Good points all. Before we continue, I want to list out all the functions I've added that affect gameplay directly (functions that aren't just AI improvements). Here they are, with descriptions.
Code:
-- Create buildings that cannot have access to fresh water.
ALTER TABLE Buildings ADD COLUMN 'IsNoWater' boolean default false;
-- Belief requires an improvement on a terrain type to grant its yield.
ALTER TABLE Beliefs ADD COLUMN 'RequiresImprovement' boolean default false;
-- Belief requires a resource (improved or not) on a terrain type to grant its yield.
ALTER TABLE Beliefs ADD COLUMN 'RequiresResource' boolean default false;
-- Give CSs defensive units at the beginning of the game.
ALTER TABLE Eras ADD COLUMN 'StartingMinorDefenseUnits' integer default 0;
-- Give CSs defensive units at the beginning of the game.
ALTER TABLE HandicapInfos ADD COLUMN 'StartingMinorDefenseUnits' integer default 0;
-- Earn a free building only in your capital as your trait. No tech requirement.
ALTER TABLE Traits ADD COLUMN 'FreeCapitalBuilding' text default NULL;
-- Earn a set number of free buildings. Uses standard 'FreeBuilding' trait (i.e. Carthage). No tech requirement.
ALTER TABLE Traits ADD COLUMN 'NumFreeBuildings' integer default 0;
-- Adds a tech requirement to the free buildings.
ALTER TABLE Traits ADD COLUMN 'FreeBuildingPrereqTech' text default NULL;
-- Adds a tech requirement to the free capital building.
ALTER TABLE Traits ADD COLUMN 'CapitalFreeBuildingPrereqTech' text default NULL;
-- Grants a free valid promotion to a unit when it enters a type of feature (forest, marsh, etc.).
ALTER TABLE Features ADD COLUMN 'LocationUnitFreePromotion' text default NULL;
-- Grants a free valid promotion to a unit when it spawns on type of feature (forest, marsh, etc.). Generally used for barbarians.
ALTER TABLE Features ADD COLUMN 'SpawnLocationUnitFreePromotion' text default NULL;
-- Feature-promotion bonuses restricted to Barbarians. Can be used with CityStateOnly if desired.
ALTER TABLE Features ADD COLUMN 'IsBarbarianOnly' boolean default false;
-- Feature-promotion bonuses restricted to City States. Can be used with IsBarbarianOnly if desired.
ALTER TABLE Features ADD COLUMN 'IsCityStateOnly' boolean default false;
-- Grants a free valid promotion to a unit when it enters a type of terrain (grassland, plains, coast, etc.).
ALTER TABLE Terrains ADD COLUMN 'LocationUnitFreePromotion' text default NULL;
-- Grants a free valid promotion to a unit when it spawns on type of terrain (grassland, plains, coast, etc.). Generally used for barbarians.
ALTER TABLE Terrains ADD COLUMN 'SpawnLocationUnitFreePromotion' text default NULL;
-- Grants a free valid promotion to a unit when it is adjacent to a type of terrain (grassland, plains, coast, etc.). Generally used for barbarians.
ALTER TABLE Terrains ADD COLUMN 'AdjacentUnitFreePromotion' text default NULL;
-- Terrain-promotion bonuses restricted to Barbarians. Can be used with CityStateOnly if desired.
ALTER TABLE Terrains ADD COLUMN 'IsBarbarianOnly' boolean default false;
-- Terrain-promotion bonuses restricted to City States. Can be used with IsBarbarianOnly if desired.
ALTER TABLE Terrains ADD COLUMN 'IsCityStateOnly' boolean default false;
-- Adds ability for settlers to get free buildings when a city is founded.
ALTER TABLE Units ADD COLUMN 'FoundMid' boolean default false;
-- Adds ability for settlers to get free buildings when a city is founded.
ALTER TABLE Units ADD COLUMN 'FoundLate' boolean default false;
These do not include Whoward's functions and changes, which are equally substantial, though not gameplay focused.
We have some new trait options, as you can see. We now have the ability to give only a free building in the capital (something an early-rush civ like Assyria might take advantage of), we can set the number of free buildings a civ receives (so, for example, we could limit Dido to 4 harbors, not that we would want to), we can set the tech for when these free buildings unlock (so you could give, say, England two free factories at industrialization), or when the free capital building unlocks. these give us quite a few interesting means of adding traits without falling back on yield bonuses, etc.
We have the ability to give features and terrain bonuses, either for spawning (i.e. barbarian spawns) or passing through them (like Kilaminjaro, but for anything). We can set these to be CityState only, or Barbarian only. Kinda fun. Saves us a lot of extra code for barbarian spawns.
We have the super settlers from CSD (they're now in the Balance Patch - I consider them largely essential for making late-game settlements viable, especially for the AI around 1800).
We have the 'requires improvement' or 'requires resource' traits for beliefs. This lets us nerf dance of the aurora and desert folklore.
We have the 'IsNoWater' trait for buildings. This is used for the test buildings in the community patch.
Lastly, we can set the number of units a minor civ starts with. This should make minors less weak at the start, and reduce the risk of the gamey 'steal a worker' mechanic (along with the other, jerk-related element I added).
Okay, so, on to your questions/responses.
1.) Sounds good (re: leaders). I think we can do anything CEP did. If not, we have new traits to fill in the gaps.
2.) I think we should import CEP's units. I also see no reason not to have scouts transition into horsemen (requiring a horse to do so). It makes sense, as they serve similar military roles. I'd rather start with that optimized unit build than start from scratch.
The melee for ranged units may not be necessary. The AI would be able to use them (it looks for units with any melee skill that can take a city - it does not discriminate).
3.) Piety needs to just not be about religion. That's the problem: it is a branch with the expectation of having a religion. No other branch is co-dependent for success like that. I say we just drop the 'religious' bit, and make it more about happiness and culture (taking the culture from tradition). See my post on the rationalism thread- I really think we should move in that direction.
(Side note: we also need to just import CEP's beliefs and tenets, and go from there)
4.) I like CEP's buildings, though some things (instant yield boost) will not work without a dll function. We can manage that, though - there are other things we can do with those. Bring em on!
5.) Wonders will be fine. Machu Picchu can use the PlotYields table to grants it bonuses (that's already in the DLL)
6.) Yay
7.) That's fine with me, though I'm honestly keen to just say let's use Barathor's More Luxuries mod as this mod's 'resource balance' mod. It is really, really well polished. I'm sure he'd agree, and be happy to join the borg. I also think snow should have a yield (that'll help the sometimes-dumb AI).
Hooray! Things are coming together.
G