Crazy Spatz's Alpha Centauri Mod

Yes, somewhat. Aluminum and Uranium are mainly found on hill tiles, and Oil is basically deserts, snow, tundra, and marshes. Rivers tend to be placed in the middle of grassland or plain areas, far from all of the above.

OK, thats good info. I think I have been previously conditioned to wanting river starts due to always being on the edge economically. Probably not necessary as the game has matured in this respect. Next time I'll start wherever the game places me.

As to the AI, not that I've seen, but Monty has always been high on the aggression scale, and there's always a bit of randomness on motivations.

I think the "randomness" comment is understated. The Aztecs warred on me incessantly, but because I "knew" they would probably do this thru multiple iterations of previous games I was ready for it, with defenses in depth. To put it mildly the Aztec convenitonal units entered a prepared killing ground (at the end the AI was dribbling single units at me which I killed at leisure). Then the Aztecs nuked two of my three cities, reducing my abilities to continue my resistance. But then they asked me for peace (see first screen shot)!?! :confused: :crazyeye:

Probably had something to do with the growing Indian menace (see second pic which shows the state of Germany, to include the outline of the Indian Empire). Shortly after this the Indians declared war on me, attacking me on three fronts, which I was in no shape to be able to deal with. I conceded at that point.

Good stuff overall! :b: I am going to have to emphasize a stronger army in the future, as well as cultivating C-S even more so (the C-S again were a nuisance to me as they warred on me alongside the Indians). Pace seems better.

Two thoughts:

1. I do think there should be some sort of negative effect for using nukes (i.e. a diplo hit or something of that nature), as right now there doesn't seem to be any negative consequences for nuking someone, which I think right now is a little unbalanced, especially considering the scarecity of uranium.

2. From the many iterations of playing ciV why I knew the Aztecs would probably attack me, so I set up my empire accordingly (the only walls I built were on the city adjacent the Aztecs). Personally speaking I think randomized leaders is the way to go so that a player just doesn't know what really is facing them in regards to AIs intentions.

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I haven't actually planted any Forests yet, but I did plant plenty of Jungles. The planted Jungles were producing +1 food before the latest version, but that's about the only unusual behaviour it caused.

That's not unusual; Jungles' yield is +1 food, -1 production. Unlike Forests, their yield is additive, so if a tile had no production before (i.e., Grassland) then it's a pure gain of +1 food. (The fact that they can have a Trading Post makes them even better, and then there's the +2 research for Universities...) Anyway, not a bug, and not something I changed.

Civ 5 itself is still an unstable platform for me and does crash by itself on rare occasions.

Hmm, that's not a good sign. If Civ5 itself isn't stable for you in general, then there's something strange going on. I know Firaxis have fixed a bunch of crash bugs in the recent patches, but it sounds like something's still not that compatible. I'm assuming you've got updated drivers for your video and sound cards; I know a couple brands had huge instability issues with Civ5 before their most recent drivers came out.
It's also possible that your installation of Civ5 was just bad to begin with. Do you have the disks, or was this a Steam download? I'd hate to tell you to install the entire game over again, but that might be the problem. (I've had that happen a couple times with Steam-based games, and I don't even do the digital download; a patch goes bad and the whole thing needs to be reinstalled.)

However, I did delete previous versions of your mod without disabling in the game first (although not while the game was running), I don't know if that's a potential problem causer.

Shouldn't be a problem, I do far worse on my end. But that does bring up one point: when you install a new version, do you delete the old one's directory first, or do you unzip on top of it? (I don't THINK I've removed any files in quite a while, and the modinfo file explicitly tells the game which files to use, so old leftovers shouldn't be a problem, but you never know.) But you said this has been an issue since the first version you downloaded, so that shouldn't be it.

I've never tried Firetuner, so I'll give that a go next time I play.

For obvious reasons I play with Firetuner open nearly all the time. The chances of it actually catching the crash as it happens are very slim, because there's little in the way of debugging messages in this game. But you never know. Also, more importantly, when you start up a game it'll say whether it had a problem loading one of the files right then; that shouldn't be related to game speed in any way, but it'd tell if there was something wrong with your particular installation of the mod.

I have a decent system - Q9300, 4gb DDR2 (nerfed by Vista 32bit down to 3gb) with an AMD 5770.

Well, that's better than mine. (2.5 year old machine, 3GHz dual core, running XP with the same 4gb->2.3 issue you have, 512MB video card.) I was just worried you were running it on a laptop or something; with those specs you shouldn't have a problem with the settings cranked up.
 
OK, thats good info. I think I have been previously conditioned to wanting river starts due to always being on the edge economically. Probably not necessary as the game has matured in this respect. Next time I'll start wherever the game places me.

In the next version, I bumped up the chances of Large resources spawning on hills (1/16 -> 1/14), forests (1/25 -> 1/23), and jungles (same), which should help with the resources a bit. But yes, the main culprit is that what looks like a good starting point usually isn't; I've done a similar thing, restarting if I get a starting point next to the tundra or desert, but that's where most of the best resources are.

Then the Aztecs nuked two of my three cities, reducing my abilities to continue my resistance. But then they asked me for peace (see first screen shot)!?!

I think the criteria the AI uses for deciding how lopsided the peace treaty needs to be will depend on units killed in combat and cities siezed. Neither of which are increased by using a nuke. So from his point of view, you'd wiped the floor with him. Obviously if the war had continued then things might have turned out differently, but the AI doesn't think that far ahead.

And yes, that crippled you for the war against India. Incidentally, this means that if you'd gone to him the turn before he nuked you and asked for peace, he probably would have offered plenty and you'd have had an intact empire to face India. (Might be worth checking, if you've still got an autosave at the right point, just to see how much the AI values nuke damage.)

Probably had something to do with the growing Indian menace (see second pic which shows the state of Germany, to include the outline of the Indian Empire).

Very likely. The AI generally goes after the #1 civ, but it weights technology and Wonders a bit too much IMO, and doesn't focus enough on which civ has all the cities. (Also, proximity is a big factor.) So by the time anyone saw India as being a bigger threat than you, they'd taken over half the world. It's possible that the AIs didn't give India a high score until they conquered some Wonder-heavy city from someone else.
Likewise, the AI really weights military power heavily, but doesn't consider the potential for power; I often would keep a moderate standing army, knowing that if someone declared war on me I'd have enough time to switch my cities to full military production and turn out a big army. (Or start purchasing units.) Sort of like WW2 America. If you share a continent then sure, you won't have a lot of time to spare, but in my latest game I've got my own continent (well, I shared it with China but then wiped them out), and the AIs don't realize that any attack on me takes time to cross the oceans.

