Witness yet another rebirth!
This time round it's got less units & a
lot less religions, and some new ideas.
I'll just give a small progress report & most of the new stuff.
Units: 42%
Stats: 100%
Art: 25%
Text: 0%
Buildings: 17%
Stats: 50%
Art: 0%
Text: 0%
Techs: 50%
Stats: 100%
Art: 50%
Text: 0%
Civs & Leaders: 8%
Stats: 25%
Art: 0%
Text: 0%
Civics & Traits: 0%
Stats: 0%
Art: 0%
Text: 0%
Misc Coding: 0%
Python: 10%
Game Testing: 0%
Alltogether 16%
Not that much yet eh? Next to do are Buildings, then Civics & Traits, then Civs & Leaders, and then Misc Coding, which is basically deleteing all errors in the XML.
As for python, I've got a few ideas (in order of importance):
- Join the Guard promotions. This worked in the civ4 version, so it probably works with a copy-paste.
- Unit naming code. As all civs now have only the Guard units as UU's, the units could be renamed after they are built. For example, if you build a Line Infantry in Paris as France, it'll be named I Voltigeurs de Paris. And the next Line Inf built in Paris, by France, will be named II Voltigeurs de Paris. And so on.
If the British build Line Infantry in Paris, it would be named I Paris Line Infantry, or however the names were done. I'm sure this wouldn't be too difficult, simply check every time a new unit is built for type, nationality, city & what numeral is next. The numerals don't have to be checked for every city, just every civ. Although the Roman numerals could be changed into 1st, 2nd etc, as many units are built in civ, and CLXXXVII would be quite long when compared to 187th. Also preferred would be to open up a number after the unit holding it dies.
- Winter code. Not the same as in WWII where the plots would change, but rather a promotion given to each unit if they're in under a certain XY-value in a certain time of year. The Promotion could be something like -25% strength. The Russians, Danish & Swedish would of course get no -% during winter. To make the areas, a code like if [x > 30 and y < 50] and [x - y > -19] would create a diagonal line of winter & no winter. Just try it in paint or paper

The Units have been simplified, and are now as follows:
Inf:
Militia
Line Inf
Grenadier
Light Inf
Guard (+UU's for 5 largest civs)
Cav:
Militia
Lancer
Hussar
Dragoon
Guard Cav (+UU's for 5 largest civs)
Arty:
6-Pounder
9-Pounder
12-Pounder
Rocket (not sure if it's neccessary though, it sucks & has +% vs militia only)
Naval:
Transport
Corvette
Frigate
Battleship
The Ottomans have their own units, all of these costs as much as the default next class, but are as good as what they replace (Bashi-Bazouk costs same as default Line Inf but has same strength as Militia)
Ottoman Pikeman (worse than Militia)
Bashi-Bazouk (replaces Militia, req Barracks)
Janissary (replaces Rifleman, req Palace)
Camel Archers (worse than Militia Cav, buildable in Arabia only)
Ottoman Cavalry (replaces Militia Cav, req Stables)
Sipahi (replaces Hussar, req Palace)
Xebec (replaces Corvette, req Drydock)
Large Xebec (replaces Battleship, req Drydock)
New Buildings:
Elite Barracks (Light Inf & Grenadier)
Elite Stables (Hussar & Dragoon)
Private School
Public School
Workshop
Police Force (Jail renamed)
British Colonies (autoplaced for GBR)
French Colonies (autoplaced for FRA)
Spanish Colonies (autoplaced for SPA)
Portuguese Colonies (autoplaced for POR)
Dutch Colonies (autoplaced for HOL)
Civics:
Tactics: (Mass, Strength)
Training: (Fast, Thorough)
Government: (Monarchy, Const. Monarchy, Fed. Monarchy, Autocracry, Republic)
Economy: (Serfdom, Controlled, Free Market)
Religion: (Theocracy, State Religion, Free Religion)
That's about it for now

*whew*