Kailric
Jack of All Trades
This thread will track the current features and improvements that are being implemented as well as future improvements. Note there is no time frame for these changes. They will get done when its done (I think that is pretty much the motto of all developers).
I posted a few tickets on sourceforge that can be worked on.
My current TODO list:
Priority
Planned Future Developments
Next Release
-All goods are sellable to Natives (this is an xml only change)
-New Minor Civ attribute for CivilizationsInfos
-New NationState attribute for Civs
-New Religious Center attribute for Civs (Popes/Kings on the Map)
-small Economy improvements, such as better formulas for when flooding the market with a single good
-a new Victory Condition
-Nationstates and Invasion Civs can trade without a Parent Civ
Some of the Major additions:
Some Minor features (and more solo-able) are:
I posted a few tickets on sourceforge that can be worked on.
My current TODO list:
Priority
- -
Add Gold to Civic Upkeeps - -Re-add Teacher List buttons etc.
- -Minor Civs added to Tech allow/disallow system
- -Finish AI Traders, Need Overview
- -Finish Culture to Law setup
- -Foreign Trade Post upgrades
-adjust Vassals listed in Trade Routes- -Finish AI connecting cities with roads
- -
Add Kings Forest - -
Generic code for TradeScreens(one Python file) - -Add new Trade Screens
- -
Vassal needs more gold - -Adjust AIs Production AI
- -AI needs better gold spending functions
- -Dignitaries give Tax collection bonuses
- -Test Economy
- -Diversify Native Teach classes
- -Adjust AIs desire for Luxury Food
- -Make note that Fealty renamed to Administration
- -Strongholds autokill feature adjusted
- -Animal dens and Bonuses spawn Animals
- -
AI Profession Value checks for multi yields - -Natives value of Techs
- -Nation States start with Goods in Cities
- -Help text for censured Civics
- -What to do with Tithe Rate when at War with Pope
- -Pilgrim profession
- -Test Treasury Precent
- -Fix Ransoming Knight code
- -Trading League replaced with something that does not give gold.
- -
Add consequences for getting behind on Civic Upkeep. Accumulative 10% chance each turn that the Civic Option will revert back to Basic Civic. - -Play test and adjust the Yield Demands and Overflow sells
- -
adjust or remove the Tavern ability to gain Fealty by autoselling Ale - -Failed Assert in the Multi Yields Consumed code, actual produced does not match up if one of the required yield types are missing
- -Finish research pact code
- -add in game tutorials for new features
- -finish any aspects to the new Luxury Unit/Civic relationship and playtest
- -check Luxury Units and Immigration to make sure it is working as intended
- -Nobles/Commanders/Chaplain shown in the conquest advisor
- -Is the Viking Age to fast, are the Saracen arriving to quick for the player to handle them?
[*]-Return trip from the East or West side of map Commands Added in trade screens - -When units are attacked by Bandits they are taken to "nearest friendly city" not just owned by player. At some point I want to add difficult or player option settings that turns this on and off to make the game more or less hostile
- -Make sure Knights and Knight promotions are working as intended. Knights should only be available under Feudalism. You can choose the Feudalism Civic in times of War as it grants you the Knight Profession.
- -Travel to Fair became instant in my last game. Make sure this at least takes one turn. This also needs to be prevented if a City is under siege as it could trade indefinitely for food and this isn't logical.
-The Center plot of cities auto builds advanced Roads. My units were building Stone-paved roads on city tiles. This should be done automatically.- -check into Silk prices as they may be unbalanced. This may be a good time to change the Yields.xml to have actual Trade Screen prices set instead of a percentage. This could also be made a float as to better work for adjusting prices.
- -Could trade the "Native" tech, so check code to make sure "Categories" are not tradeable.
-There is a discrepancy in the Armor smith's building on what yield is actually being produced. The yield help text does not show what yield is being produced correctly-Could select Leather Armor in the Armor Smith's house, this should not be-add benefits and adjust Mints and Banks- -AI maybe starting Conquests way to soon before they are really prepared. I may have fixed this issue when I removed some free AI yields so this needs tested again
- -Nobles can train while fortified, should they already be trained?
- -add Warning to build trading post that the unit will be consumed. Add Civic changes to this effect.
- -add warning to establish missionary that the unit will be consumed. Add Civic Changes to this effect
- -add Diplomatic measures so that you can ask Barbarian Civs to prevent their attacks by pirates/raiders/Saracen for a specified amount of turns, or per turn. "You pay us 25 gold per turn, we make sure Saracen don't bother your trading ships, aye?"
- -Hire ship command so if you find a lone farmer a million miles away from your cities you can hire a ship at nearby village to escort the unit to nearest city.
- -add Graphical adjustments to Great Generals
- -add unique art or skins for the Sub professions
Planned Future Developments
Next Release
-
-
-
-
-small Economy improvements, such as better formulas for when flooding the market with a single good
-a new Victory Condition
-
Some of the Major additions:
- Medieval Economy Updated: Nightinggale has some planned features for this with the Trade Screens so we are awaiting his additions here.
- New Military and Battle Tactics: this will be an overhaul of the combat code with lots of new features
- Spies and Espionage
- Upkeep Costs and Taxes change
- New Civilian Promotion system
- Castles Reworked
- Religions added
- AI improvements
- New Diplomacy options
Some Minor features (and more solo-able) are:
- New art for all the Subprofessions
- Ability to Hire Mercenaries
- Events added to event system
- Xml help text and descriptions filled in
- New Profession: Wrangler
- Great Generals improved
- Animals and Hunting update