Thanks! and Bummer. Incompatibility with the most popular mod on the forums is bad news
Thanks for giving it a whirl though.
Qanat: is it intended, that while aqueduct and qanat are mutually exclusive, only the aqueduct lets one upgrade to public baths?
Yes. I'm hoping to introduce a nice tradeoff here, on top of influencing city site picking. And indeed, initially the qanat is more powerful, but it gets beaten by the aqueduct for large cities. Planning required
About not being able to switch I'm not sure. Haven't tried, but thought you could sell the qanat and buy an aqueduct later in the game? If you a healthy amount of money/production to spare that is, in which case it probably doesn't matter anyway...
+1 food on desert is not possible with the XML, only bonuses for features can be given.
And I guess you're right about the water demand. I just reasoned that the qanat will mostly get built in small desert towns with low growth potential, making water precious and not "spilled" for elaborate bathing. I'll probably leave this to make for more interesting gameplay.
Nuclear Plant: do these things melt down like in Civ4?
No.
That's some elaborate arguments you have there. You convinced me; I'll cut the fresh water requirement
In the end the highest production cities most likely have a river with hydro power anyway.
Ressource allocation: i don't know if your mod spawns more strategic ressources, but oil and aluminium demand might become a real problem in latter games.
Good! I indeed wanted to make resources as precious as possible. And those you have need to be spent according to your goals: army, production or gold. I also wanted to avoid you spend the endgame just building every building everywhere. The industrial park seemed too powerful to just require oil. But that's completely based on my own games.
It is strange oil is not needed for modern military, but I already assigned to buildings instead now. Though I can image it bothers many people with high regard for realism.
I really like your reasoning about iron though, especially the reference to China. I could introduce a blast furnace with factory prerequisite, which competes with siege units for iron.
The Ethanol Processing Plant exists somewhere as a mod component (called bio refinery iirc). I decided against including it because it alters a LUA file, giving rise to potential compatibility problems. But seeing this mod is already not compatible with Thal's, maybe I should just not worry about that anymore.
As a footnote: maybe I should change the name for the metro (as you indicate somewhat). Métropolitain as full for métro seems to be the case for French but not so natural in English.
national wonders: Is the necessity to have the required building in every city to be able to build a national wonder a perk for smaller nonexpanding empires?
Yes. It's an additional factor on top of just happiness, which I like. I agree that the micromanagement can be a pain though, especially if you forget you're building one
The solution is the rushbuy the missing ones, which of course takes it away for other opportunities. I think the extra decision making is worth it.
Making the requirement variable would mostly retain the benefits while eliminating the frustration, so I'm all for it. Alas it requires LUA, which is not in my skills list yet...
building proposal: Imperial Road Network
Also can't do that I'm afraid
Movement bonuses are not found in the Buildings table and I can't import them from somewhere else. I'm not sure if your proposal can be done at all with currently available tools.
Thanks for taking so much time to write down your points; much appreciate it! I think I'm starting to have enough inspiration for version 10 now