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Caveman 2 Cosmos

They have missions to work like mini-Great Artists to do works that give culture blasts
I would not call them "blasts". Sputs maybe but more like farts, as they are very very weak, weak and they stink at what they are intended to do. And a City will not stay out of revolt even with 15 Bards all using the Patriot Promotion. The intention was a good idea, but the implementation leaves Very Much to be desired.

And sacrificing Story tellers or Bards for that "sput" of culture ends up being a never ending cycle of build the Bard then sacrifice the Bard. Does not work very well if at all and allows the enemy to overcome it too easily. Wasting valuable production time and space for a city. That needs food, Hammmers, and Culture to get to the next size or level.

When a city is "culture bound", as I call it, the bards have to come from another city (wasting it's production too), while the Besieged/Revolting city Must stay on Culture building (Meager, Lesser, etc). The conversion of Hammers to Culture, along with whatever culture giving bldgs it had built: before it was Culture sieged. is all it has to work with. Story Teller line does Not give Culture unless Sacrificed. Even a Great Artist which once upon a time long ago could flip a City no longer has that strength. The amount given is very weak compared to all the Culture levels a city tries to attain (now 10 levels or more? need to recount them). 4000 Culture Points once a city is past the 4th or 5th Culture level is a pittance compared to what it used to be.

My hope is that Blazenclaw would get better input on these changes. So far the "discord" group seems to be very lacking in this regards.
 
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There are buildups and promos to support this usage so that you should be able to even safely maintain an out of revolt city that's completely swallowed by enemy culture still, usually so that you can hold onto such cities until your armies can free up more culture coming from other established cities around the target of discussion.
And a City will not stay out of revolt even with 15 Bards all using the Patriot Promotion.
Recent SVN made a change so that you can no longer (reasonably) prevent flipping outright by having a handful of bards. Previously one could ignore culture wars entirely by simply having ~8 bards (or fewer of their upgrades!). Now, you can use the culture revolt chance tooltip (@JosEPh_II you know where this is right?) to see the impact of units on revolt and gauge whether adding more is needed.
My hope is that Blazenclaw would get better input on these changes.
The discord group is more active, but less dedicated; I appreciate your consistency and input, thank you.
When a city is "culture bound", as I call it, the bards have to come from another city
This is intended. Unfortunately, culture wars (rather like regular wars) suffer badly from technological snowball; a player who is ahead will continue to grow more ahead, and the losing player must catch up in some way or start losing harder.
From the save file you posted (America vs Egypt right?) I think you may be too far behind to reasonably catch up at that point :/
 
I would not call them "blasts". Sputs maybe but more like farts, as they are very very weak, weak and they stink at what they are intended to do. And a City will not stay out of revolt even with 15 Bards all using the Patriot Promotion. The intention was a good idea, but the implementation leaves Very Much to be desired.

And sacrificing Story tellers or Bards for that "sput" of culture ends up being a never ending cycle of build the Bard then sacrifice the Bard. Does not work very well if at all and allows the enemy to overcome it too easily. Wasting valuable production time and space for a city. That needs food, Hammmers, and Culture to get to the next size or level.
Yeah, I've always agreed with this assessment and hate that they are usually sacrificed for so little. It would be possible to make it so they almost always survive, but I don't really even like the whole being sent back to the capital aspect of it so it's a whackamole repeat process - don't see the point. This is why I've suggested units and promotions should get a tag to make it possible to influence commerce outputs just by being in the city so that they can do this as a developed ability and further boosted with buildups and they should get a little XP every round they do it. The promos should culminate in the use of the tag that gives happiness locally as well, which is not yet used in the game. There will need to be some AI advancements to use this new feature as well.
 
It was modifiers on buildings that all were vastly reduced.
Maybe flat values to yields and commerce should be increased?

I guess normal buildings replacing without loss or not obsoleting doesn't compensate well enough for this.
Then we had player complaining about going trough half of culture levels by classical or so.
 
