Funny how I managed to suggest 2 things in row that was already implemented/intended
Eh, it happens. I mean, I can remember nearly every tiny detail of my mod, but that's because I wrote the thing on and off over the course of about 6 years. (It was originally a pre-BTS Civ4 mod that I never released.) I don't expect anyone else to do the same.
And the magtubes thing is one of the bits of my earlier design that I REALLY didn't want to give up. If the two issues I mentioned above hadn't interfered then I absolutely would have had it, because of the "Rule of 50%" in this mod. Whatever there are two of in the core game, I add a third. Pretty much the entire mod is 50% longer than the core game; 50% more eras, 50% more strategic resources, 50% more votes needed to win, 50% more specialist slots by the end of the game, and so on. So adding a third route type would have fit perfectly; the only thing is, I don't think I could have waited until the late Fusion era to introduce something like that, so I'd probably add Magtubes at, say, Doctrine:Initiative and then have the Monopole Magnets tech boost Railroad AND Magtube movement.
Once the art modification works and/or we get DLL access, then magtubes are high on my list of things I'll add in. In the meantime, though, it just has to stay a simple railroad boost. Granted, it's a pretty huge boost; railroad movement basically doubles as a result of it (it's not quite linear).
I've just noticed it's the no.1 way to tease a mod dev
Yeah, teasing might not be the best choice. Thanks to some fun medical problems I haven't really slept more than 3 hours per night in over a month, so if I come off a bit harsh...
I'm playing a test game to make sure everything works, and the game's crashing quite a bit more than before, nearly always when I try ordering a unit to move far and update a lot of hidden terrain in the process. Two of them were hard crashes, forcing a reboot; granted, both of those were when I've got the game AND two ModBuddy windows (one per mod) AND FireTuner AND an Internet radio station AND this board AND Microsoft Word (for the patch notes) AND GIMP. Okay, so I'm probably asking for it at that point.
You said you were going to make policies more expensive and make the weak ones better? I was wondering if you could do something about free speech, because the current policy is, well... stupid. What does 8 free units have to do with free speech? It also seems to have nothing to do with the playstyle that picks freedom.
In v.1.03, Free Speech has been changed to add +1 culture to Theaters, Universities, and Observatories, in addition to the 8 free units. And yes, I agree that it's a stupid benefit to give that particular policy; a LOT of the new policy effects seem to have just been thrown at whatever policy was available regardless of the actual effect. I mean seriously, Planned Economy boosting research when Factories are present?
I've left the 8 free units there for now, but I'm looking at moving it down a notch to Constitution once I find another good effect to add.
There are still a couple changes I want to make with policies post-1.03:
> I'd returned Constitution to the vanilla game's "+2 culture per Wonder", but I want to move that effect back over to the Piety branch somewhere, and what I really want for the Freedom branch is a "+1 culture per Specialist" effect. Unfortunately, it doesn't look like I can do that.
> In the Patronage branch are two policies:
Cultural Diplomacy (old, third tier): x2 quantities of strategic resources from city-states, +50% Happiness for luxury resources from city-states
Free Market (my new superfinisher): x2 Influence from quests, 20% less Happiness needed to start a Golden Age.
Just given the names, what I REALLY want to do is swap the quest Influence part with the x2 strategics. Unfortunately, the stub used for Cultural Diplomacy is all-or-nothing; the two effects are a package deal and you can't tweak the effects. I could swap them entirely (but drop the golden age part to -10%) and add something extra to Free Market, but I haven't found anything good for that yet.
Policies in the core game that I've edited, in v.1.03:
Republic: same as my pre-patch version, boosting trade route income instead of building production.
Professional Army: the Happiness only adds to Castles and Military Bases, not all four defensive buildings. (The -1 gold I'd added in the last version didn't actually work.)
Piety opener: the old +2 Happiness, plus the new 15% cost reduction. (I'll replace the +2 happy with the 2 culture per Wonder effect from Constitution once I find a good replacement.)
Theocracy: +1 Happy per Colosseum or Stadium, +1 Culture per Pasture or Plantation
Merchant Navy: +2 production per coastal city, +1 gold per Harbor or Seaport
Secularism: still only +1 science per specialist. (Seriously, who thought +2 was a balanced effect?)
Free Thought: +1 science per Trading Post, +10% science for Universities and Public Schools. (Instead of just +17% for Universities. Note that in my mod, both Universities and Public Schools are now just +30% base.)
Free Speech: as mentioned above
Planned Economy: now here's a fun one. My version of Planned Economy now gives +1% Gold in each city for each building that generates Production or stores Food. That's basically 20 buildings, although a couple are mutually exclusive and a few require certain terrains. (Note that since it's in the Balance mod, it won't give any bonus for the future-era buildings in these categories.) The beauty of this is that the bonus starts off small and grows VERY quickly, first because the city's base gold increases and second because you'll be adding new buildings often.
There are two basic problems:
1> The Order tree is really supposed to favor "wide" empires, which the old trade route income boost did, but this new effect favors "tall" empires instead.
2> It's kinda hard to explain.
So I'm open to changing it back; I just wanted to see how far I could take the new stubs they gave us in the last patch.
Every other policy is currently identical in effect to the vanilla game. My ultiimate goal is that every existing policy should have two distinct effects, generally one strong and one weak, while my SuperFinishers would have two strong effects (and be 50% stronger than a normal Policy... see what I mean?) even if those two effects reinforced the same thing. I've changed quite a few of those as well, but you'll see what they do when I post the next version.
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This is post#996 in this thread. My goal was to have the new version be on or before 1000, so it WILL be soon. Try not to make too many posts in the next hour or so; I'm finally trying to fix the year numbers to be more realistic, and it takes a little work.