Civilization Epochs

The good news: I got Tech Diffusion working at an early (relatively rough) level. Still needs notifications and tuning, but it's working beautifully.

The bad news: In my test game (seeing how it plays, it IS working), I'm stranded on an island. Turn 198, no contact with other civs.
 
Figured I'd poke my head in here and see what's going on with Epochs, since it just came up in my own mod thread. A lot of this stuff sounds really, really good.

What I'm particularly excited about (and a little fearful of) is the way you're choosing to handle the influx of buildings. Forcing the player to place an emphasis on a particular branch is a pretty interesting notion, and I really like that it'll force city specialization on you (though it'll be tough for me as a completionist!).

Anyway, looks good. Very ambitious mod, I look forward to playing it once my own mod is finished and I get back to just *playing* Civ. :)
 
Figured I'd poke my head in here and see what's going on with Epochs, since it just came up in my own mod thread. A lot of this stuff sounds really, really good.

What I'm particularly excited about (and a little fearful of) is the way you're choosing to handle the influx of buildings. Forcing the player to place an emphasis on a particular branch is a pretty interesting notion, and I really like that it'll force city specialization on you (though it'll be tough for me as a completionist!).

Anyway, looks good. Very ambitious mod, I look forward to playing it once my own mod is finished and I get back to just *playing* Civ. :)

I hear you on that. I haven't played Civ *except* to test this mod in like 2 months.

Fortunately it's far enough along to be basically fun - still has problems obviously, but I have a lot of practice noticing the warts, writing them on a list of things to fix and then moving on with my playtest and still being able to have fun with it.

Thanks for the feedback. I'm in testing on Alpha v3 now, mostly seeing how a round of economy balancing works out.
 
With all the new material you added, I was excited to try this modpack--until I tried to set up a game and saw half of the regular/DLC civilizations missing. Just in case some other mod was conflicting with Epochs, I de-selected the rest of my list; but every other civ was still gone. It's a shame I ended up deleting Epochs, because it would have been awesome to try without that bug limiting which country I could choose!

P.S. I'd like permission to borrow some of your early-game buildings and technologies for the full-conversion Norse modpack I've been working on. You'd get full credit for anything I used, of course; I think that a lot of the Ancient and Classical material in Epochs would fit the Viking Age perfectly. :viking: :thanx:
 
I eliminated every civ and have been slowly re-adding civs via a whitelist as I go. Basically, because I have changed nearly all balance in the game, I can't just blanket allow all civs - I have to touch them up first. And because game balance is a work in progress, the more civs that are whitelisted, the more work I have to do to make basic balance changes. If I re-add India now, and then rebalance the Castle, I have to also rebalance the Mughal Fort. If I add India after I'm basically done balancing, I only have to balance it once.

With that said - I am happy to prioritize any civs that people really want to play. If you have a civ or two you want me to re-add right now, let me know and I'll get it in the next build - probably no later than Thursday (as long as you give me enough of a heads up, if you post a request on Thursday it might wait til next week).

I'm targeting having every Civ enabled for Beta. Don't worry, I intend to bring every civ back into this mod, I've blocked some temporarily just because of workflow issues.

ALSO! Feel free to use anything in this mod, as long as it's fully credited (to me, and to anyone else who may have contributed to it - this will become an issue as I get new art assets hooked up). If you have questions about anything - design decisions, who to credit, etc - just ask and I will get you the answers.
 
Thank you for explaining the missing-civs problem! I usually play as either Denmark or Sweden when I'm not testing mods; could you please re-add them as soon as possible? I'd appreciate getting access to my favorite civs again very, very much!
 
Expect them by Thursday. I'm testing Alpha v.3 (testing is a 20+ hour process now, games take a long time when 500 turns puts you in the early Industrial era ^_^) and have a couple other tweaks to make, and then I'll be putting up v.3. I'll make sure those two civs are in it.
 
Building miltary units doesn't cost any unhappiness or any other penalty? Doesn't this just pave the way for early AI rushes?
 
I'm not sure what you mean. Building military units doesn't cost any unhappiness in the base game, either - why would the AI's behavior be different here?