Recent SVN made a change so that you can no longer (reasonably) prevent flipping outright by having a handful of bards. Previously one could ignore culture wars entirely by simply having ~8 bards (or fewer of their upgrades!). Now, you can use the culture revolt chance tooltip (@JosEPh_II you know where this is right?) to see the impact of units on revolt and gauge whether adding more is needed.
I already have a new game and I have a new problem. Barbs blocked my access to the main continent, so I had to wage war on it to get past it. Captured and under my control for some time now. The area around is coastline to east and hills and jungle to immediate west. 2nd tiles to the west has a mountain and more hills. Cutting thru these hills on the way to the Coast is a river just South of City. Now the problem is on a hill 1 tile SW of city on other side of river is a Llama resource. This tile does not even show Culture at all not from the Captured Barb city nor from the cities I have built to its west, SW, and S.( I have 9 cities now and only had 2 when I fought to take this Barb city) Infact there are multiple Hill tiles with No Culture at all (and some jungle too) for several thousand years of game play (11,000 BC to 700+ AD). I just transferred the game to this computer so that I can post screenshots and a Save later on. (other computer not on the network.)
 
Infact there are multiple Hill tiles with No Culture at all (and some jungle too) for several thousand years of game play (11,000 BC to 700+ AD).
New SVN does have harsher RCS rules; jungle/hill terrain will be difficult to influence for quite a while. Chopping down jungles that you have absorbed will allow your borders to expand further; a screenshot and save will be helpful when you can upload them.
 
Chopping down jungles that you have absorbed will allow your borders to expand further;
Are you making Jungles go back to Vanilla BtS? I sure hope not. I did a lot of work and arguments to get Jungles to produce like they do now. Although they have lost some of their GOLD/Commerce they used to have along rivers and coast lines.

I will be posting a screen shot or 2 and this save in the Bug thread.
 
Burial Tradition: Fire seems like a much worse option than the Earth or Air burial traditions. With flammability a serious issue early game, it is rarely if ever a good idea to take it, both for players and especially for AIs, who are not very good at dealing with flammability. I would suggest increasing its bonuses to make it a bit more competitive while retaining its distinctiveness.
It doesn't give flammability
Also it being OR requirement for embalmer is fine - maybe some bodies aren't burned.
 
Very good feedback, thank you ^.^
As a veteran modder myself I am trying to give the kind of feedback I like to receive.

I'm the author of the well-received Frozen patchset for CK2's HIP (significant AI improvements without cheating, tons of bugfixes), contributed to CK3's Sinews of War, and I also made some now-outdated AI mods for eu4 (improved economic decision-making) and hoi4 (dynamic AI diplomacy).


This is current scheme
Ah, while I was reading the XML I automatically interpreted the <div> tags like they were HTML, not arithmetic division :). It makes sense now. My bad.


It doesn't give flammability
One builds Burial Tradition: Fire not for the meager +1 culture, but as a prereq for BUILDING_FUNERAL_PYRE , which gives a bit of flammability. To reiterate, I think it makes sense that it increases flammability; I just wish it had somewhat better positives compared to the other burial traditions to compensate for that downside.


maybe some bodies aren't burned
Maybe some swordsmen don't have swords.


Based on your digging into the xml files, you may be interested in trying out the SVN build if you're still playing more, or checking out the discord
My earlier feedback was based on v43 proper. I think most of what I mentioned there is still relevant. I have now started a game with the SVN build on Deity after making some of the easier-to-implement XML adjustments to my local copy of the mod. Some more feedback I have based on the latest SVN-11545 build:



One thing that jumps out to me playing with Equilibrium Culture and Realistic Culture Spread both enabled is that (sometimes?) after civs go into Anarchy the borders around their cities are reduced to zero radius. This disables a ton of buildings, and when the anarchy ends some do not seem to be re-enabled as soon as they should. Recalculating via CTRL+SHIFT+T fixes it (not the borders, but the wrongly disabled buildings), but obviously it is not ideal to have to recalculate every few turns.

Conquering a city also makes the original owner's borders around it disappear on the next turn if no other cities' influence reaches those tiles (and with both Equilibrium Culture and RCS, city borders are much much smaller, so this is often the case). Not sure if this is intended - this makes holding most newly conquered cities extremely easy with no fear of flipping back even while using that option.



Probably most of you who have been playing for years are used to it by now, but most of the in-game references to "visibility" should really say "vision". This is an important difference that can mislead English speakers that are new to the mod. "Visibility" refers to how easily you can be seen: think of a bright reflective "visibility vest" that allows others to see you clearly even in dim light. So a "+1 Visibility range" definitely sounds like something you would not want for your stealthy scouts. What this should say is "+1 Vision range".
"Vision" is how well you see (e.g. binoculars). "Visibility" is how well others see you (e.g. bright clothes).



