Lord Tirian
Erratic Poster
The guide is awesome. There are some bits I have mixed feelings about, but most things just sound so great that I want to play that now! 
Cheers, LT.

Cheers, LT.
Do you have any idea when you might release this?
Well, by all means, if you have things that you have mixed feelings about, just say it. One of the reasons why I put out this guide before the release is so people can bring up any concerns they might have.The guide is awesome. There are some bits I have mixed feelings about, but most things just sound so great that I want to play that now!
Cheers, LT.
I'm not sure how the food caravans will work out (might end up a bit micro-managey), but might end up alright in play.Well, by all means, if you have things that you have mixed feelings about, just say it. One of the reasons why I put out this guide before the release is so people can bring up any concerns they might have.
The ramifications could be that a mixed city production list of food-requiring units (like spears and axes) and buildings/hammer-requiring units (like catapults) crashes the whole thing.
1) Artifacts - Fall from Heaven II style
- The FfH version of equipment includes relics that can appear on the map, be picked up by units, dropped, and settled in cities. While on units or cities, the relics give specific bonuses. I think that this could be a really cool feature in normal Civ.
Well, there's nothing that requires players to set up food caravans, but probably players will develop some strategy that makes food caravans a must-have. But admittedly, my original idea was to have a national food stockpile that cities could take from or give to via the city screen.I'm not sure how the food caravans will work out (might end up a bit micro-managey), but might end up alright in play.
Agreed. The Equipment component is the newest part of the mod, so it's also the least developed, but I have a couple of plans to reduce the micro from this feature. One is to have another editor screen for setting equipment defaults so that, for example, if you want all your Tanks to have the heavy duty armor, cannon, etc. across the board, you can set this up in this screen. Every new Tank that roles off the production line then will have this equipment automatically. Since setting equipment on an existing unit costs gold, I am planning on having a production cost modifier for each piece of default equipment. So you can build heavy duty Tanks, but they'll take longer to build.Unit equipment is similar - gives extra specialisation, but we already manage promos and on big maps you can have dozens of units, going through some or all of them sounds like a big time-sink, especially if you have enough money to equip all of them. If the equipment editor, however, can edit several units of the same type at once, it wouldn't be a concern.
You can't get as much as you want. It maxes out. At the start, you can't get more than 2. Then it goes up to 10 with Chain of Command and to 18 with Military Science. These numbers are easily changed in the XML, so if these limits prove to be too high, it can always be nerfedAnd how often can you train units? Somehow, the potential of getting as much XP as you want through training alone sounds worrisome to me - and does it scale with game speed? Otherwise Marathon would allow you waaaay more XP.
Would you care to further explain this? I've been playing with the Multiple production modcomp for weeks now and not seen anything strange.
Tell me if I'm wrong, but I thought that human units in Dom Pedro's mod are "constructed" by food. AFAIK, the multiple production modcomp covers hammers only?
Btw, Afforess, are you the creator of the multiple production modcomp? I can't find the thread back which announces it so can't find out who created it. (for credits reasons)
Yes, I didn't specify that, but BBAI 0.81 is merged in.Are you going to include Better AI/Unofficial Patch in this? I guess you will, it just wasn't specifically mentioned under the mods you had included.![]()
That water sure looks sexy, did you just change the textures or did you somehow manage to get Colonization water to work in Civilization?
Ditched is a harsh word... I've merely set it as a low priority for merging. But it will be included in some later version. Whatever is in the guide is just what has already been completed.Wow, very nice. You ditched the tribes from Conqueror's Delight, though? I liked the idea.
It's done in the SDK with XML tags for easy changing. Basically, this is a substitute for civ-based techs. Each civ gets one tech. Their other techs are based on the starting location. So its really an existing idea, free techs at the start of the game, done in a different way.My favorite thing is a really tiny one in all your mod: the Terrain-Based First Techs. A very good idea; would it be too much to ask a technical description of how you did this? Python, DLL? Also, is the tech really freely given or is it like 50%needed for it given for free and you still need to research it?