Well, apparently I'm going to have more time than I thought! Today is the coldest day in the history of my county at a temperature of -2 F, or -18 F windchill, so school was canceled.
@ Craig_Sutter 2/2 :
The Hanseatic Victory looks pretty good. I'd like to see the components spread out across a few more techs so that a victor has to have a more balanced tech progression. For instance, Syndic and the Diet of the Hansa could be moved to Representation... the Diet was a sort of Hansa Parliament, after all, and the Syndic, similar to a Secretary General... Representation seems a fitting tech. You could make them require Guilds as another prereq tech. As well, I'd consider spreading Hansa Memberships around a few more techs... for instance, I'd move one to Banking, and one to Weaving. The Bank Hansa Member would represent the various powerful banking houses such as the Fuggers. The Weaving Hansa Member would represent the Flemish monopolies on woolen goods... in fact, I'd make this one a true wonder, one only, and also have it produce a number of (2-6) "Textile" or "Cloth" tradeable resources (if it has access to Sheep) as well as the Hansa Member resource. There may be other techs the Hansa Memberships could be spread around to such as Pilotage or some other shipping related tech that might make sense. There are likely others, too. Of course, the bulk should still come with Guilds.
Good ideas, I see what you mean about really moving the tech requirements around.
@ Drtad 2/2 :
PS: Envoys don't have the explore mission still.
No idea as to why it isn't working, but I'll keep looking.
@ Craig Sutter 2/3 :
Cog is still using the Caravel graphics, although I'm pretty certain you intended to use the Kogge graphic created in these forums.
It works fine in my game.

And it should only have two art files in the Cog art folder.
@ lshockley 2/3 :
Some notes on the to-do list: I reworked a lot of the AI diplomacy in my personal mod, and would be happy to help tweak the xml values if you need a hand. Also, I can help with 2D graphics and buttons. But first, the buildings!
I think we should kind of figure out where we're going with the AI leader values first, but once we get there, all help is welcome. And I'm glad you brought up the 2d art, it's been very much forgotten for a long time.
@ Drtad 2/3 :
Just a minor observation. Damascus's location on the large map doesn't seem right. It should be farther inland. Antioch or Tripoli would be better cities for that location.
I guess I'll move Damascus then (I think it's much more important than Tripoli or Antioch).
@ lshockley 2/4
@Head Serf If you are not working on buildings at the moment, Id like to volunteer to temporarily take charge of the buildings XML. I could clean up the code and make changes based on our group consensus, then turn it back over to you.
Sure. that'd be great.
I think the base levels of health and happiness in HandicapInfo.xml are too high. I had Judaism as my religion (no temples), and had no unhappiness problems. (!!!) I would like to suggest 2 health/4 happy for settler and chieftain, 1/3 for warlord and noble, 0/2 for prince and monarch, -1/1 for emperor and immortal, and -2/0 for deity. The Dark Ages were a very unhealthy time to live, and healthiness only improved marginally in the High Middle Ages. I think these decreased levels will make the game more challenging, more historically accurate, and make the buildings more important.
If we remove the sewers building and reduce hospitals, I'm worried that health will be near impossible to control, so I'll have to do some testing to see if this would work well.
Town Square: req'd for Fair, Minstrels Stage, Market, Gallows; -2 food, -1 hammer (to simulate land displacement)
Belfry: +1 influence, +5% hammers
Astrologers Tower: +10% science, +1 influence
Print Shop: +10% science, +5% influence; +10% great people birth rate; -1 happy
Minstrels Stage: requires Town Square; +1 happy
Tavern: requires grain; +1 happy, +10% gold, +1 health; -5% hammers
Armory: requires Keep, requires copper or iron; +1xp for land units, +10% military production
Apothecary: +1 health, +10% science
Public Bathhouse: +1 health
Lepers Quarantine: +1 health; -3 gold
Vintners Cellar: requires Tavern; +1 health from wine
Gallows: requires Town Square; -10% city maintenance, +1 influence; -1 happy
World Wonder - La Sorbonne: (founded in 1257 by Robert de Sorbon), +25% science, +10% great people birth rate, +8 infl (host city only)
Seems good, here are some of my thoughts: Gallows seems like a building no one would ever want to build! The small 10% city maintenance seems neglegable compared to -1 happiness. Maybe -25% maintenence? Vintner's Cellar, maybe should provide +1 happiness from wine also? La Sorbonne, is that +25% in that city or all cities? Either way it seems underpowered or overpowered.
For your recomendations for the current buildings, they all sound good. And fortified walls should already require copper...
Chancery: <bNoLimit>1</bNoLimit> in BuildingClassInfos allows you to move the chancery around (sort of confusing in-game). Chancery has no civ-wide # of courthouses requirement.
University Does not provide any science increase
No Judaism buildings no temple, monastery, cathedral, shrine, holy city wonder. (Also, no Jewish missionaries.)
Monasteries dont build missionaries?
Dome of the Rock - <HolyCity>RELIGION_JUDAISM</HolyCity> but <PrereqReligion>RELIGION_ISLAM</PrereqReligion>.
Reliquary / Piece of the True Cross nearly identical - (redundant).
Arawak / Iroquois wonders no prereq relationship
I'm glad you found that little bug with the Chancery, hr_oskar's left little bits of messy code and such. Just checked the university, I can't believe I didn't notice that. Judaism was supposed to be a "weaker" religion, one to be trampled on, along with Paganism, by the big three. And Judaism has never really been very interested with people converting to their religion. Missionaries no longer have a building requirement, that change was made long before I arrived, does anyone who was here then know why? Dome of the Rock shouldn't have the islam requirement. Reliquary needs to be redone, for instance, why would a Muslim nation want to use their Great Saint to build a building that provides Christian relics? The Arawak and Iriquois should be alone, the Arawak were essentially conquered upon arrival, and the Iriquois were too far inland and inaccesable for a realistic conquest at the time of the mod.
@ Craig_Sutter 2/4 :
I tend to agree that the buildings need a bit of work. For one thing, I really think that we need a tech providing an Influence (culture) slider. We could then add a happiness or influence differential to certain buildings depending on the % the slider is at (similar to Colloseum and Theatre in Vanilla Civ). I would recommend, since we are using influence, that buildings that exert power and influence such as Courts or Castles, or other suitable buildings, have happiness effects related to the slider.
All good recomendations, I can't believe I forgot about the culture slider!