If a single unit attacks an enemy stack on a neighboring tile and successfully kills one enemy unit but cannot enter the tile due to other enemy military units remaining their from the stack, there will be a queued order for the now-exhausted unit to keep trying to move onto the same tile occupied by enemy units next turn. This is often suicidal, and having to make sure to cancel such orders can be irritating. It would be nicer and more intuitive if a unit that attacked a neighboring tile but could not move onto it for whatever reason simply remained on its original tile without any orders for the future. Note that this issue only occurs with a single unit attacking, not when a whole stack is selected.



Inside the City Screen, when Citizen Automation and Emphasize Research are both turned on, it auto-picks Engineers over Scientists as specialists when both are available (e.g. with the Caste System civic). There seems to be a big bias for hammer-producing specialists with Emphasize Production off and even while trying to emphasize other output.



AI units, including animals, often end up maintaining Self-Heal buildups even while at full health. This is most often seen with melee units that have no other more useful buildups to auto-pick. Self-Heal has a malus to strength, which makes sense as a trade-off, but as a result some full-health units fight with lowered strength in the hands of the AI due to its poor buildup choice. I suggest having all AI-controlled units dismiss their Self-Heal buildup if they are already at full health at the start of their turn.



Some random events that are supposed to grant promotions seem to be bugged: the Great Hunter promotion, when granted by an event, seems to only be applied after saving and reloading the game (observed this twice), while the random event whose description states that my Axemen were promoted to "Shock I" never actually applied even after saving/reloading and CTRL+SHIFT+T recalculations (observed once).



With the Dynamic Civ Names option, during Anarchy, civ names switch back-and-forth every turn between two different variants (Provisional Authority vs Provisional Government). If the civ already has an Anarchy-related name, just leave it like that until the end of the Anarchy.



It would be nice to have alerts for when rival civs enter and exit Anarchy.



The Barringer Crater natural wonder in the city vicinity should satisfy the "crater in vicinity" requirement of the Grand Earth Festival.



The Grand Sky Festival can be built in almost any city because of how common hills are on most maps. This is in contrast to all other Festivals that have stricter requirements about their locations. I suggest requiring a Peak in the city vicinity for the Grand Sky Festival and not accepting mere hills as a substitute. This would bring it in line with the other festivals and make for more interesting trade-offs and decisions, as the location it can be built may not be the most strategically convenient one.



With the Dynamic XP option, Hunters that tend get massive bonuses against animals are extremely slow to level by hunting animals (because the combat is considered too easy). Earning less XP for easier combats makes sense, but hunters should still be able to gain more than 0.01 XP by hunting. Potential ways to address this subtly without upsetting the overall balance: slightly increase the XP floor (minimum XP earned by winning a combat) while using Dynamic XP option (to something like 0.10 or 0.20, still much lower than the vanilla 1.00), or make the XP calculations depend on the raw unmodified strengths of the combatants (so hunters that get a 500%+ bonus against animals still can earn XP by defeating something like a lion).



The Stone resource is used to represent two different things: (1) large quantities of high quality stone as a building material vs (2) having any little pebbles around at all. Based on (1), Stone is a requirement for many building many Prehistoric/Ancient wonders like the Stonehenge and should be relatively rare. Based on (2), Stone is a requirement for building very basic things like Counting Stones and Quern, and should be extremely common. The issue is that (2) should be much more widely available than (1): coastal or riverside cities should generally have no problem finding some pebbles, without necessarily having access to great building material for massive projects. As an example of the issues this can cause, my civilization that is adept at metalsmithing cannot produce flour due to lacking any "Stone", despite having 8 coastal cities built next to rivers with hills nearby. A nice approach to solve this I think would be to treat Stone the same way Clay is already treated by the mod: there is a difference between the commonly available but less powerful "Clay" resource and the much more rare resource used in the construction of more sophisticated projects called "Fine Clay". I suggest similarly differentiating "Pebbles" (common like "Clay") from "Stone" (rare, high quality like "Fine Clay").



It seems weird for the Tattooer specifically to be the biggest source of non-wonder culture during the early game. Dye is a requirement so it always gains the +3 extra culture when buildable, meaning it produces 5x as much culture as the Hatter, for comparison. The Tattooer is already nice because it provides its own unique promotion to troops, so it also being an unreasonably great source of culture seems a bit too much.



During the Classical Era, it feels weird for the Calligraphy School to be such an excellent source of Science specifically (after things like Drama and Poetry are researched). It makes sense that it should provide a lot of culture, but I would suggest that it grants significantly less science than culture.