1. I do think there should be some sort of negative effect for using nukes (i.e. a diplo hit or something of that nature),

I agree. There IS a diplo hit, but only to civs within a few hexes of the impact point. So even if they're not in the blast radius, a nearby city-state will hate you. But the rest of the world doesn't care. And they should. But this goes back to something I've said before: Firaxis coded a lot of things under the assumption that the game would be over around that point in the tech tree; buildings that have too much effect (Research Lab, Broadcast Tower), units that have too much strength compared to their predecessors (Modern Armor, Mech Infantry), and so on. From their point of view, there's no point adding nuke interceptions when most games never make it to nukes, that sort of thing.
And so, I'm not surprised they didn't put in any big diplomatic hits for this. This sort of short-sightedness has been one of the biggest problem with developing this mod; there are a LOT of things that they should have done but didn't.

Personally speaking I think randomized leaders is the way to go so that a player just doesn't know what really is facing them in regards to AIs intentions.

Well, there's some randomness already built into the system; you CAN have a game where Napoleon's more aggressive than Montezuma. But Monty's just so predictable; I'm bordering him in my current game, and at first we were friendly, but as I started doing better, you could just see it coming. (So I got proactive and wiped him out.)
 
I've been having a major problem playing through the Content mod on Marathon speed. When I get to the Nuclear era, the game will sometimes crash after pressing "end turn".

I should point out, I'm seeing the same thing myself now, too. I usually start games in the Industrial Era, but I started a game in the Ancient to test the balance. (King difficulty, Large map, Standard speed, Small Continents) I'm just getting to the late Industrial/early Nuclear, and the game's starting to crash more and more often. Except in my game, I'm not the tech leader (tied for second, two techs behind the leader), so if the terraforming logics are to blame then the AI could easily be triggering it. But the strange thing is that a couple of the crashes have happened at times when the AI couldn't have been doing anything like this; specifically, one crash happened during my active turn, while starting a bombardment action.

Unfortunately, without a good debugger program, I'm not sure how I can track this down.

On the bright side, in the course of this test game I figured out a few other changes that'll go into the next version. For one thing, the Monolith (Great Empath-created improvement) now adds +3 happiness instead of food. Unfortunately, this is +3 whether you work the tile or not (just like a natural wonder), so it's not QUITE what I'd wanted, but it's getting there.
So when I put out a new version (probably before the weekend), it'll have a few new things in it. For one thing, I'm starting to assemble the icon files for the units, new policies, etc., to get rid of the old placeholders. Really, all that's left at that point, graphically, is creating new 3D models for all the units (well, converting from Civ4 anyway).
 
Yeah, I think it may very well be the plant forest/jungle AI. I just played through on Epic, and didn't have a single crash until just before everyone started reaching the Industrial era. I like to play with a bit of an advantage, so I'd gotten there a long time before, but I'd wiped out the one city-state that somehow managed to creep into the game early on. I've been able to get a lot further than ever before, and have finally made it into the Nanotech era, but the crashes are finally starting to become more frequent.
As well as playing on Epic I made a few other changes for this playthrough - I turned on 'random seed' and 'lock mods' in the scenario options. I'm not using automated workers, though, so I'm not sure if that can be a trigger.

Since my last post I've tried updating my graphics card drivers, and my sound card drivers were already up to date. I also tried 'verify integrity of game cache' on Steam (I bought the game over Steam so there was never an issue of installing from discs), it replaced a 35mb file but it had no effect. I then uninstalled the game and tried a fresh install, but that didn't work either.


Anyway, now I've finally had a chance to properly sample most of the mod, I had a few suggestions for modifications or additions. I still absolutely love it as it is, though! Crashes excepted...

-One thing that's always bugged me about Civ 5 is that the early resources become completely or very nearly useless later on. Coal isn't much use beyond Factories even when you're still in the Industrial era...
I was wondering if you could keep these resources valuable later in the game by providing new uses for them. For example, Combat Engineers and other advanced terraformers could require Iron, Circuses could be improved and use up a unit of Horses rather than requiring one locally, and you could make some of the post-Nuclear buildings require Coal or Oil.

-Ethical Calculus seems to be a bit high up the tech tree, and I'm not sure why it should require Subatomic Alloys. Just a logic issue rather than a gameplay issue, though.

-I was rather surprised to find all my Dilithium used up when I started building Fusion Labs! The standard-game buildings which use resources say it very clearly in their mouse-over descriptions, I think the new ones need to follow suit.

-Natural Wonder resource output is usually a little anaemic even in the standard game, but by the late-game in the Content mod, they actually become a waste of a square. Is there a way of adding tech-provided Natural Wonder output increases, in the same way as for tile improvements?

-Had another idea for an addition: I love the whole tile improvement... er... improvement... mechanism, and thought it could be taken further. If you make the early Wonders provide a bonus to specific tile improvements in addition to their current stuff, it will provide a kind of non-arbitrary racial trait. For example, if you make Stonehenge add a +1 Gold bonus to mines, the owner will seek out hilly terrain and mine the hell out of it throughout the game - this would reflect real life, as the British economy has traditionally hinged on its mining output, and Stonehenge was a very early indication of this.
You could provide bigger bonuses to Wonders which improve rare tile improvements such as Quarries and Forts. By keeping this unique to the old Wonders, you ensure that the bonuses remain in the hands of a nation's central cities, and influence their behaviour throughout the rest of the game, and the type of terrain they seek out. If you could get a Trading Post boost with the Sydney Opera House, for example, you wouldn't modify your normal terraforming/settling behaviour because you figure "it doesn't matter, I'll have the opportunity to improve X improvement later on", which is the effect that the tech-based improvements create.
I'm not suggesting removing the tech-based boosts, I think they're fantastic, but this addition could create an extra element to the gameplay.
 
One thing that's always bugged me about Civ 5 is that the early resources become completely or very nearly useless later on. Coal isn't much use beyond Factories even when you're still in the Industrial era...

The only use for Coal other than Factories is the Ironclad unit, which gets replaced by resourceless destroyers very quickly. But Factories are so absolutely essential that I don't see this as much of a problem.

Iron and Horses become almost useless after a certain point, yes. On the other hand, you've had a long time where they were adding to the yields of their tiles, and will continue to do so. But don't underestimate the local benefits (Circus for horses, Forge for Iron). Even so, I'd long ago suggested adding a few new buildings, one per resource, to get some use out of the excess (Steel Mill, Racetrack, etc.), and I've long considered putting something like that into the Balance mod to go alongside the city growth buildings.

The easier thing to do would be to, as you suggested, make the Circus actually CONSUME a unit of Horses, the Forge consume a unit of Iron, and so on. But that will hardly make a dent in your civ's overall supply. (I've actually got the game doing something similar with the Living Refinery; it requires a local unit of Omnicytes OR Neutronium OR Dilithium, and its benefits depend on which of these can be found locally, but it also costs one unit of each.)

