Excellent! I'm looking forward to it.
You know, I might actually post reports of my first game in 1.18 here, with screenshots and everything.
It'll be fun, and useful when discussing 1.19, and might give me some incentive to finish a game.
(No, I haven't returned to that Egypt game yet.)
Sounds good.
I'm confused by these entries. Are you cutting free Drill promotions from Protective? Or are you fixing a bug which gave free Drill promotions to too many units?
Cutting the Drill promotion from Protective. I think it was due to a discrepancy between my notes and what was actually in game, but I don't remember now which was correct. I have no issue reversing this if its deemed undesirable.
Likewise, for Tactical: does it now give wealth for killing enemy units in rival territory only, or rival territory plus neutral and friendly territory?
Only in enemy territory but the gold calculation is changing to be based on the experience the defeated unit had accumulated. Formerly it was based on the experience the winning unit would receive. Two reasons for this; the bonus felt a bit lacklustre as you rarely got more than 1-3:wealth:, and the old method was a bit of a performance hog. The new method shares the same code as Traditional's culture bonus and thus both are much more efficient.
I like that Harbours are available before Lighthouses in HR. Why not take it one step further and swap the effects of Harbours and Lighthouses, just like in the Rhye's and Fall of Civilization mod? It makes more sense that way: Harbours offer shelter to fishing boats and provide +1on Coast and Ocean tiles. Lighthouses offer direction to trading vessels and provide +50% trade route yield. The Cothon and Trading Post UBs can be tailored to match.
That does make sense. I'll put it in.
Great Artists are available much earlier than in BtS, thanks to the free Artist specialist slot from Creative leaders. A Great Work (+4000on Standard speed) can be overpowering in the Ancient Era, blocking huge tracks of land from settlement and stealing tiles or even prompting revolts in culturally defenseless cities. Perhaps Great Works should have a technology requirement: Architecture or Nobility or some such?
There's no way I can attach requirements to do a Great Works, all I can do is change the amount of culture they provide and the unit can perform them. I guess it might be possible via a 'fake' unit replacing Great Artists after a certain tech but that's messy.
'The Singularity' is a much more interesting name for 'Future Tech.'
I don't think the tech in HR really represents technological singularity, just unknown as yet unknown advances of the future. Perhaps if the future era is expanded a bit more, but not at this time.