The Progressive Complex Trait seems overtuned. The ability to have multiple religions function fully despite the Religious Disabling option is both fun and a powerful advantage. The issue, however, is that this major game-changing benefit is then paired with a bunch of other great bonuses, which push Progressive noticeably above other beneficial traits. An effect that is game-changing, in that you can plan your entire strategy around acquiring as many religions as possible while going Progressive, is already much more desirable than traits that just give +5% to this or that. I would suggest keeping the interesting main effect of Progressive and simply toning down its numerical bonuses while using the Religious Disabling option.



There is a tech snowballing effect most prominently seen during the Ancient Era: if one civ (usually the player) has a slight tech lead, it can be easy to skyrocket to the point where others have no chance of catching up, even with WFL/TD. A big contributor to this is that this era has multiple wonders that grant a free tech each, with little in the way of building requirements, meaning that whoever has the tech lead can generally build all of those wonders; a positive feedback where being ahead in tech gets rewarded by getting even more free tech, leaving other civs hopelessly behind. I suggest stricter requirements for tech-granting wonders, in terms of access to resources or things in city vicinity, so that civs other than the one with the tech lead also have a chance for building them.



Speaking of snowballing, I agree that reaching the new era-unlocking Lifestyle tech first should be an achievement that deserves a reward, but I think there could be a more balanced/interesting way of doing that than granting a free tech to the civ that already has the tech lead. To address this, I have an easy suggestion and a potentially cooler one.

An easy approach would be that the Palace building gains some bonus production (to all: beakers, hammers, culture, etc) with each Lifestyle tech. This would be instead of granting a free tech to the one who researches it first. So the benefit of gaining a new lifestyle tech first is that you gain access to the increased Palace bonuses while others do not yet have it, meaning there is some incentive to rush for it, but with less of an effect of tech snowballing compared to immediately granting a free tech only to the first who researches it. An added benefit is that with the Palace gaining more bonuses, the difference between a civ with 5 cities and one with 3 becomes slightly less pronounced, mitigating some of the serious inherent disadvantages of smaller civs.

A perhaps cooler approach would be to grant rewards upon reaching a new Lifestyle tech in a way that is related to what is expected of that lifestyle. For example, since Sedentary Lifestyle is about settling down, researching it could grant some small but permanent bonus to all then-existing cities that civ settled. In the same vein, perhaps researching Classical Lifestyle could reward cities with already-built Great Wonders. The point is that this would create a trade-off between rushing for a quick but smaller reward vs trying to go for a bigger reward by completing the "objectives" more thoroughly.

The overarching point is that when one civ (usually the player) gets significantly ahead of all other civs, the game effectively ends. So it makes sense to be careful with things that reward the one in the lead disproportionately.
 
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The Progressive Complex Trait seems overtuned. The ability to have multiple religions function fully despite the Religious Disabling option is both fun and a powerful advantage. The issue, however, is that this major game-changing benefit is then paired with a bunch of other great bonuses, which push Progressive noticeably above other beneficial traits. An effect that is game-changing, in that you can plan your entire strategy around acquiring as many religions as possible while going Progressive, is already much more desirable than traits that just give +5% to this or that. I would suggest keeping the interesting main effect of Progressive and simply toning down its numerical bonuses while using the Religious Disabling option.
I'll say here what I say to most of the feedback like it on many other traits (most) that have been pointed out as being OP once someone really figures out how to work with it - they all are once you figure out how to really leverage them. The trait is actually just less valuable than the curve when Religious Disabling is off because trait valuations were made on this trait when it was designed, for assuming RD is on, much like other RD interactive traits are also hyper charged over their muted natures if RD is off. (There's really no way to vary these traits based on other options being on or off because most traits are already alternating on an option, whether Complex is on or off. The complexity of then trying to differentiate further with other options is too much - this would become one of many worms to get out of that can that once begun would lead to thousands of trait variations.)

A lot of what you give is a strong list of outstanding issues though.
 
