Going great so far, the management of priests etc. to balance growth and happiness makes for much more engaging gameplay than vanilla early eras.
Good. The intention is that you should have to use Priests occasionally, but not every possible slot all of the time. The balance on those are pretty tough to get right.
At the moment I'm starting to stumble a little bit though as none of my shrines are upgrading, do I have to do anything to force the upgrade or is automatic once enough Favor is generated? Is there any way to view the progress for each shrine?
I'm working on a more detailed Favor window that shows exact progress numbers for every building; at the moment you can get the info from the FireTuner output (although I didn't format it in a very readable way, since it was meant for me). Similarly, I'm also working on a window that'll show the other players' pantheons, Favor totals, and so on. I'm not sure exactly how much I want to make visible to you, but for now I'll set it up like this. Basically, the part where Focus info comes up when you click on one in the mandala? That'll be changed to a general data readout area, so I'll add a couple extra buttons that'll place the different kinds of data in that area.
But you absolutely should have seen the two starting Shrines upgrade by now. Even if you picked a Building x1 pantheon, then even if you never generated any Favor at all or researched any religious techs, you'd still be getting 1.5 favor per turn for each of the two starting shrines (1 for the Palace, split 0.5/0.5, plus a base growth rate of 1 for each). Each started at 100 Favor and upgrades to a Church at 300, so they should have upgraded no later than turn 134 no matter what else you did. And probably much, much sooner due to Mysticism, a Monument, Priests, etc. adding to your totals.
Okay, found the problem. It's a combination of about a half-dozen small, stupid mistakes on my part. I hadn't sanitized the inputs on the Level database read, I hadn't initialized the Level variable for your capital, I had an unset structure due to commenting out a block of code (the Teams variable), and I had an error in the part where it decides which city to put the free Shrine in when you add a minor god. So, when your cities were ready to upgrade, it was pulling a null value and trying to do math on it, failing, and not doing the upgrade. If you had FireTuner, you'd see an arithmetic error on line 612 of MythStartTurn. I've fixed it, and tested it by hacking the growth rates; it definitely works now. I might try uploading a fixed version tonight, if I have time; I'm spending most of today at work because of a deadline, so it might have to wait a day or two.
And yes, I'd tested this way back when I first put the code in. The above errors were due to some restructuring I had to do right before v.0.01, when I switched from Whys' save/load functions to a direct MapModData structure access.
Only bug I've seen is that the Ephemeral option on the generic event can't be selected, button does nothing.
Found it. I'd used Teams.GetTeamTechs() instead of Teams:GetTeamTechs(). Lua is very finicky with these sorts of references.
The bigger problem I'm having with those events is ensuring that the AIs get them as well; the UserEvents mod I embedded to handle these wasn't really built for that, so at the moment it's a human-only thing (which obviously is a major problem for the AIs' balance).
Just found one more, when I researched Mythology a whole bunch of units from other Pantheons appeared in my production list (not ALL of them as in the previous version).
Fixed. Stupid mistake on my part; in the production popup, I was having it decide whether something was a pantheon or focus myth unit based on two bits of the red-text warning string that normally pops up when you don't have a building or project needed for a unit. If the tooltip ended with "in this City" then it must be a Focus myth unit (or some other unit that can only be built if you have a certain building), and if the tooltip starts with the string "entry into the" then it'd be a Pantheon unit. What I forgot is that this tooltip now starts with a "[NEWLINE]", meaning the Pantheon units need to check the 14 characters starting at position #10, not #1.
Update: I'm at turn 199, about 3200 Favor total, still only shrines (4 now) in the capital and nothing in my other two cities.
Definitely a bug, but with the fix I've mentioned above, it should work in 0.03. You get your third minor god at 3300, and I was intending that to occur on about turn 200, so it looks like the pacing's working better than I'd hoped. With the upgrade fix you might have grown a little faster (since your cities would have had better yields and such), but it's pretty close to what I'd wanted.
Most AI civs had a pretty badly negative income (by most I mean all that I encountered).
If you weren't getting any upgrades, then yes, I can see how the economy could quickly get out of control. Not that it's not possible to still be messed up either way, but a lot of Foci have some sort of small gold-boosting effects at various levels, besides just Wealth. That's actually one of the things I've worried about; lots of Foci boost Food, Production, and Gold, but only a couple boost Culture (mainly Art, but there are a couple minor bits in other areas) and only one boosts Happiness at all (Beauty). So I've been trying to figure out ways to justify adding small amounts of Happiness to other Foci, like Justice or Balance.
My suggestion would be to move some of the gold related tile upgrades (extra gold from camp/fishing boat etc.) to an earlier point in the tech tree.
