Ahriman
Tyrant
Given the wide variety of specialists, the built-in free specialists, high food yields encouraging a specialist economy, and the difficulty of getting more than ~1-2 slots for any given specialist type, it is very difficult to manage to get great people of a particular type.
This is particularly annoying when you need a specific great person to found the shrine for each of the religions. It can be very hard to get the right kind of specialist.
So I would suggest one of the following fixes;
a) Add a free great person of a type that can found religion X to the first person to discover a tech that is 2-3 further down the tech tree from the tech that founds the religion.
b) Allow all the shrines to be built by any great person, not just limited to one or two of the
c) Increase the numbers of great person slots available from some of the buildings to make it easier to use just specialists of a particular type in order to develop the great person you want. Its worth making specialist economies more viable given the potential for very high tile yields from working plots.
It also might be worth changing the AI yields for selecting specialists. The AI seems to *love* hackers, which is really annoying since I completely hate espionage and how it is implemented in civ and SMAC.
*Edit*
Also, a bug; hydro plant doesn't require a river to be within the city's nearby radius, so you can still build one for the health bonus if desired.
Problem with early-spawning fungal towers. AI scouts can get caught in an infinite heal-loop. The tower bombards them, so they heal, so the tower bombards them, so they heal again, etc. The tower needs to attack rather than just bombarding, or you should just spawn mind worms for the first 50 turns or so.
Another bug: Armor unit doesn't count as a military purpose for the purpose of getting the "we fear for our safety" happiness penalty.
Bug: You can trade techs before the tech that allows tech-trading (holographic something-or-other).
Its still quite unstable if you alt-tab or try loading the game from within a game.
Airstriking Infantry seems to cause a crash. Also, is it just me or do Interceptors Strictly dominate Penetrators? Same stats, same cost, but Interceptors can intercept. I'd like to see these more different.
By the way; thanks for the mod. I'm playing a game on Immortal difficulty/aggressive AI and I'll tell you, its a struggle. Everyone keeps dogpiling me... (particularly Planet, who doesn't seem to understand that this is MY promised land).
This is particularly annoying when you need a specific great person to found the shrine for each of the religions. It can be very hard to get the right kind of specialist.
So I would suggest one of the following fixes;
a) Add a free great person of a type that can found religion X to the first person to discover a tech that is 2-3 further down the tech tree from the tech that founds the religion.
b) Allow all the shrines to be built by any great person, not just limited to one or two of the
c) Increase the numbers of great person slots available from some of the buildings to make it easier to use just specialists of a particular type in order to develop the great person you want. Its worth making specialist economies more viable given the potential for very high tile yields from working plots.
It also might be worth changing the AI yields for selecting specialists. The AI seems to *love* hackers, which is really annoying since I completely hate espionage and how it is implemented in civ and SMAC.
*Edit*
Also, a bug; hydro plant doesn't require a river to be within the city's nearby radius, so you can still build one for the health bonus if desired.
Problem with early-spawning fungal towers. AI scouts can get caught in an infinite heal-loop. The tower bombards them, so they heal, so the tower bombards them, so they heal again, etc. The tower needs to attack rather than just bombarding, or you should just spawn mind worms for the first 50 turns or so.
Another bug: Armor unit doesn't count as a military purpose for the purpose of getting the "we fear for our safety" happiness penalty.
Bug: You can trade techs before the tech that allows tech-trading (holographic something-or-other).
Its still quite unstable if you alt-tab or try loading the game from within a game.
Airstriking Infantry seems to cause a crash. Also, is it just me or do Interceptors Strictly dominate Penetrators? Same stats, same cost, but Interceptors can intercept. I'd like to see these more different.
By the way; thanks for the mod. I'm playing a game on Immortal difficulty/aggressive AI and I'll tell you, its a struggle. Everyone keeps dogpiling me... (particularly Planet, who doesn't seem to understand that this is MY promised land).