There is a tech snowballing effect most prominently seen during the Ancient Era: if one civ (usually the player) has a slight tech lead, it can be easy to skyrocket to the point where others have no chance of catching up, even with WFL/TD. A big contributor to this is that this era has multiple wonders that grant a free tech each, with little in the way of building requirements, meaning that whoever has the tech lead can generally build all of those wonders; a positive feedback where being ahead in tech gets rewarded by getting even more free tech, leaving other civs hopelessly behind. I suggest stricter requirements for tech-granting wonders, in terms of access to resources or things in city vicinity, so that civs other than the one with the tech lead also have a chance for building them.
Will admit, noting this IS my favorite strategy for how to approach this era. The thing is that there are so many of these goals that the idea is that leading civs should somehow all decide to go after their own. I almost think the neater trick here would be the AI cheating a bit to see what other AI are going after and deciding on a different target, or at least we're doing some personality work that can maybe get them to split their approaches here so it's nearly impossible for one player to get a sweep on it all. That said, I WAS in an MP game where I was able to mostly sweep these but because that was my priority and my opponent's was growth and war, we matched against each other pretty solid when we soon thereafter collided at war.
 
Speaking of snowballing, I agree that reaching the new era-unlocking Lifestyle tech first should be an achievement that deserves a reward, but I think there could be a more balanced/interesting way of doing that than granting a free tech to the civ that already has the tech lead
Don't wanna change this UNLESS you also turn off Beeline stings - if we hinged it on that I'd be ok.
 
As a veteran modder myself I am trying to give the kind of feedback I like to receive.
:love:
Spoiler Wall-o-text; didn't respond to much from the first message, but here goes. Thank you again, precise feedback like this is incredibly appreciated! :

Assets/Modules/Thunderbird/Traits/C2C_TB_CIV4TraitInfos.xml

Excessive currently grants an increase to the birth rate of Great Statesmen, which seems like a bug. Excessive is supposed to be the counterpart of Efficient, and Efficient is what gives an increase to Great Statesmen birth rate, so Excessive should provide a decrease, not an increase, to the rate of birth of Great Statesmen. Applies to all 4 variants of the Excessive trait.
Fixed in next svn ver (unless @Thunderbrd had a rationale for it?)
Assets/Modules/Cultures/Cultures_Cultural_CIV4UnitInfos.xml

UNIT_BALLESTER (Catalonian cultural unit) seems strictly worse than its non-culture-specific counterpart: the only difference seems to be the increased cost of the Ballester. I suggest giving it at least one free promotion.
Buildable Cultures that grant access to unique Hero units as well as cultural units are generally a lot more valuable than those that only grant access to cultural units. This is because unique Hero units not only have military applications but can also provide significant long-term country-wide benefits via Achievements or joining cities. I suggest ensuring that the production costs of cultures that do not grant access to unique Hero units are lower than same-era cultures that grant access to unique Hero units.
Cultures and units are - very slowly - undergoing a unit review from TB who has become quite busy irl as of late. It's known things have drifted out of alignment, but that's probably just going to be the case until he can finish that.
Assets/XML/Buildings/Regular_CIV4BuildingInfos.xml

Ancient Embalmer should probably not have "Burial Tradition: Fire" as one of its potential requirements. Embalming ashes might be difficult.
Burial Tradition: Fire seems like a much worse option than the Earth or Air burial traditions. With flammability a serious issue early game, it is rarely if ever a good idea to take it, both for players and especially for AIs, who are not very good at dealing with flammability. I would suggest increasing its bonuses to make it a bit more competitive while retaining its distinctiveness.
One builds Burial Tradition: Fire not for the meager +1 culture, but as a prereq for BUILDING_FUNERAL_PYRE , which gives a bit of flammability. To reiterate, I think it makes sense that it increases flammability; I just wish it had somewhat better positives compared to the other burial traditions to compensate for that downside.
It seems weird for the Tattooer specifically to be the biggest source of non-wonder culture during the early game. Dye is a requirement so it always gains the +3 extra culture when buildable, meaning it produces 5x as much culture as the Hatter, for comparison. The Tattooer is already nice because it provides its own unique promotion to troops, so it also being an unreasonably great source of culture seems a bit too much.
During the Classical Era, it feels weird for the Calligraphy School to be such an excellent source of Science specifically (after things like Drama and Poetry are researched). It makes sense that it should provide a lot of culture, but I would suggest that it grants significantly less science than culture.
Values tweaked.
Assets/XML/GameInfo/CIV4CultureLevelInfo.xml

The Larger Cities without Metropolitan Administration option grants 3-tile-wide work radius much much earlier than Metropolitan Administration would. I suggest increasing the influence requirement for 3-tile work radius with this option. With Realistic Culture Spread also enabled, this could just mean changing <iCityRadius>3</iCityRadius> to be granted at a cultural level of, for example, Impressive rather than Influential.
I think this is the intended behavior, for people who want to work 3-tiles sooner. Added text describing as much to the game option to make it more clear.
Assets/XML/GameInfo/CIV4HandicapInfo.xml

