I do believe I have a pretty good grasp on things with this mod now, and I must say I am impressed! Just one quick question for a NiGHTS newbie (although most certainly not a Civ or CiV newbie): what do you use to determine how much you put into specialists, since they can't be auto controlled? Do you use right up to the food (starvation) level, or do you use only a bare minimum, or is there some other method you use? I'd be interested in a variety of opinions on this. You can e-mail me at Go_Utes@comcast.net if you'd rather than post here.
I'm enjoying a LOT of your changes in this (especially your streamlined diplomacy stuff visibility).
As for GP, the mechanic of veteran units and new specialists cutting into GP's earned from Wonders was a planned mechanism. I don't want the player to able to easily get whatever unit they want. The rate for GP at the moment is a little to slow, though, and this will be tweaked in a post-patch update.
Thanks for the feedback Critiques are always welcome.
To be more specific about why I dislike this mechanic, the specialists often add less benefit than many buildings add AND they tie up a pop point both in the training of the specialist and the working of the improvement. If an enemy stands on the tile that benefit is being denied. Compare this to a townhall that's providing +1 hammer / 4 pop in a size 20 city that's getting 4 hammers without tying up a population point. And as the game goes on later these specialists cost even more, yet provide the same benefit while buildings are becoming even more powerful. I don't see some of the mid to late game elite units being useful at all, as by the time they can be trained they will be obsolete and cannot be upgraded.
I think the mechanic has a lot of potential as it's a very unique means of producing units and improving cities, but with ever-increasing costs it will only be useful early game. I could easily imagine late game I would rather have 10 unemployed citizens producing a plain +1 hammer instead of trying to spend 50 turns to produce points towards 6 different specialists, only for most of them to be wasted, or the next one to require (a concurrent) 55 turns. And with multiple cities this is only compounded. The use of specialists is already limited based on the number of tiles that can be improved. The grain harvester for example won't be very useful after maybe the 3rd one and not all civs will have a use for the gem miner.
One issue I have noticed is that automated workers will always attempt to replace custom specialist improvements. Not sure if that is fixable. I would also default policy saving to on given the negative consequences associated with policies.
I have a question about Oligarchy the advanced economy policy. Is this working? I picked it and the tip says I should get 1+ stability per trade route. I did and I didn't get any increase in stability. I had many cities and 2 open borders. I had selected it earlier in the game to test it and there was an increase of 1 (but that might have been due to something else) I then tried open borders to several civs and didn't get any increase. (also had a few city states) Thanks.
I like the mod and the way I play the cities actually start changing their focus sometimes depending on where and when I get/place the specialists etc. I guess what I mean to say is that you have a lot of flexibility added to the game.
Glad you're enjoying the changes Are you playing the latest build (V4) or an earlier version from the Mod browser? V4 adds some new diplomacy features and increases the rate of growth by a decent amount.
Advanced Economy should be working properly if you were playing pre-patch. Still, I'll take a look and see if I've misplaced any XML.
I downloaded the last version from the Civ Fanatic's website.
But (and this isn't saying anything about your work-this is Firaxis coding) in my last game I was asked by Civ A to go to war with them against Civ B which I agreed to do. After I won a city from Civ B, Civ A then denounces me? (This is one reason I don't like wars in Civ V.)
But I'll clear the cache, start another game and try again.
I have this mod but i cant seem to build my first city Do to being in a state of unhappiness and i should build improvements or building, not sure how i can if i dont have a city.. what am i doing wrong?
i have v4 ill do what you suggested, also im running a few other mods ill try without them, altho i do want to play as Canadian tho, lol.
If everything goes as smoothly as I think it will, I also might add Gedemon's Cultural Diffusion mod component into the game.
PLEASE, PLEASE, PLEASE don't. I absolutely LOVE the CiV method of cultural borders, etc. and would hate to see it modified. Anyway I can talk you out of this, or at least make it an option?