There's just one major headache to keep in mind. Iron and Horses are one thing, but the later resources are all created by various buildings. Once you get Energy Banks, you'll have more Coal and Oil than you know what do to with, and this was deliberate. Get Fusion Labs and you'll have plenty of Aluminum and Uranium, although it costs Dilithium. Get Quantum Labs and you'll have Neutronium and Dilithium. And Brood Pits give Omnicytes.
So by the later game, you shouldn't have shortages of these resources... except that the future resources each have two buildings which consume their resource. (You've noticed the Fusion Lab; it's the first of the six to do this.) More on this below.

-Ethical Calculus seems to be a bit high up the tech tree, and I'm not sure why it should require Subatomic Alloys. Just a logic issue rather than a gameplay issue, though.

There are four answers here. Pick whichever ones you like.
1> When I added the three "social" techs, I put one in each Era, three tiers apart. There's no way to do that and have them depend directly on each other. I did this because the Digital and Fusion eras already had 15 techs, and putting more than one in any given era would just make them too crowded.
2> I specifically DIDN'T want to follow SMAC's pattern of having these techs be their own little side chain, because doing that means that people will skip the whole lot of them; I wanted things to be more interconnected. That means more back-and-forth between these and the more "technical" techs, which, yes, will lead to some head-scratchers.
3> It's not that Ethical Calculus, as a concept, requires knowledge of subatomic alloys. It's that the Habitation Domes, which EC unlocks, require that knowledge (even though I didn't make them actually consume any neutronium). If you look at older versions, the Hab Domes used to be at Subatomic Alloys before I added EC.
4> While I did a lot of rearranging when I put them in, there was still a bit of inertia, keeping things where they were. For instance, Subatomic Alloys should really be lower on the tree (lower in Y, not in tier), because the bottom of the tree is the more "physical science" part while the top is supposed to be the biological/social side. But the only way to do that would be to move all three Doctrine techs up a little, which'd rearrange a few other things, and I liked the idea of having at least one strategic resource on the upper half. (Also, Neutronium adds happiness, since it's a luxury.)
One simpler possibility would be to just swap the positions of Ethical Calculus and Ecological Engineering. But that'd mean that Ethical Calculus wouldn't actually require Social Psychology unless I changed some other links, and Ecological Economics wouldn't require Eco Engineering.

Bottom line, a lot of the tech connections don't make a lot of sense, but that's actually nothing new. SMAC had the luxury of not needing to make its tech tree look pretty, so they'd have techs connecting to each other from opposite ends of the tree, but I need to have it look at least a little hierarchical.

-I was rather surprised to find all my Dilithium used up when I started building Fusion Labs! The standard-game buildings which use resources say it very clearly in their mouse-over descriptions, I think the new ones need to follow suit.

I can do that. For reference, the buildings that use resources:
- The Fusion Lab and Gravity Shield (both early Fusion Era) both use Dilithium, well before you'll be able to generate it with a Quantum Lab.
- The Centauri Preserve and Nanohospital use Omnicytes, although the Centauri Preserve can only be built if you have a local deposit of them and the Nanohospital comes well after the building that can generate more.
- The Nanoreplicator and Robotic Assembly Plant (both Nanotech Era) both use Neutronium.
- The Living Refinery national wonder uses one unit of each.

The existing interface will tell you if you don't have a resource that one of these buildings needs, and the Civilopedia will list out the resources, but I can add to the tooltip as well.

-Natural Wonder resource output is usually a little anaemic even in the standard game, but by the late-game in the Content mod, they actually become a waste of a square. Is there a way of adding tech-provided Natural Wonder output increases, in the same way as for tile improvements?

No, there isn't, unfortunately. There's a sort of cheat you can do where you place a custom improvement on the wonder's tile, and then improve that, I suppose. (I actually do that with the Monolith improvement: it creates a natural wonder on the same tile as the improvement, and the two coexist and add their bonuses.) But in the core setup, Natural Wonders are basically stuck at their original values.
Now, I've actually been planning on doing something about this. Not the tech yield part, but improving natural wonders in general. I mean really, Old Faithful gives +2 research and nothing else? Where's the income from tourists, or the fact that Yellowstone isn't exactly a desert that contributes nothing else? And really, EVERY natural wonder should provide at least +1 happiness if it's within your borders. (Ideally you'd get the happiness if it was worked, but that's not possible at present.)

-Had another idea for an addition: I love the whole tile improvement... er... improvement... mechanism, and thought it could be taken further. If you make the early Wonders provide a bonus to specific tile improvements in addition to their current stuff, it will provide a kind of non-arbitrary racial trait.

Unfortunately, there's no XML stub that does this. Buildings can improve the yields of various local improved resources (see the Mint or Monastery), but nothing empire-wide and nothing that keys off improvement type directly.

Also, this can be horribly unbalanced. Take the example you gave, of Stonehenge giving +1 gold to mines. That's insanely strong; even if you weren't in particularly hilly terrain, you'd be making more money from that than you would from your trade routes for quite a while. This creates an insurmountable economic advantage to whichever civ happened to build it. I ran into something similar when trying to balance the tech yield improvements; boosting Quarries, Pastures, etc. wasn't too bad, but any boost to Farms, Trading Posts, or Mines had to be handled VERY carefully, because they could cause a drastic shift in balance. (That's why the Farm and Mine boosts were research instead of something like gold.)
So really, you'd want something fractional. +0.25 gold per mine, that sort of thing. The XML can't handle this, but since the XML can't do what you're asking anyway, you'd need to go Lua, and that CAN adjust for fractions. But it wouldn't be easy, because the code isn't set up to handle this sort of mod well, and the UI wouldn't display it correctly.

The related issue is that it's too sensitive to the tech leader. In a lot of games, once someone starts getting some of the Wonders they'll begin to sweep the rest, because they get enough of an advantage to maintain a tech lead and build each wonder before the other civs even unlock it. Doing what you've described makes this worse; one player would get all of the +tile wonders, and end up with an insurmountable advantage. (This is a big part of why so many of my mod's wonders are actually National Wonders. I wanted to make sure that you couldn't just run away with all the good effects by having a tech lead.)

And finally, there's a different problem. If you start in the Industrial Era, for instance, then you can't build Stonehenge. Wonders have a MaxStartEra entry; if you start a game after a certain point they're removed from the list. So if the game's balance depends on whether or not someone has this Wonder, there'd be problems.

I'm not suggesting removing the tech-based boosts, I think they're fantastic, but this addition could create an extra element to the gameplay.

The biggest problem is that it just becomes too much, after a while. If one worker's tile output is too high, then they'll never want to work a Specialist slot, or vice versa. And if you're adding a bunch of Wonder effects to boost all sorts of tile yields, then you quickly upset that balance. (The same goes for the Policy-based yield improvements, although at least there the only policies that do this improve science only.)

