would it be possible to add new wonders that have the same tech prerequisite as existing wonders, but different religious prereqs. That way you could add christian wonders to mirror the islamic ones and vice versa. This is one way to introduce more renaissance/medeival wonders. As well, why do wonders always have to be buildings? Great works of art such as Dante's Inferno or The Mona Lisa are wonders as well.
What kairob said, mostly, and the fact that they're built with production, which is at least believable for an architectural wonder, but for literature and paintings?
I already thought about having double effects for Islamic/Christian wonders, but feared it would take some of the wonders' uniqueness.
i tried a 3000 bc start to play Italy, started as Inca waited three turns and nothing happened. Can you only play Italy on 600ad?
Did you make sure Rome is dead? If they manage to survive until 1167, there will be no Italy.
Also, i understand that the great works are represented in game, however, if you wanted to create more renaissance wonders, this would be the way to do it. It wouldn't be without president in the game either i.e. the heroic epic and national epic.
On that thought, would it be possible to dynamically name those two wonders to represent actual heroic or national epics i.e. Beowulf for the English or the Illiad for the Greeks
Yeah, I already had that idea as well, but it's rather tedious to implement (only idea is to go via UBs for each of them).
Also, i just thought of an addendum to my earlier idea. If you could make these great works be like relics from SoI. Then we could represent a common event in history, in which conquerors take pieces of their conquests culture as a trophy, and gain the benefits of their conquests knowledge. This could help civs like the mongols, who are conquerors, not fall behind their advanced neighbours.
Tech stealing was into consideration when I changed the Mongol UP. I was of the opinion that they needed the military boost more, however (which might not be true anymore as they now seem to be potent enough to crush China at least).
I think for America and England, both civs existed as distinctively separate nations for over 200 hundred years and throughout multiple important conflicts throughout history (Revolutionary War, WWI, WWII, and the Cold War most notably).
The Western Roman Empire (if you minus the years under the tetrarchy) on the other hand barely coexisted with the Eastern Roman Empire for over 100 years before it collapsed.
Yeah, but that doesn't interfere with the statement that there no conditional spawns in RFC.
What about a combination of
-Making Romans get an even slightly higher production boost and/or decreasing cost of legions
-Including an easier-to-achieve "complete Roman Empire" UHV, for instance, only needing to control at least 1 city in France, 1 city in Spain, 1 city in Great Britain, 2 cities in Northern Africa, 2 cities in Asia, 2 cities in Balkans/Eastern Europe (Constantinople would count both as city in Asia and city in Balkans/Eastern Europe).
-Help out AI to emulate Roman Empire by having "total war"on Greece and Carthage, spawn some units in Levant, spawn a settler+defender in London and give an x% chance to flip cities around Mediterranean to Rome (if not human player controlled).
Exchanging some Western cities for Eastern cities is exactly what I meant when I said I'll change the UHV to a more Eastern orientation. Making legions cheaper is great idea if properly balanced.
I won't give the AI too much artificial help though. London is not that important to the shape of the empire, and random city flips go too far in my eyes. A total war feature might help, though, but I think the problem with Carthage is rather that Rome can't mount a proper naval invasion.
Is there also a way to make Spain, France, Balkans, Turkey, the Levant, Egypt, and North Africa all be considered part of one continent (for combat purposes) from 500BC to 200AD?
There is. Maybe it'd be wise to include a proper algorithm for these things into the code (to make the continent boundaries change depending on how they were perceived at the time), rather than making hardcoded changes on a whim as it is currently.
BTW, when are you planning to work on your combat update? This mod's looking amazing already, but I'm still really looking forward to revamping the combat system.
I'm afraid this has medium priority at most at the moment. It's better too have implemented as much as possible before such an extensive feature. Otherwise it's difficult to distinguish which change has which repercussion.
Lol, I'm still looking forward to the changes to Babylon's UP.
I was thinking, Leoreth, that there should be some sort of "minor" corporations (trading companies or something) that don't add as much of a benefit (except maybe financially) based on the types of resources you have access too? Like spices, dyes, fur and whatnot?
Babylon is definitely due this week
Maybe I will move to a SVN repository like embryodead did, so that you can download (unstable) preview versions before I release the next proper version.
I'm still considering whether medieval/renaissance/colonial companies would work for the game.