Awesome story, Lord Iggy

Apologies for the random transdimensional spatial distortion which is blocking the penguin mapping equipment at the moment…
North King said:
Er... Zekul's been defeated in every battle we've fought, and they get the spend point and I don't get any? I can see why you gave them one extra, but now I have to fend off two enemies with a very limited economy, despite my successes.
Your complaining? And I was worried things had been modded a bit too much in your favour

Well, economy is not that limited, and even if Denton falls it will probably take a major effort by them to hold it.
BTW – im preventing civs from being ‘eliminated’ (they will hide out in polar bear bases at the north pole) and I will be implementing revolts etc. So even if all their cities are captured for a while, nobody will be ever be totally out of the game.
Daft, I think some spending points do need revision. As well as status - after 500 or so years, we are an Emerged Power.
Argh yes, the ‘status’ thing will be updated in next update. As for the points, well apart from Zekul, spending points have been handed out equally to all (with somewhat relative effects for each point, depending on size and power of that civ). They have only accumulated where people haven’t spent them. What do you think should be changed?
That number is not meant to be spending-points-per-turn, its meant to be the actual number of accumulated points available at this point in time for potential use in next update. If that wasnt clear, apologies and i guess i should reword that stat
TerrisH said:
Daft, what is the state of my Treasury?
It takes a while to load the game into the save editor, but I did check it recently, so id guess it’s a few hundred gold. A trade centre at Herakleia provides a nice income, and army is not so expensive considering the AI bonus for support (which ive modded down quite a bit, but is still a lot).
= = =
> Update scheduled for either tomorrow or sunday, with new maps…
> I just found out im going on holiday for a week, from next thursday (aug10). I thought it wasn’t as soon as that

. I should be able to update at least twice before i go, and then it will be like a ‘boring time’ thing (while I am re-scenario-izing the game). I think things will jump forward a bit to two or three hundred BC, kinda corresponding to start of classical/roman era in real world. Ill then make a new scenario when I get back, and see how many of the new civs I can include.
Heres a power-graph thingy (not that it shows much at the moment) and the scores (but take into account different starting conditions)
http://www.civfanatics.net/uploads12/xvca.jpg
Heres the top 5 best culture cities in the world (im sure Ormash will climb up fast, all the others had temples for a while)
http://www.civfanatics.net/uploads12/xvcb.jpg
FYI:
Altyn-Kanalat has the most cities, and the biggest area under control.
Argosian Empire has the most people and best infrastructure (roads and farming etc)
Kaironas is the world’s biggest city (and said to be full of perverted western cultural practises).
Taejon and Argon are jointly the most advanced.
= = =
Some random rantings…
Ive experimented with scenario export, seems ill be able to get all the terrain details, units and cities from the existing game, but it will take a bit of work to get them all under the ownership of the correct civs. I can’t export things like diplomacy, techs, treasury etc. But ill be editing that anyway. Or the history and powergraph etc, but that’s not essential. So it pretty much works, but I wouldn’t want to do it that often.
Another thing ive experimented with is a worldwide ‘barbarian/rebel’ civ (like the barbarian cities in civ4), which ill add during the scenario-edit. Using the save editor, I can set it to be in a ‘transition time’ of something silly like 9999 turns – permanent anarchy! I can also set it to refuse contact with other civs for 9999 turns, so it can be permanently at war with most of the normal civs. So it cant build, cant research, cant do diplomacy… but it gets a fair amount of units from special city improvements ive added (ones that automatically produce different units at a steady rate). By placing different unit-producing buildings in each city, the barbarian civ can get different UU’s and flavour units in different parts of the world, to give a bit of variety. Anyway, it seems to work well, and will allow a much better implementing of random revolts, ‘minor’ civs, and larger barbarian attacks in future. And I can role-play their diplomacy in different parts of the world, if people want to bribe them to join their civ, or to be mercenaries etc.