I ran into this often while tweaking the mod in its early days; sometimes you'd have all the specialist slots get filled and no tiles being worked, sometimes you'd have the reverse, and neither is a good outcome. So what I've got now was designed around the idea that resource tiles should ALWAYS be worked, but that non-resource tiles should often be inferior to a specialist slot depending on the city's needs.
 
The only question I have is what server on CoH you played

Victory server, characters "Flicker" (Dark/Dark/Dark Scrapper) and "Doctor Proton" (Elec/Rad Defender). But that was years ago.

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I made a decision today, per the previous discussion. The tech yield increases to Farms and Trading Posts were just too much. Boosting a Quarry by +1 gold would only affect maybe a half-dozen tiles across your entire empire, but boosting a Farm could add hundreds, especially on larger maps. Unlocking the production bonus for trading posts would tremendously boost your empire's production, more so than the Communism policy. So I'm nerfing them a bit.
From now on:
> The +research bonus to Farms at Centauri Ecology will only apply to those farms adjacent to fresh water. (This actually makes sense; if you look at where I have omnicytes spawning, you'll see it's connected to water.) This reverts the game back to the middle eras, where riverside farms were noticeably better than inland ones.
> The +production bonus for Trading Posts at Industrial Economics will only apply to those posts NOT adjacent to fresh water. (In other words, industry adds a bit of production, but you don't want that near your water supply.) Note that riverside tiles still get +1 gold, so the non-river tiles won't actually be BETTER to work.
I was also thinking of making this be bonus-neutral. That is, make the non-river trading posts get +1 production but MINUS one gold (making them +1G +1P); gold is plentiful in the digital era, but production is scarce. I'm just worried that this'd overlap too much with the Mine (+2P).
(And I could move this up. Imagine if the non-river posts were tweaked at, say, Combustion, and then Industrial Economics added some other bonus to trading posts.)

Mines aren't as abuseable, because they're not "work every turn" improvements, really. Trading posts and farms are a pure gain, but a city will only work a mine if it has food to spare, so there's not as much benefit to just making as many as possible. What I'd also like to do is decouple the resource-improving mines (Gold, Silver, Gems) from the mundane ones, turning the resource ones into something more like the Quarry. This is easily possible, but I'll hold off on this for now.
 
I've just finished reading page 1, posts 1-20, it's brilliant, it felt like reading the first few pages from a new novel by Roger Zelazny, everything is so familiar but yet so different and fantastic.

I hope the feeling stays when I start playing.

I've downloaded both mods but I wish to begin with Crazy Spatz, I'm intrigued by the change of pace, years/turn, and I would like to ask you, how does it change the pace of research in turns of years per tech, on one hand less research is produced per turn but on the other hand you implemented discount on techs '1.0 + 0.6*Era', so will the techs catch up with the years (or with the date) like in vanilla?

If for example I've researched optics at year xxxx, I know that with your mod it will take many more turns to reach year xxxx which is good, but will optics be researched at the same xxxx as before or later, as in xxxx+200 years? which is even better, a shift for all the techs up the time line (or a progressive shift).
 
I've downloaded both mods but I wish to begin with Crazy Spatz, I'm intrigued by the change of pace, years/turn, and I would like to ask you, how does it change the pace of research in turns of years per tech, on one hand less research is produced per turn but on the other hand you implemented discount on techs '1.0 + 0.6*Era', so will the techs catch up with the years (or with the date) like in vanilla?

That "1.0 + 0.6*Era" part only applies to your first few techs when starting in an era later than Ancient. I refer to it as the "head start" boost, and it applies to research, food, and production while your empire's getting set up in those later eras.
So if you started in the Industrial era (Era = 4), then your first tech would research 3.4 times as fast as normal, with a steadily decreasing bonus for the first 8 techs. The vanilla game simply reduces the cost of ALL techs by a large fraction if you start in a later era, but this became very unbalanced when you got into the future eras; paying only 20% of the listed cost for a Modern start is all well and good when the game ends soon after, but if there are 50+ techs still to go, that's just too cheap. So I wanted to keep the costs of techs as close to unchanged as possible, and simply give the player a discount on their first few techs while they get their empire set up in those later starts.

Also, I'll check when I get home, but I might have screwed up the documentation on that one; I think that "head start" boost is part of the Content mod, not the Balance one, although I really should move it to the balance mod if possible. (I think all of the Lua is still part of the Content mod as a remnant of when you had to edit InGame.xml to get custom Lua to work. But there's no reason it can't be in the Balance mod now.)
The Era and game speed modifications are generally in the Content mod because of the addition of the three new eras, so it might do some screwy things to turn numbers if you use one mod and not the other. (I'll look into that.)

If for example I've researched optics at year xxxx, I know that with your mod it will take many more turns to reach year xxxx which is good, but will optics be researched at the same xxxx as before or later, as in xxxx+200 years? which is even better, a shift for all the techs up the time line (or a progressive shift).

If you're using both mods then, generally speaking, the eras will still happen at approximately the same year number as before, assuming you start in the Ancient Era. The timing's been stretched by about 50%, in terms of turns per year, and the tech rate is slowed down by a comparable amount. So turn number 250, previously, would be at 1700 AD (start of the Industrial era), but now that same turn number will be only 1000 AD, in the middle of the Medeival era, while you shouldn't reach the Industrial until turn 340ish. I'm still tweaking this, because it's still a little off; I'm seeing tanks and such coming by 1800ish. So it still needs a little work. But it's pretty close; part of what I've been doing in my more recent games is simply recording on what turn number I enter each era, so that I can fine-tune the scaling a bit better.

This slower tech pace was done in several ways in the Balance mod:
1> By drastically reducing the effects of science-boosting buildings (Library, University, etc.); cities now produce 20-40% less science than before, depending on era.
2> By slowing down city growth, through requiring more food per size. (Less population means less science, obviously.) The additional food storage buildings mostly make up for this, but it still means you'll have somewhat smaller cities by the endgame.
3> By increasing unhappiness (both the base value and the per-population gain), which means you need to spend more time building +happiness infrastructure and dealing with unhappiness through policies and such. (This makes the Rationalism tree less popular; I nearly always go Piety now.) Again, the food storage buildings add a bit of happiness, but it's still a net change towards unhappiness.
I'd also made some drastic nerfs to the scientist specialist slots, most of which were then done in the official patch and so could be removed from my own mod.

So you gain science much more slowly now, and the turns increment more slowly to compensate. On Standard speed, the game previously ended at turn 500, with the future era supposed to start on turn 400ish; with these mods, you're looking at turn ~500 to enter the future eras, with Transcendence coming at turn 850ish.
But again, this is if you have both mods running. If you only play with the Balance mod (Crazy Spatz) and not the Content mod (SMAC) then you'll still get the tech slowdown, but I don't think the turn numbers/years would be adjusted. I might know a way around that for the next version.
 
