lemmy101
Emperor
- Joined
- Apr 10, 2006
- Messages
- 1,064
I thought I'd finally put this out there for a bit of an alpha test.
WARNING ALPHA TEST ALERT. SOME ROUGH EDGES DETECTED.
IndieRevolution Gameplay Mechanics
Download Link: http://theindiestone.com/lemmyandbinky.com/IndieRevolutionsAlpha_02b.rar
The focus of this mod is to provide new gameplay mechanics to the Civ 4 core game that feel like natural extensions of the base game to either make more interesting gameplay opportunities or to reflect parts of the real world that aren't represented in-game currently.
This mod will not look to adding tons of new techs, units and wonders (unless they are required to allow for the new mechanics) but instead provide new game-play mechanics that can sit alongside things like Great People, Civics, Espionage, Wonders and Random Events. I'll leave the big mega-mods to other people who have the skills and commitment to handle such a huge thing, and who are free to implement the features of this mod if they so wish.
The big features at the moment are:
Advisor System, which provides notable people from history as advisors that provide unique bonuses which sit alongside features like Civics, Great People and Wonders.
Immigration System that allows for citizens to move between cities and civs,
Distribution System Allowing for the distribution of food and production between cities in varying ways accessed via new civic options.
IndieRevolutions also features great mods from elsewhere in the community that fit in it, such as Revolutions and Better BTS AI, that provide subtle but powerful additions to the core game.
New Concepts
Advisors
60 advisors (not all present in alpha) that are unlocked on different criteria, from techs to build achievements such as building 5 libraries . You can choose two of these as your chief advisors for their unique bonuses.
The potential advisors are a diverse mix of artists, scientists, inventors, political, religious and military figures and authors, each with strengths and weaknesses.
Only one player can use an advisor at a time, and the first Civ to meet the requirements for the advisor will have the advisor settle in one of their cities and become available for selection.
Spies can bribe unused advisors to move to their civs once their civ has the requirements for that advisor.
Also capturing the city they live in will work just as well. There is a chance also (though not in the alpha) that unused advisors may emigrate via the immigration system.
Furthermore, the advisor requirements are permanent, for example some Civic options or religions may be unavailable while you have an advisor who doesn't like them, or requires another. likewise, a way to bring down Sun Tzu in a rival civ could be to sabotage barracks with spies in their cities until they have less than the requirements to use him, at which point he would step down and your rival would have to switch. Have another spy ready to bribe him as soon as he steps down and you have a way of stealing Sun Tzu and have him train up your armies in the art of war instead! Teehee!
Razing a city will KILL any advisor living in it. The ultimate way to annoy your enemy. Do you have the lack of conscience required to raze the home city of Stephen Hawking? Only time will tell!
You can only change advisor every 5 turns, and they cause a turn of anarchy like any other switch, unless you are a spiritual civ.
To get to the advisor screen, click the, ahem, duplicated Revolution button to the left of the domestic advisor. Proper icon coming soon
To change advisors, click the big portrait of the one you want to change, and then on the one you want to change to.
ALPHA NOTE: THE FOLLOWING IS DISABLED IN THIS BUILD
When Universal Suffrage / Representation civics are in effect, every X turns (20 or so maybe?) You get to pick two candidates for your advisors, and the game picks another two. Your civ vote on who they want in office, and the winners become your advisors whether you like it or not. The happier your civ are, the more likely they will vote your way. You can build campaign offices in cities to claim 25% of the vote for your nominated candidates in those cities, to help keep your choices in office. Spies will be able to swing votes against you, and you can, if you wish, risk rigging the election. at extreme unhappiness / revolution risk if you get caught.
To further increase votes for your candidates, there are a modest selection of pledges you can tick on the nomination screen. Things like: I pledge to raise the culture rate by 20% for 10 turns, or I pledge to end the war against the French Empire. If you don't fulfil these pledges though you will meet extreme unhappiness in your civ and increased revolution risk.
Immigration
When a city grows unhappy or unhealthy, you're losing a war badly, or you're too whip-happy, there is a base chance per turn that affected population will consider emigrating. If this happens, you will receive a pop-up warning you and giving you the reasons, and you have an indeterminate amount of turns to address the problem before they go, if you manage this, they will abandon the move, if not, then they'll move from your city. It could be anywhere from 1 population to half a cities population (but this would have to be super severe, I've never even seen close in tests)
They will then choose a city to move to, that's weighted on a ton of factors from happiness, healthiness, target civ's wars, civics, culture, distance, and lots of other stuff.