I've been rushed a few times, playing on King/Emperor. Build an early military and they won't come at you - or if they do, you can crush them. This isn't much different from starting near a rival civ in the base game.

When I've been caught by surprise or failed to protect myself, I've been rushed out of the game on occasion, but on the flip side when I've had an adequate military to hold them off, I've had a few games where I've jumped out to an early lead because of taking out a rival's capital after they DoWed me and I crushed their army.
 
Version 3 is now available.
Spoiler :
  • Tech Diffusion is implemented to a functional level.
  • Cities now require a minimum of 2 tiles between them, down from 3.
  • Mod data structure has been organized.
  • Eliminated SaveUtils file - I'm not going to use it.
  • Holy Warriors belief has been duplicated into Crusaders and Jihad. There will be additional functionality added to these beliefs in a later version.
  • Roman Legion combat strength increased to be slightly higher than the Swordsman.
  • Increased the combat strength of Longswordsmen and all unique versions of them.
  • The Refrigeration technology now requires Flight.
  • Forts no longer provide any increased yields.
  • Base yields for all Great Person improvements reduced greatly.
  • Great Person improvement yields increase at many different points in the tech tree.
  • Several Lua functions updated for better/more consistent functionality behind-the-scenes.
  • Caravaneers base gold reduced by 1, gold per luxury reduced by 1.
  • Market Gold Maintenance increased to 3.
  • Bank Gold Maintenance increased to 6.
  • Stock Exchange Gold Maintenance increased to 8.
  • Factory Gold Maintenance increased to 8.
  • Laboratory Gold Maintenance increased to 8.
  • Coal Plant Gold Maintenance increased to 6.
  • National Highway System no longer provides bonuses to Specialists, now gives a 25% increase to gold from Trade Routes.
  • Global inflation values increased slightly.
  • Aqueduct Gold Maintenance increased to 2.
  • Hospital Gold Maintenance increased to 5.
  • Windmill Gold Maintenance increased to 5.
  • Cavalry Combat Strength increased to 29.
  • Knight Combat Strength increased to 24.
  • Pikeman now upgrade to Musketmen.
  • Grenadiers now upgrade to Riflemen.
  • Warriors now obsolete at Fealty rather than Iron Working.
  • Great War Infantry renamed to "Infantry".
  • Great War Bomber renamed to "Bomber".
  • World's Fair script made more robust - should be more consistent than before.
  • World's Fair Wonder can again be captured.
  • Maceman art changed.
  • Grenadier art changed.
  • Sweden is now playable.
  • Denmark is now playable.

A few features which warrant some explanation:

TECH DIFFUSION
First, I have built a first cut of Tech Diffusion. If you have the Alphabet tech, for each Civilization which you have met which possesses a technology which you can research, you are awarded 1% of the cost of that technology.

This feature is working properly, though I have quite a few changes in store for it before I'm done, and it will be polished appropriately. I've gone into a bit more detail on my blog: http://strabogaming.com/?p=164

ECONOMY
Second, I've done a quick-and-dirty economy rebalance. This primarily takes the form of increased maintenance costs, especially to the Gold buildings themselves. This is a rather drastic shift from the base game - you should NOT build gold buildings in every city; you should build them only in dedicated gold cities. I arrived at the Maintenance Costs I chose based on the base gold yields required for a city to 'break even' on that building's maintenance; for the later buildings, that generally requires several worked Luxury resource tiles, or all Merchant specialist slots to be filled, or a couple of Great Merchant tile improvements.

It is still possible to blow out the gold economy of the game with a solid combination of wonders and policies, a couple dedicated gold cities and a runaway or near-runaway empire, but that happens much later with this set of changes than it previously did, and you're much more likely to be about break even, or if you are running a huge surplus, you can generally shift resources away from gold production and into research, culture, or production to get back to a more reasonable rate.

The AI handles the change better than expected; at any given time 1 or 2 AIs have been running huge deficits (normally the weakest civs, often civs which are being crushed in a war at that moment) but many other AIs will be doing fine on gold.

In any case, these changes are far from the last economic balance changes you will see; they're aimed at making the game more playable later on.