Hello Spatzimaus,

Thanks for a perfectly detailed answer. No doubt I will download both of your mods and enable them together, both years/turn and slowed down research are excellent choices for me, and after doing some more reading in this forum, there is no chance I'm skipping any of the mods.
 
To modify something I said yesterday:

Mines aren't as abuseable, because they're not "work every turn" improvements, really. Trading posts and farms are a pure gain, but a city will only work a mine if it has food to spare, so there's not as much benefit to just making as many as possible.

Upon reconsideration, I've decided to tweak Mines as well.
OLD WAY: All Mines got +P at Atomic Theory, +R at Graviton Theory, and then +P at Nanomatter Editation (nanotech era). Also, the new "Knowledge" policy (Rationalism tree) gives +R to all farms and mines.
NEW WAY: Mines away from fresh water get +P at Atomic Theory, mines near fresh water get +P at Graviton Theory, and then all mines get +P at Nanomatter Editation.
(This might be changed, in that I might have one of the two halfway +Ps boost something else instead, like research or gold.)

The only real downside of this is that for most of the Digital Era, mines near fresh water will be absolutely worse than a Trading Post (mine only 1P, TP would be 2G 1P). I was thinking of making water-adjacent mines get +G instead of +P, but that'd make them purely inferior to the trading post for the rest of the game. (Possibly have them stay +R instead?)
But I'm mostly okay with that; actually, what I've been thinking of doing is downgrading the trading post to only 1G base, but add a second gold at Economics. (Possibly split this one as well, with +1G for water-adjacent posts at, say, Astronomy, and then 1G for the remainder at Economics. Besides slowing down the out-of-control gold spiral, I could tweak this; maybe water-adjacent posts get +food instead of +gold?)

The upshot is that between this and the reduction of Centauri Ecology's research boost to farms, the science rates won't get quite so out-of-control in the future eras... unless you take that Knowledge policy, which'd hugely increase your science, but that's intentional, since getting to it means forgoing all the culture and happiness of the Piety tree (which is far more important in the future eras than it was in the vanilla game).

----------
Anyway, I'm still on track to have a new version ready this weekend. Besides these sorts of balance issues, I'm working on adding custom icons for the various new units, promotions, and policies (scavenging a lot of SMAC assets), so it should be quite a bit more user-friendly, although I'm still not ready to try converting any 3D unit models yet.
 
Played yesterday for the first time (both mods), I like a lot the happiness system that doesn't let you expand fast. Still, with 1 unhappiness and 2 cities, researched optics at 2380BC and entered the classical era and and got Piety unlocked. I didn't aim for optics straight from the beginning, but I've discovered new land in coastal waters so I chose optics while many of the older techs weren't researched yet, I think the research is a little too fast. I'm playing on prince.

Otherwise it's fun, no chance to lead as a wonder builder, I need to be very careful with the selection of the more important wonders.


Edit: Resource icons are overlapping the UI, I haven't gone through all the posts, so may be it's a known problem.
 
Edit: Resource icons are overlapping the UI, I haven't gone through all the posts, so may be it's a known problem.

Yeah, I have no idea what's causing that one, and I've just been playing around it. I mean, the obvious culprit is that I edited ResourceIconManager.lua, the routine that handles the terrain icon plotting, so that it'd use the right icons for the three new resources. The change isn't complicated, and it's not even MY change (Kyoss did it a while back as a generic UI change for adding any new resources). So I just don't see how it could be affecting this.

I'll test it out by disabling that one Lua file and seeing if it fixes the overlap issue, but I'm trying to finish playing a complete game at the moment so I don't want to rebuild anything yet.

Still, with 1 unhappiness and 2 cities, researched optics at 2380BC and entered the classical era and and got Piety unlocked.

If you note the factors I mentioned in the previous message, the tech slowdown doesn't get noticeable until you're in the higher eras (the reduction in science from the University, Public School, etc. obviously only applies once you reach those buildings' techs), except for the happiness issue. Which, you're obviously running into, but that wouldn't really stop you from reaching the Classical Era. What you'll start to see right about now is a slowdown where you'd normally be founding a third and fourth city, but you now can't because of happiness limits. Basically, founding cities near new luxury resources is still just fine but anything else has to wait until you start placing Colosseums and such in each city. (Or start making alliances with the right city-states, or unlock the right policies. There are multiple ways to deal with this.)

Basically, what I was really aiming for was a constant 8-10 turns per tech on standard speed all the way through, instead of the vanilla game's massive acceleration (where late-game techs take 2-3 turns at most), so the real question is whether or not the tech pace stays about the same through your game. In my current game, starting in the Ancient Era, it's stayed nicely constant the whole way; with an empire covering half the world, I'm still taking 6 turns per tech in the Nuclear Era. If you think the overall pace is too fast at those earlier techs then that's a different issue, and can be tweaked through the Era file.
 
If you think the overall pace is too fast at those earlier techs then that's a different issue, and can be tweaked through the Era file.

Yes, the pace of researching the earlier techs in the Ancient Era and maybe the Classical as well is too fast in my opinion, probably turns wise as well as years wise, I've reached the classical era very early, now I'm getting pop-ups telling me that other player have reached the Medieval Era earlier then 900BC, I don't care about real dates compared to Civ5 dates, it's just happening too fast, I'm on marathon speed , prince level.

I know you need to save many turns for the new advanced eras which are the icing on top of of your mod, but the early eras are still squeezed a bit on the time line.(IMO squeezed a lot, but each of us to his liking), maybe on marathon and epic the techs should cost a lot more, in a progressive manner of course, the slower the game speed the higher the cost.
 
I know you need to save many turns for the new advanced eras which are the icing on top of of your mod, but the early eras are still squeezed a bit on the time line.

The thing is, I did almost nothing to the earlier eras. What you're seeing there is the balance of the vanilla game, other than the growth/happiness issues mentioned previously; I didn't do anything to "squeeze" the existing content down. There's no need to "save" turns, either; the game won't automatically end at a hard turn number (500), it's dynamic based on the entries in the gamespeeds files, and my changes automatically extended that Time cutoff to 1000 turns anyway.

When I added the future eras on, I added them purely as an addition, tacked onto the end of the existing content; the intent was that the vanilla game would play almost exactly the same as before, it's just that it wouldn't end when you got to the Modern Era. I didn't do anything to make the existing content go by faster; if anything, I did the reverse, and my tech changes will make you spend MORE turns on the existing techs than you would in a vanilla game. My balance changes were there simply to make sure that the game was still competitive once you got to those later eras, by preventing a powerful/smart player from running away from the pack; in the vanilla game, the game's basically over at the start of the Industrial.