If the city they choose is in your own civ then they'll simply relocate there, but chances are it'll be elsewhere in the world.
When they go, however, there is a chance that they will spread any religions that are in the city they leave (more likely for state religion) and also, they will add some culture of your civ to the city they move to. By the end of the game most successful cities will likely be multicultural, containing a minority of most civs in the game.
So there are positives and negatives for both immigration and emigration, if you are badly losing a war you may see lots of your population flee to neighbouring civs at peace as refugees. On the plus side, they will likely spread culture and religion a fair bit for you.
The new civic category, Borders, allow for different strategies for capitalising on the positives, and defence against the down sides.
Border patrols
- Default
Controlled borders
-75% Immigration to Civ
+10% Great People
+10% Commerce in all cities
-10% Culture in all cities
Useful if you want to avoid the majority of culture / religion spread from immigrants, but still want your people to emigrate to spread culture / religion to other cities. You have a culture penalty though since less people are coming in and spicing things up.
Isolationism
No multi-turn trade agreements possible with other civs
No international trade routes
+200% espionage
No foreign religion spread into lands
+3 happy citizens in biggest cities
-20% science
+10% production
No emmigration from civ
No immigration to civ
For the North Korea style of play. Gives a huge espionage bonus at the cost of science (from lack of collaboration in the scientific community) as well as no trade routes possible, and completely halts all immigration and emigration to and from your civ. Happiness due to ease of propaganda, and while it doesn't stop religion spread inside your civ, will stop all religion entering your borders.
Also, now that unhappiness and unhealthiness can cause much more rapid population loss for cities, spies poisining water and fermenting unhappiness are much more of a worry for other civs.
Freedom of travel
Any rival civs can enter lands freely without Open Borders.
+10% science
+10% commerce
+20% culture
+2 trade routes per city
x2 foreign religion spread
x2 immigration to civ
x2 emmigration from civ
0.5 unhappiness for each immigrant in city
the bonuses to science, commerce and culture from having truly open borders, as well as potential problems from immigration/emigration are balanced by 1 unhappiness for each 2 immigrants in your cities.
Resource Distribution
A new category of civics that allow for the redistribution of food and production between cities networked to the capital.
Municipality - Default starting civic. Everything works as normal, each city governer (or the player) is responsible for managing their own food / production yields and they are purely local to the city.
Plutocracy - Food is distributed between cities connected to the capital based on commerce. Each city will claim a percentage of the total surplus based on that city's percentage of the total commerce within those cities. Rich cities will get an abundance of food, leaving small and poor cities stagnant as they ruthlessly take any surpluses from them.
Humanitarian - In the event of starvation at any city connected to the capital, food will automatically be transported from other connected cities with surplus food, to take it from starvation to stagnant.
Subsidization - Food is redistributed between any cities connected to the capital, firstly to get rid of any starvation and then the rest is handed out giving the smallest cities priority. Cities with over average size get no surplus food, and ones below get inversely proportionate to their size. As such, over time this helps to even out the cities sizes across your empire.
Socialism - Food is redistributed between any cities connected to the capital, firstly to get rid of any starvation and then the rest is split up evenly so each city has an equal growth.
Utopianism - Similar to Socialism, but as well as food all the base production yield from tiles and specialists within the connected cities will be pooled and distributed evenly. This is pre-forge and other multipliers, so cities will need to build a forge etc to multiply the production they are getting given from others.
A screen cap of two cities under Utopianism connected by a road, both netting 9 food surplus and 16 hammers a turn. Note the 'receives' and 'gives' to the left of the food / production bar:
The potential for running a specialist economy where the specialists can easily move from city to city. Providing additional food to a city surrounded by towns on plain tiles. New super city specialisation where you could have a city with nothing but mines exporting its production and a city with nothing but farms feeding that mining city. It's all automatic so just by taking citizens off tiles you will automatically pull in food / hammers from other cities to balance it out (depending on civic) giving a lot of flexibility to your civ.
But also a lot of dangers, such as over-growing cities beyond their food production capabilities making it difficult to change from the civic, or stagnating border cities, or diffusing your production too much. Though I could definitely do with some suggestions for more things to make choosing between the civics (or whether to use them at all) a real quandary.
Also implemented, but disabled in this version, is trading surplus food / production with other civs! Coming soon!
re: Wonders
The Sphinx has been added (taken from the awesome Thomas' War) with a new effect, which gives the civ all the Redistribution civics for controlling food / production distribution in your civ.
