Update on the update:
I've got the following stuff done:
Next up is debugging Doag's crash. I will likely push a version that has all of the above changes + a fix for that crash (assuming I can repro it and it is my mod's fault) in the next few days, then continue on the rest of the planned changes announced earlier in this thread.
So this stuff will happen over the next week or two:
By the way, I'm still looking for people who want to do any of the following things:
Do as much or as little as you want. Have one icon that you think is a fit? I'll add it and I'll credit you for it. Want to do a hundred icons? Do them all!
My only requirement is that all assets have to be a fit for the art style of Civ 5: G&K. Icons have to fit, flavor text has to be appropriate, unit art has to fit, etc.
I've got the following stuff done:
Spoiler :
- +2 Gold on Tax Collector
- Rework the Scout promotion line to be +strength in rough terrain instead of +defense and +healing. This is step one in a general Promotions rework; some of the other goals of the rework will be to eliminate double attack promotions (at least for ranged units), tone down promotion bonuses, unite the ranged/melee promotion trees and the rough/clear promotions. The overall goal will be that promotions will remain a powerful and interesting element of gameplay while being balanced around the much longer game; winning an early war will no longer leave you with an incredibly powerful military for effectively the remainder of the game.
- Restrict the "New Military Unit For City-State" notification to only fire for City-States which you have a Military investment in.
- Debug the CTD provided by primordial stew.
- Increase population growth below pop 5 but slow it above population 5 to account for the longer game. Cities will still relatively quickly grow to a size where they can be an interesting and important part of the empire, but growth beyond that point will take much longer. Buildings such as the Aqueduct may be tuned to allow the player to grow cities beyond that point faster if necessary.
- Lighthouse is now +1 Gold/+1 Food on water tiles. No bonus on Fish.
- New Building: Fishing Wharf. Requires Fishing. +1 Food, and +2 Food on Fish resources worked by this city. City must be built on the coast and must have at least one source of Fish.
Next up is debugging Doag's crash. I will likely push a version that has all of the above changes + a fix for that crash (assuming I can repro it and it is my mod's fault) in the next few days, then continue on the rest of the planned changes announced earlier in this thread.
So this stuff will happen over the next week or two:
Spoiler :
- Implement a new Handicaps tuning that controls unhappiness per city for the player. This will be used to ease up Happiness problems on Prince and lower difficulty.
- City-State Investments - Bug fix - Ensure that Investments cancel appropriately when a City-State is completely conquered.
- Add City-State Influence Decay to Game Speeds info, so that faster game types will have faster Influence decay and slower game types will have slower decay.
- Slightly open up the tech tree to allow more beelining, based on feedback.
- City-State Investments notifications - add handling to pull the UI to the relevant City-State on clicking the notification.
- New Civilization: Egypt
- Increase Tech Diffusion rate with Civilizations with which you have a Declaration of Friendship, decrease Tech Diffusion rate with Civilizations which you have denounced.
- Incrementally reduce some maintenance costs of buildings.
- Incrementally increase maintenance costs of military units, possibly escalating per military unit, such that a small, defensive army will be cheap and a large, aggressive one is more expensive.
- Update Minor Civilization names to national or cultural names, instead of City-State names. E.g. La Venta will have a civilization name of The Olmecs, and a city name of La Venta.
- Disable Privateer boarding functionality if acquiring the new unit would result in you having negative resources.
By the way, I'm still looking for people who want to do any of the following things:
- Icon Art
- Wonder Splash Screens
- Unit art and animations
- Flavor Text
- Civilopedia Entries
Do as much or as little as you want. Have one icon that you think is a fit? I'll add it and I'll credit you for it. Want to do a hundred icons? Do them all!
My only requirement is that all assets have to be a fit for the art style of Civ 5: G&K. Icons have to fit, flavor text has to be appropriate, unit art has to fit, etc.