I didn't know that. I assumed it was Sevo given its name, but we've already established that you're an odd bird.
Sevo wrote the original version, and it was updated by a number of other people into the Warlords period. I did a fairly extensive overhaul/rewrite for BTS once that came out since no one else was doing it. See the Sevopedia ReadMe's version history and/or the last page or two of the original Sevopedia thread in the Components forum.
In any case, that animals can enter your lands and destroy your cities should probably be fairly prominent in the README.
I'm working on it, damnit.
But there are some key features of BULL that I find hard to live without, primarily the extra city bar hover info. Given that your target player segment is multiplayer, swiping that one feature from BULL's setCityBarHelp() would fit perfectly. With it you rarely have to enter the city screen, and when time is critical, avoiding that screen is quite helpful.
I've always used the city screen... never really occured to me you could do it any other way. Alright, I'll look into this as well.
Quick question: Desert causes damage to units. Am I going to #$&% myself by settling in it?
Cities have a base heal rate of 20% (down from 25% in vanilla), and can gain an additional 10% from a Training Grounds and Barracks both being present. Founding on Desert, Tundra or Snow will reduce this with their damage effects, but it will still be a positive heal rate.
Werewolves . . . Okay, that's cute. They're strength 3 so no big deal.
I'm actually not thrilled with the Werewolf myself, but I needed something with the strength of a Bear and the speed of a Wolf to keep things interesting and there weren't that many options to choose from.
Strength 20 regenerating Jungle Sandworms . . . Seriously?
The barbs are limited to two Sandworms worldwide. They can only spawn on Desert and will not leave Desert unless pursuing a unit. (This means they have nothing to do with Jungles, btw.
) They also cannot capture cities. I'm willing to nerf their strength a little, maybe to 16, if necessary but they are there as the land equivalent of the sea monsters and are meant to throw a little terror and excitement into the world. It's a slightly more dangerous and interesting place than the real Earth, but all these additions are more-or-less biologically feasible imo, so I still feel comfortable claiming it's not a Fantasy mod (there's no magic, for example).
[*]The icons for the Market and Grocer are swapped.
That one was intentional; I felt they fit their respective buildings better this way. (Plus the icons and building models both were backwards anyway back in the old days of vanilla, which is what I became used to before they switched them on us.)
[*]During a Golden Age, the bonus +1
and +1
are displayed in the hovers for tiles outside your cultural borders, but the icons shown on the map remain correctly unmodified.
You mean, remain incorrectly unmodified? I have no idea why this would be happening, as I've never changed anything related to the effects of Golden Ages except their base duration. It might just be a display bug, but okay, thanks.