Arian
No more ghostbusting!!
Did you know that the Unit Statistics Component of the mod doesn't work properly. Don't know whether Grave did this on purpose 

Did you know that the Unit Statistics Component of the mod doesn't work properly. Don't know whether Grave did this on purpose![]()
I really appreciate it too and I hope that Grave somehow makes an appearance, even if only for handing over his SDK. Perhaps other modders know where he can be reached alternatively?
Now onto suggestions then:
I'll continu thinking about suggestions, only problem is that I can't play HiTM
- 1)Shorter revolutions between civic changes in the later half of the game
- 2)Prevent airships from upgrading to fighters, it's really a different league
- 3)Tweak Wonders like Pisa to do more than only add culture/turn or else remove them (by the time you can build them you have ample ways to boast culture)
- 4)Supreme Court gives free Courthouses in all your cities i.e.. Nice, but by that time I already have Courthouses everywhere. Supreme Courthouse should be made available earlier or yield a different bonus
- 5)Are promotions for spies possible?
- 6)Security Centers/Intelligence Agency: they are too similar in my perception. The possibility to create Special Forces should be dealt with differently then
.
5) Don't know. It comes with commando, so it has an innate promotion, and could probably use other movement and recon promotions .It's an invisible unit that can't attack others, so it would need to be awarded exp points based on successful missions rather than combat. It doesn't get them from a barracks , but I suppose if the rest were possible
then it would get them from spy buildings.. Maybe somebody has already moded this.
Or were you thinking more along the lines of ...promotions that help evade capture & success% ?
More about Great People: what struck me while playing HiTM is that you get a bar in the top half of your screen that announces a Great <type of Great Person> will be born in <City name> in <#> turns. Quite neat but in the later game you often ended up with a totally different Great Person than announced by the "GP announcement bar" (silly name for it). Does it need a fix?
The odds are displayed here. Even if you have a chance of 99% getting a great merchant and a 1% chance of getting a great spy then consider it bad/good luck if you get the great spy.
Later in a game you end up with Great Prophets a lot who are virtually useless by that time.
Use them for Golden Ages
Something I always liked from the old versions of Civ was that you could actually send a trireme across the ocean. You always had a chance it would sink though. Is it possible to reconfigure early ships to venture out on the Seven Seas of Rhye, with unknown result?
This probably requires changing Python/SDK-code if you ask me.
The Apostolic Palace would be even nicer if it produced Inquisitors at a fixed interval. That way you can remove unwanted religions, as a form of Crusade.
Would't it be overpowered??
Any chance of adding the Unit Allegiance Mod, with it not working in the Modern Age?
I added this one along with StackAid. It's working in all Ages. AFAIK you can not set the ages, only the type of units which can change their allegiance.
Another nice ModComp to add would the Volcano. It's brand new.
Last thing before I retire to bed: The Internet (World Wonder). I hate it, it makes me nervous to think how easily my enemies can come back in the race. It's too expensive IMHO. If it stays in, I suggest that whoever creates it suffers a -10% resistance to espionage.
True point but then you need to decide how you are going to implement early seafaring civilizations, for example do you give them the ability to build triemes earlier than everyone else or something? It is a good point to consider...
You could make triremes not available for Settlers, right?
Any way to hard-code a non-ability to go too far away from the shore? Just a thought for the triemes and early naval vessels...
<TerrainImpassables>
<TerrainImpassable>
<TerrainType>TERRAIN_OCEAN</TerrainType>
<bTerrainImpassable>1</bTerrainImpassable>
</TerrainImpassable>
</TerrainImpassables>
Is there a time frame for a 3.17 version of this or do you guys just talk back and forth?
You could make triremes not available for Settlers, right?
By the way: are Arian and me the only people with ideas for HiTM?