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Повідомити про проблему з перекладом
But other than that, I like this mod, even more so with the upcoming Great Commanders Pack! Also… I’ve always somehow felt that Janissaries should be the civ unit, not the Barbary Corsair, it just seems to fit a lot more when I think of the Ottomans.
But still, I wonder why nobody cares about the sound Ottoman systems named Millet and Devshirme...
@Valetine: woops. I'll get right on that after May.
"Line 105: [2615950.124] ERROR: Invalid file reference in action, did you forgot to add it in <Files>? - core/TunisText.xml"
I changed in "Ottomans Redux.modinfo" from "core/TunisText.xml" to "core/TunisText.sql"
What I always thought would be cool for ottomans is bonus production towards wonders in the capital.
It effectively means that with a commercial hub specialist, you effectivly have a 1.5 commercial specialists, 1 culture specialist and 1 industrial specialist. So the output of 3.5 pop on just 1 pop. And that up to 4 times!
Otherwise, realy interesting and well made. Rather then getting bonuses for conquering that make you conquer more, it's economically smart to conquer.
If ever I needed encouragement to conquer places rather then expand myself, this civ version gives it in droves.
Good job.
It's important to note that the strength upgrade only happens if you are both the suzerain of Tunis and have the technology. However, the strength will not go back down if you later lose suzerainty. So, if you get the Guilds civic and aren't the Suzerain of Tunis, your existing Barbary Corsairs will not receive the buff. If you then get suzerainty back, the Corsairs will be buffed, and will not lose that boost if you lose Suzerainty again.
Other than those two points, really great mod! I’ve been waiting for this one for a while.