NEW CIVS
With Version 3, Sweden and Denmark are playable.

Caveat: The Lancer unit is not present in Epochs, so the Hakkapeliitta unique unit is now a Dragoons replacement. It is still a light cavalry unit with bonuses against other mounted units. As a melee unit on a ranged upgrade path, this is far from optimal, but I didn't want to make it a Knight or Cavalry replacement. This is on my radar to fix, but will not be a priority for a bit. The unit works fine, you'll just be stuck with Ranged upgrades on it if you're upgrading from early-game Chariot Archers and Horse Archers.

NEXT PRIORITIES
First, I will be looking into setting buildings up to require a minimum city population.

Second, I will be arranging buildings into Build Trees, as mentioned previously, in order to cut down on the number of building choices which the player is presented with at a given time.

Third, I will be doing a variety of small balance and bug fixing changes, as well as integrating more 'final' art and game text. This will be an ongoing effort.

Fourth, I will be integrating the Emigration mod as a standard component of Epochs, fully credited, as I have mentioned before.

Fifth, I will be generating an assets list - a list of everything which needs new art or game text generated.

Look for these changes sometime around next Wednesday (November 21).
 
I'm not sure what you mean. Building military units doesn't cost any unhappiness in the base game, either - why would the AI's behavior be different here?

I've been rushed a few times, playing on King/Emperor. Build an early military and they won't come at you - or if they do, you can crush them. This isn't much different from starting near a rival civ in the base game.

When I've been caught by surprise or failed to protect myself, I've been rushed out of the game on occasion, but on the flip side when I've had an adequate military to hold them off, I've had a few games where I've jumped out to an early lead because of taking out a rival's capital after they DoWed me and I crushed their army.

I guess I'm used to Nights and markus is on hiatus for a while and there are balance issues re: research mid game currently but the AI or player early game rush is more or less solved (not that his solution is the only one) and the AI city spam is a manageable problem but his mod is more a builders mod.

I've tried a few games(this mod) on Immortal and it just comes down to a question of building more units than anyone else which is not something I quite enjoy. Perhaps its just not my type of mod. :)
 
I guess I'm used to Nights and markus is on hiatus for a while and there are balance issues re: research mid game currently but the AI or player early game rush is more or less solved (not that his solution is the only one) and the AI city spam is a manageable problem but his mod is more a builders mod.

I've tried a few games(this mod) on Immortal and it just comes down to a question of building more units than anyone else which is not something I quite enjoy. Perhaps its just not my type of mod. :)

I think you might be right, unfortunately.

This isn't a 'builder' mod - warfare happens early and often. It supports the early rush with an entire tech pathway (Animal Husbandry -> Charioteering -> Horseback Riding) and a wonder (Nomad's Gathering). It's not a total war mod, either - I've toned down AI aggression across the board with the exception of 3 psychotic personalities, and large, highly developed cities can be extremely hard to capture and extremely easy to defend.

I'm aiming for something which is balanced fairly between total war and nation building, where either is a fair strategy to pursue. That means allowing some AIs to aggressively attack you, and that means that you have to be on guard against it. Playing on Immortal, you'll always have to build defenses.

I will be toning down "warmonger" hate from the AI in the near future, by the way, so that you'll be able to defend yourself from these rushes and even come out ahead without the permanent diplomatic hate.
 
An update: I tried the Building Trees approach ( http://forums.civfanatics.com/showpost.php?p=11969361&postcount=18 ), and I'm not going forward with that.

Basically what I did was hook up a new BuildingTrees table, then rebuilt the ProductionPopup UI. In the new version, the Buildings button stack was removed and replaced with a BuildingTrees button stack, which populated every Building Tree where you had valid build options remaining. Each Building Tree had a defined icon, name and help text, so they told you what they were for. When you clicked on one, I popped up a top to bottom vertical 'talent tree' view just to the right of it, where buildings you had would be highlighted one way, buildings you could build would be normal, buildings you couldn't yet build would be greyed out.

Getting things working isn't too hard, but I ran into a lot of design problems - mainly, there's no apples-to-apples way of comparing all your building options in one place. It's not as functional as I'd like.

