Kesler
Master Kekkler
You might be excited for Sov., but I'm keen to get working as many concepts which fit systems in their own right as possible, so that Sov. can interact with them via Reforms. So you'll just have to wait But I have to develop TP (I might switch it to PT...), so in the meantime I'll be carrying on with Sov.
On Prosperity: It won't be so complex as to have multiple Currencies in one civ (one Currency per civ). Overall, the system may not be as complex as to accomodate all your ideas - when considering Sovereignty, Piety, Loyalty, Crime, things start to get a bit hectic, and I like to view Prosperity as the check to Gold (as Piety is to Faith, Tourism to Culture, Happiness to Golden Ages, Crime is to everything, etc.). Atm Prosperity is just based upon your percentage of the world GPT, with additional modifiers such as Currency and Reforms on top. I'll keep in mind the effect of Food or Production output, but I hadn't had it in mind to play a role. War affecting Prosperity would be good though. Appreciate the ideas!
It goes without saying, but Trade of course may not happen - I will factor it in and try to work with a new idea for it, but the old system really doesn't work for me (code-wise and conceptually).
Of course, the more systems at your disposal the better. I've just been saving up some of your really fun civs to play with Sovereignty, so I'm quite eager to say the least.
As a side question, if Sovereignty and PT (Kojimia reference here) add new techs, where will they be added? With the inclusion of additional techs from your other gameplay mods, it could slow down a certain era if it gets overwhelmed with new techs. That, and the historical clock will desync with discoveries being made.
To throw ideas additional ideas onto a bandwagon, could there perhaps be a bonus if you gain a monopoly over a certain luxury, similar to CBP perhaps? Throughout the eras, certain resources and luxury will be valued more (which could add uses to the new luxuries and resources that ExCE adds). That idea may be too complex, or upset the balance of luxuries.
A lesser idea, is there any way to devalue a luxury if at first you have only one copy (rare), but if you manage to obtain like 5 (Common) it loses it's precious value and your currency value goes down as a result. This could probably be sidestepped if you simply traded them all away however.
As a wonder suggestion, World Trade Center would be fantastic, if Kramer was willing to share.
Ah, and here I thought Trade had been resuscitated. Turns out it's just a dying breath What was Trade supposed to do game play wise?