Should be fixed in next Update, a workaround can be found in the related issue: https://github.com/StrangeLoopGames/EcoIssues/issues/24772
Should be fixed in next Update, a workaround can be found in the related issue: https://github.com/StrangeLoopGames/EcoIssues/issues/24772
Originally posted by Inspektor: also because if u start in midgame u start as a cavemen. While everyone else is digging stones with skid u can try to gather 0,05% of what they can, with your stone pick.
If you have developer tier, you can export them right from SVN. Other than that they are also on the wiki. Please note that our common use license applies to any game assets, e.g. they can only be used for fan content.
Originally posted by Inspektor: quote mason/carpenter: "I make only charcoal for my needs, cause its too much stress."
I know u think there should be guys that are mainly logger and sell that stuff so ppl that are mainly carpenter can craft things out but who in the name of god wants to play a videogame where u are only logger. whisky tango foxtrot.
Errors are related to outdated mods.
Ohh 100% it's not what we intend, but unfortunately many of those servers utilizing global government are setting up a global currency also, and since there's so many buildings involved in getting a global government + global currency set up, the QA command worked best for us because it gave us the space we needed. Either way it's a giant pain in the ass.
I actually find it pretty easy, to get a global currency running you just need two more objects force enabled and that's it. The manual setup for the federation to just that degree on WT takes 5 minutes with the prerequisites set. That seems a very reasonable setup time for turning the whole game design intention upside down.
Just did this on my new server over the weekend. To add to the comment above, for paragraph two, another option is utilizing thr /sets command. Flattens an area, creates the three tiers of government, and gives a Treasury for each.
That is specifically a QA command and will likely not be what administrators intend to have when trying to create a simple global government as seen on other servers.
In Civics.eco set EnableAdminUI = True. In Settlements.eco set the last value of SettlementFoundationBaseInfluence high enough to fill the whole planet. (Depends on world size, 1200 is enough for maximum supported size of 2.56 km²)
Then, place a federation foundation in the world. Target it and execute /fe to force enable it. Open it, remove the check at "Needs Child Settlements". Then you're good to go to just set it up as any other settlement and have a global federation.