I'm trying a modification of the pure build trees approach next, which I'll be rolling out in two phases. In my next update, many buildings will have added dependencies; you won't be building a Hydro Plant without a Watermill, Stoneworks will require a Craftsman, Union Halls will require a Factory, etc. The goal is simply to reduce the number of options available at any given time without cutting any options from the game itself. The second phase will be to roll out a few new infrastructure-type buildings; cobbled roads, say, and then make buildings from their respective era depend on it. So you won't be building modern+ era buildings without Paved Roads, which require Cobbled Roads, and so on. The goal will be to sharply limit the number of buildings available immediately on founding a city, and organically grow the number of available buildings as you advance the city. It's the Hatchery-Lair-Hive approach from Starcraft, basically. That will let me break some of the stranger dependencies without flooding the city screen with options.

I am still going to be aiming to encourage cities to specialize; a gold city, a science city, etc.

The next update will otherwise be relatively light, as I spent a good deal of my implementation time for the week on the Building Trees approach before I noticed the problems in the design. Even still, it should have a couple good pieces of balance (I'm buffing Liberty, buffing Honor, and nerfing Rationalism, nerfing Submarines, buffing Aqueduct/Sewer System/Hospitals), and I'm going to try and hook up Emigration in it. You may also see some art from Pouakai attached to one of my wonders (!).
 
Epochs Alpha v.4 is live.

Changelist:
Spoiler :

  • Tech Diffusion into an empire occurs much more quickly if that empire has unlocked The Internet technology.
  • Liberty Social Policies have been modified for a more natural flow. This is an intended net buff.
  • Representation and Republic policies have swapped places in the Liberty tree.
  • Republic increases production by 2 and building production by 10%, up from 1 and 5%.
  • Representation no longer gives a Golden Age.
  • Republic now gives a Golden Age.
  • The Rationalism Social Policy tree has been significantly weakened.
  • Secularism now gives only +1 Science per Specialist, down from +2.
  • Rationalism now gives +10% Science while the empire is happy, down from +15%.
  • Completing the Rationalism tree now gives 1 free Technology, down from 2.
  • Research Stations and Mills now have graphics on the map, borrowed from the Trading Post.
  • AIs are now more tolerant of warmongering, and forgive warmongering faster.
  • Submarine attack strength reduced to 40.
  • Granaries have been reworked. They now give only +1 base food and can only be built in a City with a Deer, Banana or Wheat resource.
  • Aqueducts now provide 2 free Food.
  • Sewer Systems now provide 2 free Food (ew).
  • Hospitals now provide 2 free Food.
  • Aqueducts, Sewer Systems and Hospitals have had their Gold Maintenance reduced.
  • Quarries now receive +1 Production upon researching Engineering.
  • Colonial Charter renamed Constitution.
  • Flight no longer requires Sanitation.
  • Trench Warfare now requires Sanitation.
  • Privateers no longer keep the Prize Ships promotion on upgrade.
  • Many buildings have new building dependencies:
    • Hydro Plant requires a Watermill.
    • Factory requires a Stonemason's Guild
    • Agora now requires a Storyteller.
    • Winery now requires a Storyteller.
    • Observatory now requires a University.
    • Fusion Plant now requires a Research Lab.
    • Telegraph Station now requires an Academy
    • Stoneworks now requires a Craftsman.
    • Coal Plant now requires a Factory.
    • Mint now requires a Tax Collector.
    • Jeweler's Guild now requires a Market.
    • Caravaneers now requires a Market.
    • Forge now requires a Barracks.
    • Circus now requires a Stable.
    • Stable now requires a Barracks.
  • Forbidden Palace build cost increased from 600 to 1200.
  • Financial Building reworked - now costs 750 production, costs 10 Gold Maintenance, increases Gold in the City by 50%, and no longer provides base Gold yield. It will provide a net benefit to the city if the city has at least 27 base gold (from terrain, buildings and specialists).
  • Cannons correctly obsolete.
  • City Combat Strength increases slightly less per Technology researched.
  • Population will now emigrate from unhappy Civilizations to happy ones - see the Emigration mod by killmeplease and Thalassicus for details.
  • Honor Policies have been reworked to encourage early aggression, and the total Happiness bonuses from the tree have been toned down to make it less attractive for Builders building wide empires.
  • Military Caste now gives +1 Happiness from Courthouses and causes Courthouses to be built in half the time, instead of its previous benefits.
  • Professional Army now provides +1 Happiness and +1 Culture from Walls and Castles, rather than +1 Happiness from Walls, Castles, Arsenals and Military Bases.
  • Autocracy policy Police State no longer causes Courthouses to build in half time, and now gives only +2 Happiness from Courthouses.
  • The Broadway Wonder now has final art assets, courtesy of Pouakai's More Wonders mod.


