Hey davidlallen, long time no see one of your mods.
Have been taking a break from
Orbis and
The History of the Three Kingdoms since I found this mod. I must say it's really great.
My initial observations.
1. A small bug in that when I create my first settler, I get like 3-5 repeats of the pop-up telling me I've built my first settler. Doesn't crash anything, just a annoyance.
2. The religions seem a bit odd. I almost think you need to 'do away' with them and go with more of what you have in Fury Road or what they have in Planetfall of more of 'themes' of how to progress. Don't get me wrong, it just seems that most of the 'religions' should be in place at the beginning of the game. I mean the Fremen would have Shai-Haluud for example as the Harkonen and Atredies would have Landsraad. These 'religions' would stay constant for most of the game. I mean from my first impressions, Mahdi is really the only "new" religion that should spawn during the game.
So maybe the current religions could be made into civics that are available at the beginning of the game and the religions would have a lesser impact. Having not read the Dune series for awhile (just rewatched the original film and the Sy-Fy series somewhat recently) I can't say for certain what might be a different way to pursue this. Also, I'm not saying the current system is good; it just seems a bit weird that the Harkonen might actually found Shai-Haluud before the Fremen.
3. My only semi-complaint is that it seems too easy (or at least too early) to get a win w/terraforming. I was able (on Noble) to get a win after only 3 hours of play and I hadn't even gotten to Worm Riding! So perhaps the tech to get a terraforming victory might be moved later in the game?
4. I haven't played them yet so maybe I've missed this, but shouldn't the Ixians have a 'problem' like the Fremen or Atredies in that when those factions go for Arrakis terraforming there is a repercussion for certain Ixian units being created?
5. The Dune-O-Pedia didn't seem to have a section where you could look at the different victory conditions.
6. Plus, just a thought, have you considered perhaps doing something like what they did in the
The History of the Three Kingdoms mod where the Emperor is a unit that is capable of being captured? In this I'm thinking that at some point in the game (whether by event or some metric being met) the Emperor shows up on Dune and is guarded by some Sardukar units. Maybe they might be 'alone' or maybe with the Corrino faction. Taking this unit means your faction becomes the new Emperor and would get certain benefits and disadvantages. I'm thinking it might be better to have the Emperor separate from the Corrino to show the possibility of in-fighting in the house. (I mean I could see Princess Wensicia possibly wanting to oust old Shaddam to put her son Farad'n on the throne.
7. Any plans to possibly allow a way for units to be bought from the Spacer's Guild? That was always a nice option in the game Dune 2000. Plus implied in the book, if the Fremen can bribe the Guild to keep their skies clear of spy satellites, it seems you should be able to try to 'buy' intel from the Guild, perhaps in the way of maps or a burst of espionage against a certain faction. Maybe even have a pop-up saying, "A Guildsman appears and says a rival is going to spy on you; they are paying X amount; for more we'll refuse"
8. Is there a problem with the Thumper promotion? I've never found a way to activate that function.
Anyway, I'm really enjoying the game. Though I must say the worms act a bit strange in that having workers out on the sand doesn't seem to attract them as much as I would have thought. Plus (and I'm sure this is a AI thing) I've noticed they often get 'attracted' to units in cities right on the border to sand and take forever to leave.