Receiving a full tech from a goody hut is insanely valuable. This contributes to the issue of a tech snowballing effect during the Ancient Era, where researching Sailing first (on any difficulty lower than Nightmare) means 2-5 free techs (!!) from grabbing numerous goody huts with explorer-type ships. This is the point where many of my games end because I gain an insurmountable tech advantage over AIs even on high difficulties. I suggest replacing all instances of GOODY_TECH above Settler difficulty with GOODY_HIGH_RESEARCH, which seems like a much more balanced option for providing a significant but reasonable research boost as a reward.
Implemented for next SVN ver.
The AI seems far too reluctant to declare war overall. I saw no wars being declared by any AI ever over two games (Long speed, Small maps, 8 rather than 6 starting civilizations, Immortal difficulty, Prehistoric start, ended by Classical Lifestyle due to my overwhelming economic lead). In particular, I saw a militarily strong AI being unable to expand due to a militarily weak AI bordering it and boxing it in, but despite bad relations due to religious differences, the small but strong civ never declared war on its large and weak neighbor, allowing the larger one to catch up economically and overtake it. I suggest increasing the opinion malus from close borders and/or increasing the probability of declaring war on a neighboring non-friendly civ while having a clear military superiority.
Interesting. Probably should get looking into. If you have a save again in a situation where you're pretty sure the AI should be declaring war but isn't, that could be pretty helpful.
The AI does not seem to know how to save Great People to trigger Golden Ages at the right time to avoid Anarchy while changing civics. This means that AIs spend dozens more turns in anarchy than an astute player, the economic effect of which compounds over time. Teaching AIs how to time civic changes with triggered Golden Ages could be one option, but would probably be difficult to implement. As an alternative, I suggest a rule change that both helps level the playing field between players and AIs, and makes some historical sense: no civic changes during Golden Ages. The justification for this is that Golden Ages are times when society functions especially effectively; it is not a time when sweeping changes that upset the established order and upturn the fabric of society are occurring.
I'd be down for this, but I think some of the playerbase would revolt over it. Teaching the AI to save for it though is, uh, hard. There might already be code for some attempt at it, not sure.
During the Prehistoric Era especially, AIs seem less efficient at collecting Folklore rewards than human players can be, which can make AIs gradually fall behind in terms of tech. To mitigate this issue, I suggest slightly increasing the research produced by tech-related buildings, slightly decreasing the research produced by Folklore buildings, or both.
Amusingly there was a substantial change recently in which the tech from folklore rewards was nerfed real hard 😅
Teleport Hunting Rewards is somewhat recommended for the AI's benefit here; were you playing with it enabled or not? Interestingly I've actually found them to be pretty decent in recent versions, even better than I unless I'm really microing hard for it which I oft can't be bothered to do.
One thing that jumps out to me playing with Equilibrium Culture and Realistic Culture Spread both enabled is that (sometimes?) after civs go into Anarchy the borders around their cities are reduced to zero radius. This disables a ton of buildings, and when the anarchy ends some do not seem to be re-enabled as soon as they should. Recalculating via CTRL+SHIFT+T fixes it (not the borders, but the wrongly disabled buildings), but obviously it is not ideal to have to recalculate every few turns.