There are three major gameplay changes in this update.

Emigration
First, Emigration has been integrated. Runaway Unhappiness could prove a crippling problem in a mismanaged Civilization; Emigration limits the duration of the damage, eventually evening out your Happiness at a cost of citizens. It is still desirable to be careful with Happiness, but it is now much less crippling if you make a mistake or are forced into a bad situation.

Emigration is a straightforward integration of the Emigration mod by killmeplease and Thalassicus: http://forums.civfanatics.com/showthread.php?t=388983. The only changes I have made thus far have been to resolve compatibility issues between Emigration and the Gods & Kings expansion pack.

Build Trees
Many more buildings have prerequisite buildings than before. This has two main effects - first, it reduces the number of buildings you will have to choose from in your cities at any one time without actually eliminating any options. Second, it more clearly delineates between specialist cities; a Science-oriented city will now get additional perks such as the Observatory, the Fusion Plant and the Telegraph Station, while a Gold-oriented city can potentially produce a new luxury resource (Jewelry). By far the largest expansion is oriented around the Barracks, which is now a prerequisite for two different Strategic Resource-oriented buildings, a production building and a Happiness building - the Forge, Steelworks, Stable, and Circus.

This is one step down the path of more city specialization and I have much further to go with it, but it does solve much of the problem that I initially set out on. Next steps will include moving Naval production and Naval experience into the coastal line of buildings (Lighthouse, Harbor, Shipyard, Sea Port), moving Military production onto the Barracks and its upgrades, and pushing the Workshop and its upgrades into more of a pure building-and-wonder production role, and slowly introducing even more buildings to fill out underpopulated building trees and resolve some of the weirder dependencies.

Social Policy Changes
This build marks the first time I have started to tinker with Social Policies. So far, the changes are relatively minor except some severe (and much deserved) nerfs to the Rationalism tree.

My goal with the Honor and Liberty tree changes was not primarily to nerf or buff the trees - I did slightly buff Liberty and slightly nerf Honor, odd as that will sound to players who have not tried the mod on higher difficulty settings yet - but rather to fix the way they play. The Liberty tree was awkward in that you wanted one policy to expand faster, and another policy so that expanding faster doesn't hurt you so much, and they're widely separated and impossible to put together early enough for their bonuses to really matter. If the new combination proves too powerful, I will nerf the Liberty tree, but I will try to keep the new policy progression intact.

The Honor tree had a more pressing problem - it didn't actually make you all that much better at early warmongering. It did give some bonuses with bonus combat strength to adjacent units and bonus combat experience gains, but the most powerful perks in the tree not only don't promote aggressive warfare, they're actually counterproductive to it. The happiness bonus on defensive buildings is an extremely powerful perk for building moderately tall cities, and has the side effect of encouraging you to build practically unconquerable cities, but does nothing to help you conquer a neighbor. The happiness and culture bonus on garrisoned cities is actually counterproductive for aggressive warfare; if you don't carefully manage your military and your happiness, moving units off cities to go attack a neighbor can collapse your empire. The changes I made to the Honor tree - especially regarding Courthouses - are designed to make players who choose Honor feel empowered to go out and attack other civs. If these aren't enough, I will be making further changes along these lines.

Next Steps
There are a lot of small, niggling problems cropping up, and I will likely make an effort in the near future to fix a large number of them.

After that, though, gameplay for the early and middle portions of the mod is pretty solid. There are many balance tweaks to be made and minor issues to resolve, but iteration alone should ensure a good play experience through the Renaissance or perhaps the Industrial era.