The first few eras of a game with my mods should play almost identically to the first few eras in a vanilla game, except that early military conquests are quite a bit harder than before. It's not until the Renaissance/Industrial period that you'd really start to see some discrepancies, and all of those should be negative (smaller cities, less research, etc.), so none of them would explain what you're seeing. Nothing I did should speed up the research rate.

maybe on marathon and epic the techs should cost a lot more

They do. I don't have the numbers in front of me, but I think those speeds' tech costs are 150% and 200% of normal, respectively. The multipliers are listed in the XML, and I'll check them when I get home, but it's something on that close order. Marathon and Epic basically multiply tech costs, unit costs, food needed, etc. by a constant amount to slow down the game proportionately; the balance between the various parts will be unchanged (so if it takes twice as long to make a wonder as a unit on standard speed, it'll still take twice as long on Marathon). Quick does the reverse, cutting everything down to something like 2/3rds the original number of turns.

EDIT:
I was close. Epic is 150% of normal, Marathon is 300% of normal. So if you're playing on Marathon, every tech should cost three times what it does on Standard. If you feel that's still too fast, then you must have a real masochistic streak, because seriously... I mean, if I'm aiming for 8-10 turns per tech, then you should be seeing 24-30 turns per tech on Marathon.
Anyway, the point is that all of the speeds scale things up proportionately, so you should be reaching each era at roughly the same year, regardless of which game speed you picked. The only catch is that, as I said before, I only fine-tuned the year numbers for Standard speed, while the other game speeds were handled more crudely. So the year numbers might be a bit out of whack, but again, to fix this all I need to know are turn numbers; tell me what turn number was it when you entered each era, and I can easily change the scaling.

Also, I hit the point in my test game where it'd crash on the interturn no matter what I did. (This happened in the late Nuclear Era, right before I finished the spaceship.) While it could, in theory, be tied to the plant forest/jungle options, I doubt it. It wasn't an instantaneous freeze, the animations slowed, stopped, and then crashed. To me, that implies one of two possibilities:
1> The game is trying to access an asset that doesn't exist, and couldn't handle the error gracefully. I'd seen this previously when a unit would do something for which its placeholder had no animation (like making a legionary rebase or something). It's not a coincidence that the crashes started soon after unlocking the first new unit (the Combat Engineer); the strange part is that I've used those engineers plenty in later-era starts without any issues.
2> The game is running out of memory. I don't know how much information the savegame retains, but if there's a variable in one of my Lua scripts that should be cleared out but is being kept...
To test this one I'm going to try to have a memory usage monitor open while I play, tomorrow. This would explain why the game works fine if you start in the Industrial Era but flakes out when you start in the Ancient; the error is in the storing of "temporary" values over the course of hundreds of turns.
Not that it can't be something else, but I'm going to check these two first.
 
The thing is, I did almost nothing to the earlier eras. What you're seeing there is the balance of the vanilla game, other than the growth/happiness issues mentioned previously; I didn't do anything to "squeeze" the existing content down. There's no need to "save" turns, either; the game won't automatically end at a hard turn number (500), it's dynamic based on the entries in the gamespeeds files, and my changes automatically extended that Time cutoff to 1000 turns anyway.

I know there is no hard turn cap for the game (unless I pick that option as a winning condition with some mods.). I thought you tweaked a bit so the new eras will appear more or less around a predetermined date that will some how correlate with the dates in vanilla.

The first few eras of a game with my mods should play almost identically to the first few eras in a vanilla game, except that early military conquests are quite a bit harder than before.

Maybe that's what bothered me a bit, I'm used to play with mods that prolong and stretch tech research so there is more time to play around with the researched techs, with the vanilla research pace it happens too fast.

Epic is 150% of normal, Marathon is 300% of normal. So if you're playing on Marathon, every tech should cost three times what it does on Standard. If you feel that's still too fast, then you must have a real masochistic streak

I was thinking about time stretching the research that is related to eras in a progressive way, for each era a different increase in research cost, like in the following examples I copied from DonMartyMod:

UPDATE Technologies SET cost = cost*4.0 Where Era="ERA_MEDIEVAL";
UPDATE Technologies SET cost = cost*10.0 Where Era="ERA_RENAISSANCE";
UPDATE Technologies SET cost = cost*14.0 Where Era="ERA_INDUSTRIAL";
UPDATE Technologies SET cost = cost*15.0 Where Era="ERA_MODERN";
UPDATE Technologies SET cost = cost*16.0 Where Era="ERA_FUTURE";

or from Balance - Research:

UPDATE Technologies
SET 'Cost' = ROUND(Cost * 1.05,-1)
WHERE Era = 'ERA_CLASSICAL';

UPDATE Technologies
SET 'Cost' = ROUND(Cost * 1.10,-1)
WHERE Era = 'ERA_MEDIEVAL';

UPDATE Technologies
SET 'Cost' = ROUND(Cost * 1.20,-1)
WHERE Era = 'ERA_RENAISSANCE';

UPDATE Technologies
SET 'Cost' = ROUND(Cost * 1.40,-1)
WHERE Era = 'ERA_INDUSTRIAL';

UPDATE Technologies
SET 'Cost' = ROUND(Cost * 1.80,-1)
WHERE Era = 'ERA_MODERN';

UPDATE Technologies
SET 'Cost' = ROUND(Cost * 2.00,-1)
WHERE Era = 'ERA_FUTURE';

I'm not referring to the numbers because the numbers are mod related in general, but if I can add that kind of SQL to your mod and play with the number I will tune it so I'll feel that each era has taken long enough time to fully utilize it's techs and at the same time fine tune the turn number or date to suite it more as I see it. (The date by itself at which I research a given tech is less important then the correct span of time for each era.)

you must have a real masochistic streak
Yes I Do (in a way), and if I can combine it with a mod that reminds me of CTP CTPII which I've played a lot, then the better.
 
I know there is no hard turn cap for the game (unless I pick that option as a winning condition with some mods.). I thought you tweaked a bit so the new eras will appear more or less around a predetermined date that will some how correlate with the dates in vanilla.

Other way around; I tweaked the number of years per turn so that the eras would more or less line up with what they were in the vanilla game. But the number of TURNS wasn't decreased; that's the only number that matters, the year numbers are just window dressing. The number of turns it takes to research the techs is higher than in the vanilla game, especially in the later eras. On speeds other than Standard I just scaled up the turns per year linearly by 50%ish, so I suppose that this means you'll reach the early eras at a slightly earlier year than before, while the later eras will actually come at a later year than previously. But again, turn numbers are all that really matter, and those went from a quickly decreasing curve to an almost-flat function, which is what I wanted.

The best feedback you can give, for this, is just on what turn number you entered each Era. Actually, I could use two values for each: what turn number you FIRST entered the Era (as in, unlocked one tech in that era and got the popup), and what turn number you FINISHED it (when you researched the last tech of the era).