Conquering a city also makes the original owner's borders around it disappear on the next turn if no other cities' influence reaches those tiles (and with both Equilibrium Culture and RCS, city borders are much much smaller, so this is often the case). Not sure if this is intended - this makes holding most newly conquered cities extremely easy with no fear of flipping back even while using that option.
The culture system is currently undergoing a second overhaul of sorts; this issue should be fixed in next svn ver, but also probable to have other issues, so please be on the lookout on next version for anything wonky wrt culture I may have missed 😅
Borders disappearing instantly will be maintained if Eq. culture is off. Persistent culture to flip cities after conquest is more relevant later in game as cities grow denser and fill in the terrain (in RCS). Some AI work is probably needed, and I really need to get around to finishing the pedia concepts page overhaul...
Probably most of you who have been playing for years are used to it by now, but most of the in-game references to "visibility" should really say "vision". This is an important difference that can mislead English speakers that are new to the mod. "Visibility" refers to how easily you can be seen: think of a bright reflective "visibility vest" that allows others to see you clearly even in dim light. So a "+1 Visibility range" definitely sounds like something you would not want for your stealthy scouts. What this should say is "+1 Vision range".
"Vision" is how well you see (e.g. binoculars). "Visibility" is how well others see you (e.g. bright clothes).
Oof, yeah you're right. That's a lot of text to change... I can give it a pass from the UI side which is less bad, though that may cause some confusion for internals as the code will still say visibility. Will commit it anyway, can always be reverted.
If a single unit attacks an enemy stack on a neighboring tile and successfully kills one enemy unit but cannot enter the tile due to other enemy military units remaining their from the stack, there will be a queued order for the now-exhausted unit to keep trying to move onto the same tile occupied by enemy units next turn. This is often suicidal, and having to make sure to cancel such orders can be irritating. It would be nicer and more intuitive if a unit that attacked a neighboring tile but could not move onto it for whatever reason simply remained on its original tile without any orders for the future. Note that this issue only occurs with a single unit attacking, not when a whole stack is selected.
Noticed this too, don't remember it happening before. Will make an issue on git to look at later.
Inside the City Screen, when Citizen Automation and Emphasize Research are both turned on, it auto-picks Engineers over Scientists as specialists when both are available (e.g. with the Caste System civic). There seems to be a big bias for hammer-producing specialists with Emphasize Production off and even while trying to emphasize other output.
Noted, needs a pass, added to git issues.
AI units, including animals, often end up maintaining Self-Heal buildups even while at full health. This is most often seen with melee units that have no other more useful buildups to auto-pick. Self-Heal has a malus to strength, which makes sense as a trade-off, but as a result some full-health units fight with lowered strength in the hands of the AI due to its poor buildup choice. I suggest having all AI-controlled units dismiss their Self-Heal buildup if they are already at full health at the start of their turn.
Noted, added to git.
Some random events that are supposed to grant promotions seem to be bugged: the Great Hunter promotion, when granted by an event, seems to only be applied after saving and reloading the game (observed this twice), while the random event whose description states that my Axemen were promoted to "Shock I" never actually applied even after saving/reloading and CTRL+SHIFT+T recalculations (observed once).
Events are rather messy in general. They haven't had a good hard look in a long while, so is slightly recommended to play with them off, fun as the system can be in theory.
With the Dynamic Civ Names option, during Anarchy, civ names switch back-and-forth every turn between two different variants (Provisional Authority vs Provisional Government). If the civ already has an Anarchy-related name, just leave it like that until the end of the Anarchy.
It would be nice to have alerts for when rival civs enter and exit Anarchy.
Noted on git. I think that rival civs entering anarchy is roughly noted by the alert of them adopting new civics, unless that fires at the end of anarchy instead of start?
The Barringer Crater natural wonder in the city vicinity should satisfy the "crater in vicinity" requirement of the Grand Earth Festival.
The Grand Sky Festival can be built in almost any city because of how common hills are on most maps. This is in contrast to all other Festivals that have stricter requirements about their locations. I suggest requiring a Peak in the city vicinity for the Grand Sky Festival and not accepting mere hills as a substitute. This would bring it in line with the other festivals and make for more interesting trade-offs and decisions, as the location it can be built may not be the most strategically convenient one.
Added non-mountain, land-themed nat'l wonders to Earth and removed hills from sky, agreed. I think mountain-nat'l wonders will qualify for sky festival, but haven't tested. Will need to do some trickier xml adjustments if they don't.
With the Dynamic XP option, Hunters that tend get massive bonuses against animals are extremely slow to level by hunting animals (because the combat is considered too easy). Earning less XP for easier combats makes sense, but hunters should still be able to gain more than 0.01 XP by hunting. Potential ways to address this subtly without upsetting the overall balance: slightly increase the XP floor (minimum XP earned by winning a combat) while using Dynamic XP option (to something like 0.10 or 0.20, still much lower than the vanilla 1.00), or make the XP calculations depend on the raw unmodified strengths of the combatants (so hunters that get a 500%+ bonus against animals still can earn XP by defeating something like a lion).
I'm kinda ok with how it works as is. Earlygame you'll still get bonuses from dynamic xp when your tracker succeeds vs tough pumas, for instance, and as tech progresses the hunting promos aren't needed because the base strength of hunting units plus starting xp is high enough the promos aren't super needed.
The Stone resource is used to represent two different things: (1) large quantities of high quality stone as a building material vs (2) having any little pebbles around at all. Based on (1), Stone is a requirement for many building many Prehistoric/Ancient wonders like the Stonehenge and should be relatively rare. Based on (2), Stone is a requirement for building very basic things like Counting Stones and Quern, and should be extremely common. The issue is that (2) should be much more widely available than (1): coastal or riverside cities should generally have no problem finding some pebbles, without necessarily having access to great building material for massive projects. As an example of the issues this can cause, my civilization that is adept at metalsmithing cannot produce flour due to lacking any "Stone", despite having 8 coastal cities built next to rivers with hills nearby. A nice approach to solve this I think would be to treat Stone the same way Clay is already treated by the mod: there is a difference between the commonly available but less powerful "Clay" resource and the much more rare resource used in the construction of more sophisticated projects called "Fine Clay". I suggest similarly differentiating "Pebbles" (common like "Clay") from "Stone" (rare, high quality like "Fine Clay").
Yeah, this one has been a point of contention. "High-quality stone" was proposed before; will add to git, might get around to later 😅
The Progressive Complex Trait seems overtuned. The ability to have multiple religions function fully despite the Religious Disabling option is both fun and a powerful advantage. The issue, however, is that this major game-changing benefit is then paired with a bunch of other great bonuses, which push Progressive noticeably above other beneficial traits. An effect that is game-changing, in that you can plan your entire strategy around acquiring as many religions as possible while going Progressive, is already much more desirable than traits that just give +5% to this or that. I would suggest keeping the interesting main effect of Progressive and simply toning down its numerical bonuses while using the Religious Disabling option.
Will second TB's comment that the others can def be stronger than you might think when stacked. I still agree this one is v strong, but perhaps also that's just part of the game.
Is Tech Diffusion affected by diplomatic treaties like Right of Passage and Open Borders, and/or border-related Civic choices? It would be cool if it was: it would present additional strategic options, like closing borders to try and preserve a tech lead, or opening borders and signing treaties to gain more tech diffusion while behind in research.
There is a tech snowballing effect ...
The overarching point is that when one civ (usually the player) gets significantly ahead of all other civs, the game effectively ends. So it makes sense to be careful with things that reward the one in the lead disproportionately.
TD is impacted by diplo options and such, but the magnitude is smaller than you might expect. I spent some time trying to improve it before, but unfortunately tech bonuses are insufficient to fix the root cause of snowballing; a player with 11 cities to another's 10 will, all things being equal, have a 10% lead on the other in all things. Even if you overcompensate via free tech, the player receiving the bonus won't have the industrial capacity to make use of it as well, not to mention the issues you mentioned about there being so many "first" advantages.