The late game has much greater problems - by the time you reach the Modern/Atomic Eras, there are generally just two, three or four superpowers left, each so large that a war of conquest is nearly impossible. Your gameplay options are either to just build your empire up and out-tech your rivals while pursuing a peaceful victory, or build staggeringly large carpets of doom and fight cataclysmic world wars.

Much of my attention going forward will be focused on solving the late game portion of this mod. This will be a much larger undertaking than just retuning some buildings and units, however, and I will be building additional major systems for the game, including new ways to interact with City-States as well as game systems representing internal empire politics.
 
I am interested to play your mods... Do you think if I play it combine with the Throne mod, deforestation and globalwarming mods it will still work?

Also, do you know or could you refer me a map that would work well with your mod? A map where the civs have the right spot on earth?

Thanks.
 
I am interested to play your mods... Do you think if I play it combine with the Throne mod, deforestation and globalwarming mods it will still work?

Also, do you know or could you refer me a map that would work well with your mod? A map where the civs have the right spot on earth?

Thanks.

Any maps should work normally as far as I know. The only slightly odd thing is that I have not yet whitelisted all Civs (going to aim for 1-2 more next release, taking ideas for which ones!).

As for playing nicely with other mods - can you get me links to the mods you're talking about? I can take a look. It's possible that they'll work well together and possible that it would take some work. I'm willing to spend 15-20 minutes hacking mods together here and there, but not longer periods of time, so... get me the links, let me take a look and I'll get back to you.
 
I am interested to play your mods... Do you think if I play it combine with the Throne mod, deforestation and globalwarming mods it will still work?
There will be absolutely no conflict between Global Warming and this mod as long as it includes the Steam Power tech (I think it does?). Reforestation should also be fine as long as Fertilizer tech is present. (BTW I'm the creator of both those mods you asked about.)
 
A lot of the buildings have changed - I did a quick pass on the GlobalWarmingOptions.lua file for him. All I really did was change the Building and Tech lists:

Code:
-- If 'WarmingBuildings' is set to true, these buildings will increase Global Warming frequency and intensity. 
-- Add or remove as many buildings as desired.
WarmingBuildings = {
  "BUILDING_FACTORY",
  "BUILDING_MANUFACTURING_PLANT",
  "BUILDING_COAL_PLANT",
  "BUILDING_MILITARY_BASE",
  "BUILDING_FINANCIAL_BUILDING",
  "BUILDING_MEGACHURCH",
  "BUILDING_STADIUM",
  "BUILDING_ROBOTIC_FACTORY",
  "BUILDING_AIRPORT",
}

-- If 'WarmingBuildings' is set to true, these buildings will decrease Global Warming frequency and intensity. 
-- Add or remove as many buildings as desired.
CoolingBuildings = {
  "BUILDING_GARDEN",
  "BUILDING_EPOCHS_HYDRO_PLANT",
  "BUILDING_EPOCHS_SOLAR_PLANT",
  "BUILDING_GEOTHERMAL_PLANT",
  "BUILDING_WIND_POWER_PLANT",
  "BUILDING_FUSION_PLANT",
  "BUILDING_RECYCLING_CENTER",
  "BUILDING_HOOVER_DAM",
  "BUILDING_THREE_GORGES_DAMN",
}

-- If 'WarmingTechs' is set to true, these technologies will increase Global Warming frequency and intensity. 
-- Add or remove as many techs as desired.
WarmingTechnologies = {
  "TECH_ELECTRICITY",
  "TECH_AUTOMOBILE",
  "TECH_GLOBALIZATION",
  "TECH_ADVANCED_FLIGHT",
  "TECH_SKYSCRAPERS",
}

-- If 'WarmingTechs' is set to true, these technologies will decrease Global Warming frequency and intensity. 
-- Add or remove as many techs as desired.
CoolingTechnologies = {
  "TECH_ECOLOGY",
  "TECH_NUCLEAR_FUSION",
  "TECH_TELECOMMUNICATIONS",
  "TECH_ALTERNATIVE_ENERGY",
  "TECH_SUPERCONDUCTORS",
}

Nice job setting that up to be configurable, by the way.
 