I was thinking about time stretching the research that is related to eras in a progressive way, for each era a different increase in research cost

You can still use those sorts of mods with mine if you still want that effect. The SQL won't interferere with any of my XML changes. Now, the OTHER things those mods do will probably interfere. But if you want to make a stripped-down mod that only does those SQL things to the tech costs, it should pair with my mods just fine.

The research change in my mod is a decrease in research output on the building/population side, not an increase in cost on the tech side. I didn't just want to slow down the tech pace, I wanted to shift the balance between research buildings; too much depended on getting the University, Public School, etc. built as soon as they unlocked, and I wanted to alter that balance.
 
Okay, it's been a week and a half, but a couple things weren't working right and I wanted to see what I could do about them. 27 people downloaded v.13, so that's a good sign that I'm not wasting TOO much of my time.
Here goes:

v.0.14 changelog, dated 1/30
BALANCE:
> Trading Posts now initially only have +1 gold instead of +2. Posts near fresh water gain +1 gold at Compass, posts away from fresh water gain +1 gold at Economics. (Timingwise, these are analogous to the two Farm increases already in the game. It's not very far into the game, so in the long term this won't make too much of a difference.)
> To make room for the above, the Windmill was moved from Economics to Metallurgy.
> The city growth formula was changed from (20 + 8x + x^2.2) to (20 + 10x + x^1.8).
> The distance at which a Settler will evaluate a potential city site was increased from 20 to 30. This could significantly increase overhead on slower computers, but it should greatly help the AI’s willingness to settle good overseas sites.
> The tooltip help text for the Public School still reflected its post-patch effect (+1 research per citizen) instead of the reverted +40% effect.
> The yields of a few Natural Wonders were improved, to make them comparable to normal tiles:
- Old Faithful now generates +2 gold, in addition to its +2 science and +3 happiness
- El Dorado generates +3 gold, in addition to its +5 culture
- All Natural Wonders that didn’t previously generate Happiness (all but Old Faithful and the Fountain of Youth) now add +1 Happiness when within your borders.
- The Great Barrier Reef now only generates +1 science per tile instead of +2, to make up for the increased happiness of having both in your borders.

CONTENT:
> Added the new “Spore Tower” psi unit. This unit cannot be built, and is only spawned through the new “Breakout” Lua code. It’s a ranged unit with good combat strength (60 melee, 80 ranged), that spawns randomly once the barbarian civ reaches the tech level for psi units. Generally speaking, one will spawn per turn, and usually in coastal tiles (any tower that would have been placed in the water within 5 hexes of land gets moved to the nearest coastal tile, anything further from land than that is dropped), although the spawn for that turn will be aborted if the tile has a city, unit, or barbarian camp in it. If the tower survives, then each turn it has a chance to spawn other Psi units in the same hex; 30% chance of a Mind Worm, 20% of an Isle of the Deep (but only for coastal towers), 10% of a Chiron Locust, and 5% of a Nessus Worm. It’ll only spawn the Locusts and Nessus once the barbarian faction has reached the Fusion era, and the Isle only when it’s reached the Digital (which’ll probably happen soon after Breakout). The tower is immobile, and has few promotions. The upshot is that you'll need to keep a few units around in each part of your empire; you can't just throw your entire army onto whatever front you're currently fighting a war. This also makes the Trance promotions a bit more important.
> Each time you research Transcendent Thought, you gain +1 Happiness. Like all other happiness tweaks the UI is flaky on this, but it works. (Technically this’ll trigger for the repeatable tech with the highest ID number, but in this mod, TT is the only one.)
> Previously, I’d loaded ResourceIconManager.lua through the Content tab instead of VFS. Since this was an alteration of an existing Lua routine, this was not the correct way to do it. This fixes the overlapping icon issue (where resource icons would be placed in front of the UI windows).
> The Museum now gives +1 research, to make up for the decrease in culture in the previous version (5 -> 4).
> City Ruins get +1 culture as well, from the start.

> Increased the chance that a Hill tile has a large strategic resource deposit, from 1/16 to 1/14. This should increase the amount of iron, coal, aluminum, and neutronium in the game.
> Slightly increased the chance that Uranium spawns in marsh tiles, from (25/7)% to (30/7)%, at the expense of Oil.
> Slightly increased the chance that jungle and forest tiles have a large strategic resource, from 1/25 to 1/23. This affects coal, uranium, and omnicytes.
> Small deposits of Uranium now give 2 units instead of 1. (Large deposits give 4.)
The above make certain strategic resources less of a problem. This may have gone too far, though, especially since nearly all of the above affect large deposits instead of small; I'm looking into dropping the larges back down and increasing the smalls, but that's harder to tune.

> The Monolith (Great Empath improvement) no longer adds +5 food. It now adds 3 happiness, but doesn’t need to be worked to give this. It does this through a variant of the terraforming logic; the game places a natural wonder on the site of the improvement, as well as placing the improvement itself (which is NOT removed when the wonder is created).
> For now, the “build Culture” Process has been disabled, until I can get it to work through Lua. This might have been responsible for some of the crashes; it comes at about the right point in the tech tree, after all.
> The Bank (and its UB, Satrap’s Court) were reduced from 2 Merchant specialist slots to 1, to match the number of available specialists of other types.
> The six buildings that require units of Omnicytes, Dilithium, and Neutronium now explicitly state this in their tooltips.

> The research boost to Farms at Centauri Ecology now only applies to farms adjacent to fresh water.
> The production boost to Trading Posts at Industrial Economics now only applies to posts NOT adjacent to fresh water.
> The production boost to Mines at Nuclear Fission now only applies to mines NOT adjacent to fresh water.
> The research boost to Mines at Graviton Theory now only applies to mines adjacent to fresh water.
The above four changes all boiled down to one thing: boosting the gold of a Quarry by 1 might only add to a handful of tiles across your empire, but boosting all farms by 1 science was HUGE. Even dividing by two, as I did here, these are still going to be the most significant tech improvements, but now they're not quite so lopsided. Paired with the trading post tweak in the Balance mod, you can also get some real variation in tiles, like what I did with the mines; ones near water become significantly different than those inland.