I'd like to give my sandball changes another shot at some point, probably incorporating a hammer bonus as well (easier to build things because they've been figured out/implemented elsewhere already?), but it'll be a whole project which I don't quiiiite have time for right now, sadly.
 
Fixed in next svn ver (unless @Thunderbrd had a rationale for it?)
I was wondering if I did... can you take a look at the original player's guide to complex traits to see what I said about these particular traits there? That should clarify the design intent at least. There are sometimes some counter-intuitive stuff for some interesting reasons but it's probably a bug as noted.
I'd be down for this, but I think some of the playerbase would revolt over it. Teaching the AI to save for it though is, uh, hard. There might already be code for some attempt at it, not sure.
You're 100% right about that. However, not so sure it's as hard as it sounds because there already is some coding in place to get the AI to build to a threshold of changes before shifting so somehow tying that threshold to plans for a golden age might not be impossible to coordinate as long as we could then tell the AI how to anticipate its ability to start the next golden age (detect the methods, asking if its possible soon and if so triggering a plan tag in the ai or something...)

Mostly great review of the comments and I pretty much agree with your feedback.
 
I was wondering if I did... can you take a look at the original player's guide to complex traits to see what I said about these particular traits there? That should clarify the design intent at least. There are sometimes some counter-intuitive stuff for some interesting reasons but it's probably a bug as noted.
Excessive
...
  • Great Statesmen are less likely to be born.
Yup, was a bug
 
Nearby city output and manned forts are the primary ways culture is influenced on a tile.
Wasn't culture removed from improvements or is it coded without XML values now?

UPD. Ah, nvm - only from watchtowers. A shame, though.
 
Wasn't culture removed from improvements or is it coded without XML values now?

UPD. Ah, nvm - only from watchtowers. A shame, though.
Next SVN ver has it added back in 🙃
Also adds culture back to cottages, radio tower, etc, but limits them to be constructed inside your territory that's been acquired by cities only instead of forts/towers. Hopefully will be out by Sunday?
 
I need an SVN Update...Desperately!
 
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