There are a few weird things I noticed when I run with this mod that I don't seem to notice when I'm running without it so I'm checking here to see if others have noticed them to or if it's just me (since this is the only "weird" or non-standard mod I'm running).
The voting thing was changed, not sure if it's live yet, but there is some really weird voting going on. Such as Civ1 voting against (or well for the other religion) their religion to be the world religion and it was a YES vote (since it was all their votes -- four at the time) for more then could have been bought votes (noticed afterwards it was for all their votes). Only for them in the next vote they vote to repeal what they just voted in as the world religion. So I'm thinking something could be a tad wonky there.
(edit) On the repeal vote another civ spends all their votes to keep the world religion even when it's not their religion but the religion of the their enemies. It's all votes and not just a fraction of the votes. The whole sequence is Carthage suggests Islam to be the world religion (it's their religion), Arabia votes all votes for this with Carthage even tho they are the owner of Buddhism which is a greater (or larger) religion. Islam becomes world religion. The following vote Arabia suggest repeal of world religion. This turn China (who is the head of Taoism) votes with with Carthage to keep the religion as world religion.
Protestantism 27 cities (england) -- chuch, science/2, faith from granaries
Toaism 13 cities (china) -- expanse, +5 yields, thrift
Islam 11 cities (carthage) -- sea, veneration, cathedrals
Buddhism 8 cities (arabia) -- tut, stupa, mastery
Caholicism 7 cities (germany, this is me)
Confucianism 0 cities (england, was Brazil)
Arabia didn't vote for their own suggestion cause they spent all their votes voting against Casus Belli even tho they are at war with multiple nations. I'm starting to think they are all doing hard drugs. /edit
Other things might not be the mod but other things but I seem to have lost of a lot of notifications -- a spy was killed and I was not notified. I only noticed it the following turn when it said there was a replacement spy. Also units have gone missing without being killed or at least there was no notification of them being killed (not disbanded due to economical issues since gold is now more or less a non-issue once you get an era or so into the game). So they are just gone. Also the AI keeps building a crapton of siege units that the have on their front line -- but then they have done that for quite some time. It's possibly just a lot more noticeable now that they have even more units then before.
At least the weird trade-bug seems to be gone where traded strat resources (iron, horses ...) was not properly returned once the deal was over.
Beyond this as a balance mod I think it's doing fine. It's like deity normally is. Things are ok, then the AI push ahead and then you return to normal again when spying comes about. Have not seen the AI really push away after that again. It somewhat unfortunate perhaps that this really put the emphasis on super-defensive wars even more then before. Small melee front and then a massive amount of ranged to just pick off the zombiehorde that smashes against you turn after turn. There is so many units that you can't really help but to lose some units here and there since the AI in that regard is suicidal and unrelenting. Still very interesting.
The voting thing was changed, not sure if it's live yet, but there is some really weird voting going on. Such as Civ1 voting against (or well for the other religion) their religion to be the world religion and it was a YES vote (since it was all their votes -- four at the time) for more then could have been bought votes (noticed afterwards it was for all their votes). Only for them in the next vote they vote to repeal what they just voted in as the world religion. So I'm thinking something could be a tad wonky there.
(edit) On the repeal vote another civ spends all their votes to keep the world religion even when it's not their religion but the religion of the their enemies. It's all votes and not just a fraction of the votes. The whole sequence is Carthage suggests Islam to be the world religion (it's their religion), Arabia votes all votes for this with Carthage even tho they are the owner of Buddhism which is a greater (or larger) religion. Islam becomes world religion. The following vote Arabia suggest repeal of world religion. This turn China (who is the head of Taoism) votes with with Carthage to keep the religion as world religion.
Protestantism 27 cities (england) -- chuch, science/2, faith from granaries
Toaism 13 cities (china) -- expanse, +5 yields, thrift
Islam 11 cities (carthage) -- sea, veneration, cathedrals
Buddhism 8 cities (arabia) -- tut, stupa, mastery
Caholicism 7 cities (germany, this is me)
Confucianism 0 cities (england, was Brazil)
Arabia didn't vote for their own suggestion cause they spent all their votes voting against Casus Belli even tho they are at war with multiple nations. I'm starting to think they are all doing hard drugs. /edit
Other things might not be the mod but other things but I seem to have lost of a lot of notifications -- a spy was killed and I was not notified. I only noticed it the following turn when it said there was a replacement spy. Also units have gone missing without being killed or at least there was no notification of them being killed (not disbanded due to economical issues since gold is now more or less a non-issue once you get an era or so into the game). So they are just gone. Also the AI keeps building a crapton of siege units that the have on their front line -- but then they have done that for quite some time. It's possibly just a lot more noticeable now that they have even more units then before.
At least the weird trade-bug seems to be gone where traded strat resources (iron, horses ...) was not properly returned once the deal was over.
Beyond this as a balance mod I think it's doing fine. It's like deity normally is. Things are ok, then the AI push ahead and then you return to normal again when spying comes about. Have not seen the AI really push away after that again. It somewhat unfortunate perhaps that this really put the emphasis on super-defensive wars even more then before. Small melee front and then a massive amount of ranged to just pick off the zombiehorde that smashes against you turn after turn. There is so many units that you can't really help but to lose some units here and there since the AI in that regard is suicidal and unrelenting. Still very interesting.
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