I still haven't found a workable solution to the naval resources problem yet, but there are a couple more things I thought of that might work. I'm going to try them out tonight; if they don't work, though, then I'm going to put in a temporary fix in 1.09 that doesn't involve Work Boats at all. Fair warning, some of these ideas involve some significant changes to how workers will work in the future eras; one of them was basically to combine the Former and Combat Engineer into a single unit, an all-terrain worker that unlocks in the late Nuclear Era (probably at Advanced Ballistics). If I do this, then it'll make a BIG difference in terms of balance.
What this means for all of you players is that 1.09 WILL be out within the next couple of days, despite not having a lot of changes added in the MONTH since 1.08 came out. (I've been spending a lot of time on the Mythology mod, as you can guess, but there also just hasn't been a whole lot that needed tweaking in the AC content.) 1.09 will be the final version that uses the old two-mod design; 1.10 will be shifted to the new Ascension/Empire/Mythology/Base split design, assuming I can get certain bits to work right in that alignment. And for those of you wondering, once Mythology is ready to be moved up to "beta" status then I'll bump version numbers to 2.00.
Now, I haven't added any new AC unit models since the previous version; once I get the core Mythology mod out for feedback I'll shift my efforts to that. I'm hoping that within the next month I can finally complete the Ascension mod and have a fully playable Mythology mod to pair it with.
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Now I'm sure you're asking questions like "Spatz, how can I help?", "Spatz, why aren't you wearing any pants?" or "Spatz, what if I wanted to add X to the Mythology mod?". While the second question would take a while, the answers to the first and third question are the same: I need content ideas for the Mythology mod. Ideas for this should be posted in the Mythology thread, but I'll list what I need here because a similar issue's going to come up with the Empire mod in a month or two.
Specifically, I need the following:
1> Mythological units. I've got plenty for the Greek, Egyptian, and Norse pantheons, but I could use more ideas for the others. And not just their names, but actual stats; I especially need to know their unique ability. Every myth unit should have one unique attack or ability, something no mundane unit can ever get, and the most powerful myth units should have two. All of these should be something of the form "when this unit kills another unit...", "at the end of each turn...", "at the start of each combat...", and so on. The units can also have the usual mundane stuff, of course.
Example:
Hydra (melee attack strength 20, Regeneration I, gains a random promotion every time it kills an enemy or loses more than 5 health in a single fight)
2> Heroes. I need at least four for each pantheon, and they should be somewhat unique. Each should be similar to an existing unit type, but should start with three extra promotions: 1-2 things available to normal units, and 1-2 special abilities or a flat bonus to one statistic.
Examples:
Odysseus (Archer; Amphibious, +2 to Ranged Strength, can move after attacking)
the Argos (Galleon; +1 movement, +1 visibility, can heal outside of friendly territory)
Achilles (Swordsman; +2 Strength, Siege I, Faster Healing)
and so on.
3> Events. I need events based on the mythology of each pantheon; along with four choices for how to react to each. Each choice should map to one of the four axes (Law, Chaos, Material, Ephemeral), and each should have some tangible benefit. "Gain a Hero" or "Gain 1-2 Myth units" should be common results. I'm aiming to have each player get an event every ~20 turns, with no two events ever being less than 10 turns apart, so the benefits can't be TOO large.
I've given several examples of these in the Mythology thread.