Interesting idea. Normally you don't get your first yield increase until Civil Service, with the others coming a bit after that throughout the Medieval and early Renaissance. Normally it might only take you ~100 turns to reach this point, but I'm now aiming for 200 or more. So maybe some of the others SHOULD get moved earlier. The issue is going to be that those changes are being done in the Empires mod, so if I want to move them earlier to account for Mythology content, then there might be balance problems going the other way.
The other option I've got on my wishlist is this: add a few custom "religious" tile improvements that disappear once you have your Enlightenment. These could be more powerful than normal; for instance, a +2 Culture tile improvement that can only be placed by the level 4 Art creature, Xelhua, or some other specific high-end creatures. So I could do something similar for gold, but it wouldn't kick in until much later than the period you're talking about.
On another note, is there a maximum number of gods you can have selected? If I just never built the wonder to end Myth would I be able to eventually have all of the gods in my pantheon? I think I had 1 major and 4 minor or so.
There's no hard limit (beyond the obvious limit of 12 possible gods to add), but there are two soft limits that would make it very difficult to collect more than a half-dozen or so:
1> The Favor costs go up as a second-order polynomial. (5N + 1)*(N+1)*100 is the equation, so it's 100 for your first minor god (N=0), 1200 for the second, 3300 for the third, 6400 for the fourth, 10500 for the fifth... your Favor doesn't reset to 0 when you pick a god, so it's actually only the differential that matters (1100 after your first god to get the second, 2100 after your second god to get your third, 3100, 4100, etc. on up). This equation is subject to change, and was just my crude estimate for the curve, but that's the general idea.
Since Favor generation will plateau at a certain point (there are only a certain number of buildings that add Favor, and battle favor scales only with damage, not strength), it'd be very, very hard to keep adding more at any reasonable rate once you get past the first few.
2> Your Alignment on the mandala. You'll eventually hit a point where you've cleared out all of the gods available in one area, so unless you're deliberately picking every Event choice to shift you towards an area full of gods you haven't taken yet, then you won't be able to keep adding more.
This heavily depends on your god and pantheon. The Greeks have a big hole in the middle of the Mandala, for instance, where many of the banned foci are the ones near (0,0). This means that if you follow Zeus or Hades, for instance, then you have a LONG way to go to pick up things like Water (Poseidon), and not a lot of gods to pick up in between; it generally forces players to move around the edges. Conversely, the Sumerians mostly lack the ones around the edges, which encourages staying near the center; more choices, but many of the obviously powerful foci are off-limits.
If it's helpful at all, a couple of Favor values from my game are:
Turn - Favor
50 - 240
105 - 712
127 - 1156
150 - 1738
This is exactly the sort of thing I need, although a smaller interval would be even better. Say, every 10 turns or so. It looks like you're pretty much right on the curves I'd intended; I was aiming for you to have 1200 Favor on turn 125, so it matches almost perfectly. (The other benchmarks: 3300 by turn 200, which you also hit almost exactly, and 6400 by turn 300.) I'm assuming this was with a Greek god? (All pantheons should be roughly similar in the progression, but I'd expect the battle-heavy pantheons like the Norse or Aztec to be more erratic.)
Finally, just from that one game I can tell that this part of the mod is going to be at least as much fun as the Ascension content, once it's at the same stage in terms of functionality of course! Great work so far.
I'm trying hard to make it quite a bit less straightforward than the future content. The Ascension mod had the Breakout, the altered Space Race, and the Transcendence victory, but beyond that it was really just more of the same sort of content you'd already been playing. (Okay, there were also some new unit and building abilities, especially the ones that create strategics.) Generally speaking, you'd play that future content the same way each time, or at least as much so as in the vanilla content.
I was originally worried that the Myth content would be too similar to that, with the new units, techs, and such just being more of the same. My hope is that through the combination of Focus effects, the balancing act between Myth units, Heroes, and mundane units, the Events, and the whole Priest thing, it'd be enough to keep things different each time. In the long term I'd like to take it further, biasing diplomacy based on pantheon choices, but that'll have to wait until the DLL. The worry, now, is that it's too much "railroading", where you're hosed if you don't grab a Wealth god or a Beauty god or something; the game shouldn't be unplayable no matter who you pick.
This is really why I need playtesting feedback. You've seen the kinds of penalties you have to overcome (with the Gold issue you mentioned); the idea is that depending on which central god you picked and which minors you add, some of those penalties will become non-issues, while others will stay problems. What I need the feedback for is to know whether any of the 28 starting gods is unplayable due to the combination of all of these factors (since I can't possibly play enough test games to see this for myself), to where you're absolutely forced to do something you don't want to do (like shift to Gold Focus in cities). I want the game to FEEL different depending on your choices, to where you won't get a more-of-the-same feeling every time, but not to the point where you feel there's only one possible way to play a certain god.