@lord_joakim:
There is a method to the madness that I hath wrought on the leader traits, if I may be allowed to defend myself.
On the Financial trait...I felt that adding double production on Customs Houses wasn't too unbalancing, because the building is somewhat situational: certain map types negate it completely (such as pangaea), and it is a relatively late arrival in the game...plus not every city will be able to build one (in-land cities). I know the counter to this is "what if I only play archipelago?" About the only response I can muster is an uneasy shrug. But that's part of the reason why I'm posting it here--play a game with the altered traits, and let me know how it works out.
On the Ikhanda, I noticed no UBs affect war weariness, but there are already a couple that affect city maintenance. I wanted to give a UB the war weariness reduction benefit, but I couldn't think of an existing "redundant" UB to change that would seem to fit (i. e. one UB that just granted extra happiness or health...I think that is a little overused). So, I changed the Zulu UB to reduced war weariness, and I'm going to change
another UB to reduced maintenance. The net effect is reducing the number of UBs that grant +2 happiness/+2 health by one and adding in a UB that reduces war weariness. Also, I think the AI Zulu, who don't seem to sign peace and will fight to -15 war weariness (I've seen that in a couple of my games) would argue this is an improvement.
I intentionally beefed up the Mongolians in this version: the double production on Stables, intentional. The super-Keshik that replaces knights? Intentional as well. The goal of this modification was to enable the Mongolians to act kind of like the Romans, but in the medieval era: conquer as much as they please, but with fearsome cavalry instead of legions. If its too hot...then I might tone down the Keshik a little.
I was considering giving Expansive double production on lighthouses instead of aqueducts, but chose aqueducts because I though it fit the "health" theme of the trait better. However, that's subject to change, especially if many report its imbalancing or just think its incongruous. I'm not attached to the idea of Expansive giving double production on aqueducts over lighthouses in any way.
I don't mind anyone using the modifications I have made, so long as you give me credit where credit is due. I was planning, after AMM is completed, to create an Expanded Mod that included a new Civics idea I had, so I too will be "misusing" this mod as a base for a new one eventually.
@Lachlan:
I'm working on the events now, but I have run into a bug where an event (Levittown) will not activate at all, despite the fact I have it active in 100% of the games and weighted at 9,000,000 with all the preconditions met for the trigger...
To give you an idea of what I have done so far, here's a teaser of some of the already-coded events:
- Famous Doctor (50/100): a world-reknown doctor is retiring in a randomly selected city, and he is donating his money to further his fellow citizens' health (this one gives you a research hospital annex or gives you a free hospital in a city)
- Hardy Crops (80/45): biologists develop a particularly resilient crop of some food resource, ideally suited for a particular region, that increases food output
- Prime Timber (75/90): trees in a local region grow particularly tall and strong, and thus provide extra production
- Magna Carta (60/300): local nobles have grown restless with the monarchy, and have presented a bill of rights; the monarch has the choice to sign or not to sign
- Levittown (80/100): innovative homebuilders construct masses of cheap suburban housing, upgrading a cottage or hamlet into a village instantly
Some of my other, uncoded, ideas at the moment involve a town on the map becoming a famous tourist resort, an event loosely based on Voltaire's poems during the Seven Years War, a World Expo, Joint Stock Companies, and more. I also want to incorporate a few other events from other peoples' mods that I have seen on this forum, and I'm awaiting responses from them. I figure it will take me a few more days to program these all in and get them working, so I might be able to release a new version of the mod at the beginning of next week.
@AmazonQueen:
I remembered reading something like that before, but didn't have a time period for reference. For the sake of representing both Republican and post-Marian Roman legions, I'll leave the road-building feature in.
Not to nitpick, but I thought the head count was called the
capite censi, at least according to Anthony Everitt. The
proletariat was a Marxist term.