There will be absolutely no conflict between Global Warming and this mod as long as it includes the Steam Power tech (I think it does?). Reforestation should also be fine as long as Fertilizer tech is present. (BTW I'm the creator of both those mods you asked about.)

Well thank you for those mods, and also thank you to Drawmeus to have took is time to show me how to make it work perfectly with is mod! :)

I will have a lot of fun!
 
Alpha v6 is here! Changelist:
Spoiler :

  • Resolved some crashes and inconsistency with the World's Fair lua scripts.
  • Three Gorges Dam has final art assets.
  • Many technologies have new icons set.
  • When buildings receive increased yields as the result of a technology (e.g. Academies at the Scientific Method), the icon for the building is now shown in the tech tree.
  • The Medieval tech tree has been significantly reworked to move Crossbowmen and Trebuchets earlier.
  • Bridge Building is now unlocked at Machinery, while Engineering now gives +1 movement on Roads.
  • Crossbowman ranged combat strength reduced by 1.
  • Cavalry now begin with the Withdrawal promotion.
  • It now takes much more Faith to unlock a Pantheon or research your first Great Prophet.
  • Religion has been modified slightly in an effort to provide more dynamic religion during the middle eras of the game.
  • Cities now generate religious pressure only up to 6 tiles away.
  • Temples, Cathedrals, Revival Churches, Megachurches, the Great Temple and the Holy See now increase religious pressure from the city in which they were built.
  • Fixed a bug where certain buildings were charging much more maintenance than intended.
  • Technology costs from the second column of the Industrial Era on have been reduced significantly.
  • The National Treasury now requires a Bank in the city in which it is being built, and a Market in every other city.
  • West Point now requires a Military Academy in the city in which it is built, and Training Grounds in each other city.
  • Deer give +1 Food.
  • Farms no longer get +1 Food on Fresh Water Tiles from Pottery.
  • Irrigation gives +1 Food on Farms bordering Fresh Water instead of on Farms with no Fresh Water access.
  • Grenadier art updated to use the Spanish Tercio, to resolve a conflict with the Janissary art (which is also used for the Insurgent).
  • Explorer art updated to use the Spanish Conquistador.
  • The Celts are now playable! Their UB - Ceilidh Hall - has been slightly toned down and reworked into an Amphitheater replacement. Their UU - Pictish Warrior - is a Raider replacement that has significant combat bonuses and generates both Gold and Faith on destroying units.
  • El Dorado and the Fountain of Youth will no longer spawn.
  • Fixed a bug where the Republic social policy had no prerequisites.


I will be using this week to take stock of where the mod is at and where it needs to go - I will be posting a blog post on the subject tonight.

Expect weekly releases to be considerably smaller than they have been, and I may even move to releases every other week instead, but the extra time will be going towards major feature development aimed at resolving the mod's late game issues.

UPDATE: Blog post here: http://strabogaming.com/?p=174

The upshot of this is that I feel that I need to build or update several major systems of the game in order to deliver a modern-atomic-information age game that I can be proud of. I will be looking into several new major features:
  • Simple but robust international trade, possibly in the form of Corporations, as a late game arena for conflict between major powers.
  • Reimagining what it means to win the game, with an eye towards keeping more diverse options open to the player in the latter portions of the game.
  • Expanding the Espionage system to open much more gameplay option, along the same lines as the international trade system previously mentioned.
  • Investigation into automating some tedious city-building tasks, reducing but not eliminating the necessity of micromanaging your 15th, 16th etc. cities in the very late game.
  • Investigating options for having more players in the late game, whether that means revolutions that forcibly take colonial cities from various players at a certain point, or an incentive to liberate civs late game rather than holding onto them as conquered and annexed cities.

This is potentially an enormous amount of work, and I have not really even started formal design documentation for these features, much less actually started work on them. This will not be a fast turnaround. Unfortunately, I have come to the conclusion that this work is necessary in order to deliver on the promise of this mod.

On the bright side, these systems provide a great deal of opportunity to do things that are cool, fun, and original, and I will be looking for input on quite a few of them.
 
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