It's not done yet (though it's getting there!) and you can probably easily guess this but for the sake of it, here be a teaser!
Looks great as usual Kerfuffle!
I've been working on both The Faroe Islands, The Republic of Ragusa, Freetown Christiania and The Kingdom of [REDACTED] and [REDACTED] these last few weeks, so
hopefully all your great maps will soon be put to use.
Oh, and I want to ask, did anyone play a game with The Nuraghians since the last update (version 6)? Someone on Steam reported that he didn't have any Civ specific decisions available when playing as them, and I have absolutely no idea why.
Also, I was thinking of changing a few things regarding the Nuraghians.
First of all I consider removing Iron from the UA (leaving Copper, Silver and Gold), thus not mixing up strategic and luxury resources. This, I think, is more balanced, especially late game, when Iron isn't really of that much use, since exporting it could easily grant you a permanent empire-wide 15-20-25% Combat Bonus.
Secondly, I consider moving the Ipogeo UI from Construction to .. somewhere else. Possibly Masonry, which would make sense historically. The thought behind this is that the AI rarely builds them (despite high favor settings) until every other civ already has founded a religion and moving it - in my initial testing - fixes that. But is it balanced?
EDIT (didn't want to create a new post for this small announcement):
The Nuraghians updated to version 7:
- UA: removed effect from iron
- UA: changed code giving combat strength corresponding to metal exports to fix a few bugs
- UI: moved to Masonry tech
- Decisions: changed the cost of the Mining decision to be dependent on your current culture output instead of of the cost of your next social policy
- Piety&Prestige: added support for Prestige (hopefully)
- Events: Foreign interest in the Nuraghi" event choice (3) "examine the structures ourselfs.." fixed - now actually giving the showed amount of GE specialist points.
- Added support for Vicevirtuoso's Wish for the World