Okay, the first post is updated with a new version of the mods, which I'm now numbering v.0.03 (as it's the third upload of the alpha). I'll go to v0.1 as soon as I move it to the Modpacks forum.
If its convenient and you think it beneficial post the list - that way us playtesters don't have to diagnose and document stuff you've already catalogued.
While I can't give a fully detailed list, here's some things that should help:
v.0.03 changelog: (since I'm doing a lot of this from memory, this isn't a comprehensive list.)
> The Engineer unit was renamed "Combat Engineer" to avoid a Civilopedia conflict with the Engineer specialist. Internally the entries are still listed as "Engineer2".
> Buildings now create resources, using Whys' Building Resources mod. Specifically:
- Energy Bank: Oil and Coal
- Fusion Lab: Uranium and Aluminum
- Brood Pit: Omnicytes
- Quantum Lab: Neutronium and Dilithium
Each of the above non-Wonder buildings generates one unit of each strategic resource. Not enough to support an empire, but enough for when you just need one more of a unit or one more Factory.
- Quantum Converter: Gold, Silver, Gems, Marble, Dyes
- Paradise Garden: every other Luxury resource
Each of the above National Wonders produces one unit of these luxury resources. Basically, you'll have nearly all of these already, but it lets you complete the sets.
- Planetary Datalinks: Information
- Clinical Immortality: Ambrosia
These Wonders were already listed in the original posts, but they work now.
> The "+1 food per specialist" ability was moved from the Paradise Garden to the Stasis Generator to make room for the above luxury generation. Likewise, the Quantum Converter previously had a flat +25% Production bonus, which I removed to make way for the luxuries.
> Fundamentalism (Piety SP) now actually does something. I gave up on the "Culture per Specialist" thing, and it now just reduces the amount of Culture needed to prompt a border expansion by 25%. It's actually really useful now, and this was one of the many unused stubs in the Policies.xml file.
> The Nessus Worm now has a weak, short-range bombardment attack. This was because Titan units, as a class, all have access to the various bombardment-related promotions. Note that the Former is also a Titan, and would suffer from the same problem, but since it's not even supposed to be a combat unit I'm not too motivated to tweak it.
I'm now looking at changing the Nessus to a full Psi unit and removing the bombardment attack, probably for v.0.04.
> LOTS of Civilopedia entries now have text. It's especially notable in the units' Historical Info entries.
> Orbital Ion Cannon reduced from 50 power to 40. Mechanized Infantry reduced from 50 to 42. Modern Armor reduced from 80 to 70. The Orbital Death Ray's power was unchanged but its cost was increased by 25%.
I'm reassessing many other units as well. If this change holds, then I'll also reduce the Gravtank to 90, and so on, to keep it balanced.
> The "Planned" and "Planned Economy" SPs' effects were switched, so that Planned Economy now boosts trade income and Planned Society now improves happiness.
Planned's effect might be a bit too weak compared to my other future-era SPs; I might change it from -50% to -75% or even -100%.
> Broadcast Tower reduced to +50% culture, Research Lab reduced to +50% science.
> Era scaling ratios were HEAVILY changed for games beginning in the future eras. If you decide to start in the Transcendence Era, expect it to take ~30 turns before you research your first technology, and Wonders take a long time now as well.
> To fix a crash bug, the Labor Mech is now listed as an Energy unit and has the usual XP rates. The Former was similarly bugged, and is now a Titan.
> Neutronium is now harvested with a Quarry instead of a Mine. The Mine was being used for many things, the Quarry was only used for Marble.
> (Crazy Spatz Mod): The Recycling Center now requires the Sewer System, which in turn requires the Aqueduct.
This only really became an issue if you started in a later era.
> The Former gained the "Blitz" promotion and had its movement increased to 3. This means it can, under the right conditions, lay down two road tiles in a single turn. But its trademark ability, the power to transform terrain, isn't implemented yet, so I wouldn't bother building one.
> The Flavor ratings for spaceship parts were reduced (from 150 down to 50), so that the AI wouldn't put everything into building parts for a ship that no longer wins the game. They still build them, just not if there's something more important going on, like a war.
> The production costs of the spaceship components were halved (350 for a booster, 500 for the others). So it doesn't take nearly as long to assemble a ship once you get going. The Spaceship Factory is a lot less useful for this, as a result, but has two other benefits: a +25% production boost on all Titan units, and it's absolutely required for the Gravship.
> Flavor ratings on units were adjusted to be an ascending scale; Digital era units generally total to 25, Fusion to 30. Titans run about 20 higher, and the Gravship totals 85 (since I REALLY want each civ to build one). This should encourage the AI to build the more advanced units; in my first test game, they'd just spit out huge numbers of Laser Infantry and never bothered upgrading. Also, due to a typo in the Flavor entries the AIs wouldn't build nearly as many Labor Mechs as they'd need, previously.
