researched!
Rubble Rider obsoletes at tech Rifling, and therefore Redomestication for its upgrade Dragoon may not yet be researched!
Rubble Militia obsoletes at tech Combined Arms, and therefore Plastics for its upgrade Henchman may not yet be researched!
Hitman obsoletes at tech Replaceable Parts, and therefore Currency for its upgrade Assassin may not yet be researched!
Dinghy obsoletes at tech Replaceable Parts, and therefore Astronomy for its upgrade Patrol Boat may not yet be researched!
Trimaran obsoletes at tech Replaceable Parts, and therefore Astronomy for its upgrade Patrol Boat may not yet be researched!
Bandit obsoletes at tech Engineering, and therefore Rifling for its upgrade Soldier may not yet be researched!
Irregular obsoletes at tech Combined Arms, and therefore Plastics for its upgrade NBC Marksman may not yet be researched!
Peace Loving's unique "[+1 Happiness] for every [5] global followers [in non-enemy foreign cities]" looks like it may be a misspelling of:
"[stats] from every [amount] global followers [cityFilter]"
Tithe's unique "[+1 Gold] for every [4] global followers [in all cities]" looks like it may be a misspelling of:
"[stats] from every [amount] global followers [cityFilter]"
World Church's unique "[+1 Culture] for every [5] global followers [in foreign cities]" looks like it may be a misspelling of:
"[stats] from every [amount] global followers [cityFilter]"

Toxic Waste tiles irremovable

Used to be able to remove toxic waste, now you can't and any worker, great improvement, or city placed on them to remove them doesn't. You can spend 15 turns removing it when it does nothing. Needs updating

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