I'll see if I can figure out where to intercept the culture bomb. Hopefully there's an event to do so, otherwise it'll only affect the human player...
I like the marketplace idea Sneaks, and would definitely play with it. Perhaps an independent counterpart to your Slider Specialists mod? I think you'd probably have more experience with that than I, and it'd go perfectly with the changes to resources in these balance mods.
@sav
In the new beta version, the "Combined" mod with the flags includes all the previous mods in one package. You can delete the others.
I would imagine it would work just like a great engineer; a fixed amount of culture that scaled by era or game turn.
Like how GSs were changed, too. I'll bug Alpaca about it since he has experience with intercepting great people abilities like that.
@black213
Thank you for pointing out the Meritocracy bug, fixed it.
@Polycrates
I believe they added a feature in a recent patch, where after killing a barbarian in a CSs territory trespassing is ignored for a while. I might be mistaken... if this is not the case I might boost it to 35. The reason I fiddled with influence gain was because of the constant "X has become an ally of Y" / "X is no longer an ally of Y" messages due to the AI completing quests but not subsequently solidifying their relationship. Quests should always give slightly more or less influence than what's required to reach a friend/ally level now.
Buying workers is definitely a valuable strategy to pursue. I don't want to nerf it because it'd improve the value of the alternative - stealing workers. Ideally by keeping worker costs at vanilla values and providing the 2-free-workers policy, the importance of worker stealing on hard difficulty settings will be reduced.
One thing to point out is getting Siege as a first promotion reduces capability to clear out early defenders of an opposing civ. It makes city capture a little easier, but at some of the higher difficulty levels the defender has so many units it's difficult to actually
get to the cities. That said, I've been thinking about splitting it into two +25% promotions, similar to the Civ IV "City Raider" promotion line, or just moving it back to Tier 2 promotion status.
There was a suggestion a while back to make UUs obsolete one tier later than their normal-unit counterparts. I haven't implemented this yet. It'll be a buff to the Aztecs when I do, allowing them to build Jaguars until Metal Casting.
I agree the Watermill feels like it has many divergent bonuses. I never could really figure out what it's for in the original form either. I think I have an idea on how to focus its role a bit more though... will experiment a bit.
Not really sure what we can do about AI ICS. In the same patch Firaxis nerfed ICS they made the AI do it more, which didn't make much sense to me.
I'm not really sure an early culture multiplier is needed, culture and policies seem to be relatively well-balanced right now.
A per-resource happiness attribute isn't available.
@V. Soma
Not really sure about purchase costs on Quick gamespeed. I haven't played around with the different gamespeeds much, and haven't touched variables of Quick setting at all, but did lower unit costs slightly on Epic and Marathon a while back, as you probably noticed in the version notes.
@Xink
That's strange. I haven't encountered any crash or unit replacement issues... but I'll put it on my todo list, and look through the barbarian units mod to see if there's anything I can do about it. I do like the concept of the mod, it's something I've used for a very long time.