> Leviathans can now move after attacking. They can't fire twice until you get that promotion, but this allows them to fire and then position to act as a carrier.
> The Genejack Factory now only requires a Workshop instead of a Factory. A shortage of Coal was too crippling since it'd mean that neither of the main +production buildings would be available. Granted, with the resource change to Energy Banks it's a lot easier to get the Coal you need, but this was still a good change.
> The "Cybernetic" social policy was reduced from +2 production per specialist down to +1. In the Nanotech era you'll generally have more than a dozen specialists in each city, so it adds up quickly.
KNOWN ISSUES
> For games starting in future eras, there are no additional "free" buildings assigned yet. Someone starting in the Transcendence Era shouldn't have to spend their first few turns building a Bank, University, and Hospital.
> Several Wonders' effects have not been implemented. Their help text will use a "***" to designate the effects that are not working yet, so that you'll know which Wonders to avoid for now.
> Many "flavor" Civilopedia entries haven't been written yet. Generally these are easily seen by an "XXX" entry.
> A small number of units (Vertol, Gravship, etc.) are supposed to be able to travel over water as well as land. Instead, they'll embark when they hit water. I'm trying to remove the default "Embarkation" promotion to fix this.
> The Subspace Generator cannot be rebased.
> The terrain improvements used to harvest the three new resources (omnicytes, dilithium, neutronium) have no graphics. This is especially problematic for Omnicytes, since they can spawn in forest or jungle tiles and will be completely hidden by these features.
> There is no effect tied to the repeatable "Transcendent Thought" tech. I want it to eventually give +1 happiness each time you research it.
> The Needlejet and Ion Cannon are getting damaged every time they attack, as if they were making a normal attack instead of a bombardment.
> The "magtubes" change at Monopole Magnets was supposed to make railroad movement effectively unlimited. It currently does nothing, and I have no idea why. It's easy to verify that it does nothing; if it worked, there'd be an icon on the tech tree, so the CIV5Routes.xml file isn't even loading.
> There is currently no icon on the tech tree for the techs that unlock new Social Policies. I'm VERY close to getting this to work.
> The EMP and Soporific promotions have no icon yet, which causes all sorts of strange graphical bugs.
> Between the innate promotions and those the player can select, the more advanced units (especially Titans) have promotions scrolling off the left side of the unit display box.
> Since there is no event tied to the completion of the Spaceship, there'd be no way to get the Centauri Ecology tech except for a Great Scientist. So, this tech is temporarily linked to the Ecology tech. This results in a broken arrow on the tech tree, but since this dependency will be removed in the long term, I won't fix the graphical bug.
> The Transcendence event is not completed yet. Currently, if you build the Wonder you win. It'll be changed to something much more complex eventually.
> In the default game, units, buildings, and wonders are arranged by type (naval, worker, etc.) with the most advanced units at the top of the list.
In this mod, the units are listed purely in order of technology, with the most advanced of everything at the bottom.
> The more powerful Titans (Combat Mech and Gravship, especially) are so strong at bombardment that most cities go straight to 1 HP in one shot. Either city power needs to ramp up faster, or I need to reduce the bombardment strength of these units.
> There is no AI algorithm for the Great Empath unit. If the AI ends up with any (very rare), they just stand around.
I might just give them the Artist AI temporarily, but I have no idea how that works for a unit with no Culture Bomb.
> The "satellite" buildings (Sky Hydroponics Lab, etc.) currently add +2% to food/gold/etc. instead of a flat +1 like SMAC used, because there's a GlobalYieldModifier table but not a GlobalYield table. As soon as I can figure out how to implement it, I'll change this.
I have no idea whether it rounds down or not, either.
> The Empath specialist is supposed to add 1 Happiness, with the Great Empath's "Monolith" improvement adding 2 Happiness when worked. Since Happiness isn't tied to a yield yet, I have Empaths adding food (2 and 4, respectively) as a placeholder.
> The Giant Death Robot and the four Future Era techs have only been disabled, not removed, so they'll still show up in the Civilopedia.
Beyond this, I also need general balance comments. Is it too hard to get a supply of Dilithium, being a purely aquatic resource, or should I try making it spawn on Oasis tiles as well? Do the less mobile future units (Ranger, Troll, etc.) move too slowly to be useful in combat? Are the Golem and Labor Mech worth building instead of Combat Engineers, given that they can't occupy the same tile as a combat unit (but CAN share a tile with an Engineer, if you want to place a railroad and a farm at the same time)? Are there too many Neutronium deposits? Should more buildings consume a resource?