The Great Wall has been made the same hammers as the Pyramids and Sphinx, and now also provides all the Borders civics.
Specific values are still WIP, this still probably isn't terribly balanced, but any feedback would be much appreciated!
Planned features for the future include:
Religion Replacement, will be an all new replacement for the religion system (which I hope to carry over to Civ 5) the main difference is that religions are created by the player, as opposed to being strictly real-world religions, though each of the real world religions will be creatable using this system. Basically it revolves around a new religion screen very similar to the civics screen called Religious Doctrine. Like civics, you will unlock new choices for your religious doctrine when new techs become available. Unlike civics, you can only choose these once and you're stuck with them forever. Some are a good way to get an early lead on your rivals, but have severe penalties later in the game (especially if you try and abandon them as your state religion) others will come later in the tech tree and provide later game bonuses. As well as this, atheism will be a new religion which will be automatically founded in the civ that first gets advisor Charles Darwin settle in one of their cities. Atheism then spreads as would a religion, which provides benefits to science but can seriously damage a religious leader's civ if they do not control it. More info here.
Dynasty System, to allow players to lead powerful families of rulers through the ages, providing family related unique bonuses that can be modified by marriage and a loose kind of selective breeding, allowing for royal marriages with princesses, as well as player instigated revolutions (using the Revolutions mod) to get fresh blood on the throne. Along with other mechanics to enhance diplomacy and better represent the evolving nature of leadership of civs.
Organized Crime System, simulating sub-cultures of crime and terrorism within cities, that act like 'mini-civs' of sorts, with their own leaders, AI and control of cities that may extend between actual civs. These can either be exploited or combated by the player depending on their strategy and morals. New resources will allow for criminal drug and human trafficking, creating a secondary trade network. Extending the health mechanic will be the effects of drug addiction and crime which will cost the player if they don't control it.
Internal Law System, utilising all the elements of the above systems, giving the player even more control of the type of government they run. They can legalise or criminalise different things from drug use to alcohol, cigarettes and all manner of other things that provide both negative and positive effects in your society. It's from here criminal organizations may breed. As well as this, specific laws such as right to protest, number of children, use of artificial contraception, free health care and other choices that are given depending on your main civic choices.
Advanced Treaties System - Adds a range of different treaties that can be formed between civs, from alliances or 'special relationships', research pacts, cultural exchanges, trade deals, nuclear disarmament, trade embargos, environmental deals and so forth.
All features will be selectable from the custom game screen, allowing players to mix and match which features they want.
Credits
Meeeeeee..........
New icons by the woverly awesome MashPotato.
Includes other modpacks:
RevolutionMP by the awesome Jdog5000 and Glider1 based on the Revolution mod by yet again awesome Jdog5000 and another awesome Dom Pedro II
Mastery Victory by Sevo the awesome (can't find a link, bah
)
BUG 4.3 by EmperorFool and the Awesomettes
Better BTS AI by OH NO NOT HIM AGAIN it's the apparently triple awesome Jdog5000 and the rest of the Better BTS AI team
Sphinx Wonder by Tsentom1 of Awesomonia
Multiplayer Compatible (for the most part) may have occasional OOS due to remaining RevMP multiplayer issues requiring one player reconnect, and also a small chance of an OOS as soon as the game is launches (happens about 1 in 5 games, still looking into cause) but is otherwise adequately playable in MP
Release History:
Alpha 0.2b
* Fixed bug where sections of the WIP election system were still enabled, causing advisors to be broken on democratic civics and occasional hang.
* Fixed Wellington's prerequisite units and cheap units from musketmen to be riflemen as their other prereq, cavalry, had already obsoleted musketmen making him a bit broken.
Alpha'ey things to bear in mind:
Please don't take anything in the mod as final, and apologies for any bugs. it's really waaay before I planned on releasing a first build but I'm eager for some feedback, and also think all my posts in the Redistribution Thread about it 'coming soon' for the past few weeks need some kind of follow through.
feedback and suggestions welcome. Will release the SDK source soon, I promise. I just need to tidy up a bit. 

IndieRevolution Gameplay Mechanics
Download Link: http://theindiestone.com/lemmyandbinky.com/IndieRevolutionsAlpha_02b.rar
The focus of this mod is to provide new gameplay mechanics to the Civ 4 core game that feel like natural extensions of the base game to either make more interesting gameplay opportunities or to reflect parts of the real world that aren't represented in-game currently.
