markusbeutel
NiGHTS
Automated workers are replacing upgraded improvements with vanilla ones. Happened with Vineyard. Exactly the same with marble query wich is invisible btw. Even with "workers leave old improvements" option checked.
I'm working on a solution to the automated workers replacing new improvements. The quarry graphical bug will be fixed for tonight's update.
UPDATE: After doing some more testing, I'll be releasing a tweaked version of NiGHTS to CivFanatics later tonight - V7.1.
It will address some minor bugs and add some balance to gameplay.
CHANGES:
- Advanced Economy isn't giving the trade-route stability bonus. This will be fixed or replaced by a new policy.
- All Building Taxes will be significantly lowered where the max penalty for any policy will now be +10%.
- The Utopia Project unlock will be lowered to 3 or 4 Branches. Still deciding on the number.
- The Training of Veteran Units will be boosted to +50 a turn, double that of the new Improvement Specialists.
- Wonders will each have 3 slots and working each slot will provide either a gold/science/culture/production bonus based on the Great Person working them, and each slot will add +5 GP points. Great People currently make +10 a turn automatically, and this change will mean they will be able to match the rate of normal specialists. At +25 per turn for both new Specialists and Great People, the speed at acquiring both is 2.5X faster than in V5/6 of NiGHTS.
- Tech costs will be raised around 15-20% after the Ancient Era until the beginning of the Industrial Era where their costs will stay the same from then on.
A future change to be implemented, probably next weekend, is that Buildings/Units that are a minimum of 2 Era's past their introduction will be disabled. This is to negate the massive list of things to build that invariably crops up when playing NiGHTS. It will also add strategy in the sense of, "do I go into the next age when I still haven't built X and X from the Ancient Era."
I'll post back here when the I've uploaded V7.1