> The EMP and Soporific promotions were requiring Shock 1 or Drill 2. This was fixed to Shock 1 Drill 1, Accuracy 1 or Barrage 1. This doesn’t quite cover everything (air/naval units would need Bombardment or Targeting).
> Scout Powersuits now have +2 visibility instead of +1.
> Isles of the Deep now gain the Cover I promotion (+25% versus ranged attacks)
> The Golem’s power was increased from 30 to 40. It’s still very weak for its era, but it shouldn’t get one-shotted so often.
> The placeholder yield for the “Plant Jungle” action is now +1 food and –1 production, instead of +1 science, since Jungle tiles yield +1 food and –1 production before trading posts and/or universities are counted. This should improve the AI’s ability to evaluate whether planting a jungle is a good idea.
> The Troll and Ranger were boosted slightly, from 60 to 65 strength. (Before, they were just absolutely inferior to a Gravtank despite coming one tech level later.) I’m planning to do something less straightforward through Lua, like adding a “first strike” capability to the Ranger, or having the Troll take 1 less damage in every fight, but that’s a low priority.
> The Troll and Ranger units’ custom promotions now also give +50% to Great General spawn rate, and +50% XP. This XP boost helps make up for the fact that unlike the other non-Psi Fusion-era units, they’re not the end of an upgrade chain and so will start from scratch, and the GG bonus gives them an advantage over “normal” infantry.
I'm trying to make some of these units more playable; even though I know their advantages, I invariably find myself just churning out more Gravtanks and Vertols.

> The Ambush 2 promotion (anti-Armor) now no longer has a tech prerequisite, although it still requires Ambush 1, which does require Combustion. The only real effect of this is that the Combustion technology will only display one “new promotion” icon in the tech tree, instead of two.
> Added 32-pixel versions of the new building/wonder icons. These are now used for promotions given automatically by my new buildings (Citizens’ Defense Force, Command Nexus, etc.) instead of the generic “up arrow” icon.
> The icon in the tech tree for fresh water yield increases and non-fresh water yield increases now shows the improvement in question, just like the normal tech yield increases do.
> A policy that has a tech prerequisite will now use the policy’s icon in the tech tree instead of the generic starburst. Note that this requires a 45-pixel icon, which the default policies atlas does not include, so for now this will only work for my new policies.
> A promotion that has a tech prerequisite will now use the promotion’s icon in the tech tree instead of the generic starburst. As promotions already required a 45-pixel icon there are no conflicts here.
> The 10 new policies now have unique icons, based on various SMAC techs. Some of these are fairly arbitrary, but most correspond to techs with a similar theme.
> 6 of the new promotions now have unique icons, based on various SMAC techs. These include the four selectable promotions, the Psi class promotion, and the All-Terrain promotion (which still doesn’t work yet).
(The above two changes required the addition of two icon altases: Misc, at 256/64/45/32, and Misc_A at 256/64/45 (used for the achieved policies).)
The tech tree is a lot prettier now. Really the main icon-related work left is the unit icons, both the circular picture and the unit flag.
-------------------------------------------------
FEEDBACK
So here are the things I really, really need feedback on. Quite a few people have downloaded the mod, but only a couple give regular feedback.

1> The new Spore Tower mechanic was intended to hurt large empires, by forcing them to keep a larger fraction of their military in their back territories to fight the occasional outbreak before it gets out of hand. But the balance is VERY flaky, so I need feedback about whether the spawn rate is too fast or too slow.
Specifically, I'm considering capping the number of spawned units, to where the Barbarian civ can only have a limited number of each type of Psi unit.

2> The Ranger and Troll units. The problem is that while Rangers get a hefty attack bonus, it only brings them up to the level of, say, a Gravtank, which is a unit that comes one tier earlier. Likewise, the Troll gets a nice +50% defense boost, but again, that only brings it up to Gravtank level, and even with its Psi bonus it can't really defend against a Nessus Worm. And the Gravtank is more mobile than either, although it lacks a few of their other minor abilities. So why build them?
I'm looking into adding some unique abilities (First Strike for Rangers, and a flat "-1 damage per fight" for the Troll) through Lua. But I could use other suggestions on how to make these units more useful.

3> The Golem, Labor Mech, and Former units. Each of these is a modified Worker, with some combat ability, but by the time you get to them the world will already be developed, so why bother? The thought I had was that just having a Former on a tile would increase its yields for that turn by +2 food, +2 production, +2 gold, etc. (sort of like a non-combat Great General).

4> Psi units. Are they worth building?
I've been working on adding SMAC-style Psi combat, where Psi units adjust their combat strength to match that of their opponents, within certain limits that vary with the unit type (so a Mind Worm can't match a Bolo, but the Nessus Worm can). This was also going to lead to one final unit: the Doppelganger, at Homo Superior, a human infantry unit that keeps its base strength but copies all of the promotions its target has until the end of the turn. (And I mean ALL the promotions, which could lead to some fun fights.)
But regardless, the question is whether, in their current incarnations, the Psi units are worth building. The biggest flaw I've found with them is that they aren't upgraded from anything else, so when you enter the Fusion era you're going to be more concerned about upgrading that 5-promotion Modern Armor into a Gravtank than you are about making a brand-new Chiron Locusts. This same drawback applies to the Ranger, Troll, Laser Infantry, and the orbital units. (Also the Titans, but they're powerful enough that you'll make them anyway.)

5> I've mentioned this one before, but what I could really use feedback on is simply turn numbers for each era. What turn number were you on when you entered a given Era, and what turn number were you on when you researched the final tech in each Era? (Note: if you're going to give feedback on this one, please play on Prince as it's the zero-modifier difficulty.)

6> The Empath/Great Empath. Two separate issues:
A> Its spawn rate. Empath specialists give 5 GPPs instead of the 3 that other types give, but the fact that Empaths start from 0 instead of having many eras' worth of points built up really hurts. I've only once seen a Great Empath spawn. So, any ideas on how to improve this, besides just jacking up the numbers of points given by each building?
B> The Great Empath doesn't have an activated effect (like the Culture Bomb). Originally I wanted to make it be a "Peace Bomb" that ended all wars involving your Civ when you used it. But the AI would have no clue how to use that; one suggested alternative was to have it give a free Social Policy, analogous to the Great Scientist; the question is whether this'd be way too strong, as by the time you get Empaths, policies take a while to get while new techs are faster.
An alternative was just to have Great Empaths have no activated effect, but make longer Golden Ages than other great people.
(In the next version, I think I'll have it fixed so that Empath specialists finally give the +1 Happiness they were intended to, instead of the +food placeholder they have now.)
 
5> I've mentioned this one before, but what I could really use feedback on is simply turn numbers for each era. What turn number were you on when you entered a given Era, and what turn number were you on when you researched the final tech in each Era? (Note: if you're going to give feedback on this one, please play on Prince as it's the zero-modifier difficulty.)

Playing England on prince, speed=Marathon, size=huge (I have the year but the turn can be calculated from the year and speed I think) finished researching optics at 2380BC and entered the classical era.

I want to clarify that I didn't researched all of the ancient era techs by the time I've reached the classical era. I usually never have completely researched a previous era while entering the next one, I come back later and do it.

In this case I decided to rush for optics to get the embarking promotion, needed it for a lot of new land two tiles away, and as a bonus Piety got unlocked too.

From now on I'll deliver such events with the turn count per your request.

Downloaded version 0.14 just now, excellent mod.
 
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