This mod will not look to adding tons of new techs, units and wonders (unless they are required to allow for the new mechanics) but instead provide new game-play mechanics that can sit alongside things like Great People, Civics, Espionage, Wonders and Random Events. I'll leave the big mega-mods to other people who have the skills and commitment to handle such a huge thing, and who are free to implement the features of this mod if they so wish.

Advisor System, which provides notable people from history as advisors that provide unique bonuses which sit alongside features like Civics, Great People and Wonders.
Immigration System that allows for citizens to move between cities and civs,
Distribution System Allowing for the distribution of food and production between cities in varying ways accessed via new civic options.
IndieRevolutions also features great mods from elsewhere in the community that fit in it, such as Revolutions and Better BTS AI, that provide subtle but powerful additions to the core game.
New Concepts
Advisors
Spoiler :

60 advisors (not all present in alpha) that are unlocked on different criteria, from techs to build achievements such as building 5 libraries . You can choose two of these as your chief advisors for their unique bonuses.
The potential advisors are a diverse mix of artists, scientists, inventors, political, religious and military figures and authors, each with strengths and weaknesses.
Only one player can use an advisor at a time, and the first Civ to meet the requirements for the advisor will have the advisor settle in one of their cities and become available for selection.
Spies can bribe unused advisors to move to their civs once their civ has the requirements for that advisor.
Spoiler :

Also capturing the city they live in will work just as well. There is a chance also (though not in the alpha) that unused advisors may emigrate via the immigration system.
Furthermore, the advisor requirements are permanent, for example some Civic options or religions may be unavailable while you have an advisor who doesn't like them, or requires another. likewise, a way to bring down Sun Tzu in a rival civ could be to sabotage barracks with spies in their cities until they have less than the requirements to use him, at which point he would step down and your rival would have to switch. Have another spy ready to bribe him as soon as he steps down and you have a way of stealing Sun Tzu and have him train up your armies in the art of war instead! Teehee!
Razing a city will KILL any advisor living in it. The ultimate way to annoy your enemy. Do you have the lack of conscience required to raze the home city of Stephen Hawking? Only time will tell!
You can only change advisor every 5 turns, and they cause a turn of anarchy like any other switch, unless you are a spiritual civ.
To get to the advisor screen, click the, ahem, duplicated Revolution button to the left of the domestic advisor. Proper icon coming soon

To change advisors, click the big portrait of the one you want to change, and then on the one you want to change to.
ALPHA NOTE: THE FOLLOWING IS DISABLED IN THIS BUILD
When Universal Suffrage / Representation civics are in effect, every X turns (20 or so maybe?) You get to pick two candidates for your advisors, and the game picks another two. Your civ vote on who they want in office, and the winners become your advisors whether you like it or not. The happier your civ are, the more likely they will vote your way. You can build campaign offices in cities to claim 25% of the vote for your nominated candidates in those cities, to help keep your choices in office. Spies will be able to swing votes against you, and you can, if you wish, risk rigging the election. at extreme unhappiness / revolution risk if you get caught.
To further increase votes for your candidates, there are a modest selection of pledges you can tick on the nomination screen. Things like: I pledge to raise the culture rate by 20% for 10 turns, or I pledge to end the war against the French Empire. If you don't fulfil these pledges though you will meet extreme unhappiness in your civ and increased revolution risk.
Immigration
When a city grows unhappy or unhealthy, you're losing a war badly, or you're too whip-happy, there is a base chance per turn that affected population will consider emigrating. If this happens, you will receive a pop-up warning you and giving you the reasons, and you have an indeterminate amount of turns to address the problem before they go, if you manage this, they will abandon the move, if not, then they'll move from your city. It could be anywhere from 1 population to half a cities population (but this would have to be super severe, I've never even seen close in tests)
They will then choose a city to move to, that's weighted on a ton of factors from happiness, healthiness, target civ's wars, civics, culture, distance, and lots of other stuff.
If the city they choose is in your own civ then they'll simply relocate there, but chances are it'll be elsewhere in the world.
When they go, however, there is a chance that they will spread any religions that are in the city they leave (more likely for state religion) and also, they will add some culture of your civ to the city they move to. By the end of the game most successful cities will likely be multicultural, containing a minority of most civs in the game.
So there are positives and negatives for both immigration and emigration, if you are badly losing a war you may see lots of your population flee to neighbouring civs at peace as refugees. On the plus side, they will likely spread culture and religion a fair bit for you.
The new civic category, Borders, allow for different strategies for capitalising on the positives, and defence against the down sides.
Border patrols
- Default
Controlled borders
-75% Immigration to Civ
+10% Great People
+10% Commerce in all cities
-10% Culture in all cities
Useful if you want to avoid the majority of culture / religion spread from immigrants, but still want your people to emigrate to spread culture / religion to other cities. You have a culture penalty though since less people are coming in and spicing things up.
Isolationism
No multi-turn trade agreements possible with other civs
No international trade routes
+200% espionage
No foreign religion spread into lands
+3 happy citizens in biggest cities
-20% science
+10% production
No emmigration from civ
No immigration to civ
For the North Korea style of play. Gives a huge espionage bonus at the cost of science (from lack of collaboration in the scientific community) as well as no trade routes possible, and completely halts all immigration and emigration to and from your civ. Happiness due to ease of propaganda, and while it doesn't stop religion spread inside your civ, will stop all religion entering your borders.
Also, now that unhappiness and unhealthiness can cause much more rapid population loss for cities, spies poisining water and fermenting unhappiness are much more of a worry for other civs.
Freedom of travel
Any rival civs can enter lands freely without Open Borders.
+10% science
+10% commerce
+20% culture
+2 trade routes per city
x2 foreign religion spread
x2 immigration to civ
x2 emmigration from civ
0.5 unhappiness for each immigrant in city
the bonuses to science, commerce and culture from having truly open borders, as well as potential problems from immigration/emigration are balanced by 1 unhappiness for each 2 immigrants in your cities.
Resource Distribution
A new category of civics that allow for the redistribution of food and production between cities networked to the capital.
Municipality - Default starting civic. Everything works as normal, each city governer (or the player) is responsible for managing their own food / production yields and they are purely local to the city.
Plutocracy - Food is distributed between cities connected to the capital based on commerce. Each city will claim a percentage of the total surplus based on that city's percentage of the total commerce within those cities. Rich cities will get an abundance of food, leaving small and poor cities stagnant as they ruthlessly take any surpluses from them.
Humanitarian - In the event of starvation at any city connected to the capital, food will automatically be transported from other connected cities with surplus food, to take it from starvation to stagnant.
Subsidization - Food is redistributed between any cities connected to the capital, firstly to get rid of any starvation and then the rest is handed out giving the smallest cities priority. Cities with over average size get no surplus food, and ones below get inversely proportionate to their size. As such, over time this helps to even out the cities sizes across your empire.
Socialism - Food is redistributed between any cities connected to the capital, firstly to get rid of any starvation and then the rest is split up evenly so each city has an equal growth.
Utopianism - Similar to Socialism, but as well as food all the base production yield from tiles and specialists within the connected cities will be pooled and distributed evenly. This is pre-forge and other multipliers, so cities will need to build a forge etc to multiply the production they are getting given from others.
A screen cap of two cities under Utopianism connected by a road, both netting 9 food surplus and 16 hammers a turn. Note the 'receives' and 'gives' to the left of the food / production bar:
Spoiler :


The potential for running a specialist economy where the specialists can easily move from city to city. Providing additional food to a city surrounded by towns on plain tiles. New super city specialisation where you could have a city with nothing but mines exporting its production and a city with nothing but farms feeding that mining city. It's all automatic so just by taking citizens off tiles you will automatically pull in food / hammers from other cities to balance it out (depending on civic) giving a lot of flexibility to your civ.
But also a lot of dangers, such as over-growing cities beyond their food production capabilities making it difficult to change from the civic, or stagnating border cities, or diffusing your production too much. Though I could definitely do with some suggestions for more things to make choosing between the civics (or whether to use them at all) a real quandary.
Also implemented, but disabled in this version, is trading surplus food / production with other civs! Coming soon!
re: Wonders
The Sphinx has been added (taken from the awesome Thomas' War) with a new effect, which gives the civ all the Redistribution civics for controlling food / production distribution in your civ.
The Great Wall has been made the same hammers as the Pyramids and Sphinx, and now also provides all the Borders civics.
Specific values are still WIP, this still probably isn't terribly balanced, but any feedback would be much appreciated!
Planned features for the future include:
Religion Replacement, will be an all new replacement for the religion system (which I hope to carry over to Civ 5) the main difference is that religions are created by the player, as opposed to being strictly real-world religions, though each of the real world religions will be creatable using this system. Basically it revolves around a new religion screen very similar to the civics screen called Religious Doctrine. Like civics, you will unlock new choices for your religious doctrine when new techs become available. Unlike civics, you can only choose these once and you're stuck with them forever. Some are a good way to get an early lead on your rivals, but have severe penalties later in the game (especially if you try and abandon them as your state religion) others will come later in the tech tree and provide later game bonuses. As well as this, atheism will be a new religion which will be automatically founded in the civ that first gets advisor Charles Darwin settle in one of their cities. Atheism then spreads as would a religion, which provides benefits to science but can seriously damage a religious leader's civ if they do not control it. More info here.
Dynasty System, to allow players to lead powerful families of rulers through the ages, providing family related unique bonuses that can be modified by marriage and a loose kind of selective breeding, allowing for royal marriages with princesses, as well as player instigated revolutions (using the Revolutions mod) to get fresh blood on the throne. Along with other mechanics to enhance diplomacy and better represent the evolving nature of leadership of civs.
Organized Crime System, simulating sub-cultures of crime and terrorism within cities, that act like 'mini-civs' of sorts, with their own leaders, AI and control of cities that may extend between actual civs. These can either be exploited or combated by the player depending on their strategy and morals. New resources will allow for criminal drug and human trafficking, creating a secondary trade network. Extending the health mechanic will be the effects of drug addiction and crime which will cost the player if they don't control it.
Internal Law System, utilising all the elements of the above systems, giving the player even more control of the type of government they run. They can legalise or criminalise different things from drug use to alcohol, cigarettes and all manner of other things that provide both negative and positive effects in your society. It's from here criminal organizations may breed. As well as this, specific laws such as right to protest, number of children, use of artificial contraception, free health care and other choices that are given depending on your main civic choices.
Advanced Treaties System - Adds a range of different treaties that can be formed between civs, from alliances or 'special relationships', research pacts, cultural exchanges, trade deals, nuclear disarmament, trade embargos, environmental deals and so forth.
All features will be selectable from the custom game screen, allowing players to mix and match which features they want.
Credits
Meeeeeee..........
New icons by the woverly awesome MashPotato.
Includes other modpacks:
RevolutionMP by the awesome Jdog5000 and Glider1 based on the Revolution mod by yet again awesome Jdog5000 and another awesome Dom Pedro II
Mastery Victory by Sevo the awesome (can't find a link, bah

BUG 4.3 by EmperorFool and the Awesomettes
Better BTS AI by OH NO NOT HIM AGAIN it's the apparently triple awesome Jdog5000 and the rest of the Better BTS AI team
Sphinx Wonder by Tsentom1 of Awesomonia
Multiplayer Compatible (for the most part) may have occasional OOS due to remaining RevMP multiplayer issues requiring one player reconnect, and also a small chance of an OOS as soon as the game is launches (happens about 1 in 5 games, still looking into cause) but is otherwise adequately playable in MP

Release History:
Alpha 0.2b
* Fixed bug where sections of the WIP election system were still enabled, causing advisors to be broken on democratic civics and occasional hang.
* Fixed Wellington's prerequisite units and cheap units from musketmen to be riflemen as their other prereq, cavalry, had already obsoleted musketmen making him a bit broken.

Alpha'ey things to bear in mind:
- It's currently a bit rough around the edges. Chances are there are bugs, some icons are not in there yet, and Civopedia entries aren't in there for the most part, but everything that needs explaining usually has the information in the relevant place (civics screen, advisor screen etc)
- A few of the advisor effects are not active at the moment despite the advisor effect panel listing them. Mainly rival attitude modifiers and religion spread. I think that's it.
- No customizable options at present. Everything is turned on and at default values.
- Some black boxing is going on. A few magic numbers and hidden formulas mean some specific information is not clearly available. Immigration / Emigration in particular has little UI feedback to rely on apart from unhappiness / unhealthiness of a city, though you will get the pop-up warning. Some feedback on commerce may be inaccurate as it may not take modifiers in the mod into account, I don't really know yet and will need to look into it.
- Still WIP. Some advisors not in, food / production trading and elections disabled for now.
- There are likely to be big balance issues. That is one of the reasons for this release. What's waaay too powerful? What's waaaay to weak? You decide!
- I'm aware that there seems to be strong bias toward males in the advisor panel which was unintentional and just a result of the names that popped up in my wiki travels, this will be addressed as some of the advisors in the screenshot have since been removed and some awesome femme's will be added lest I be a big stinky sexist.
Please don't take anything in the mod as final, and apologies for any bugs. it's really waaay before I planned on releasing a first build but I'm eager for some feedback, and also think all my posts in the Redistribution Thread about it 'coming soon' for the past few weeks need some kind of follow through.

