BTW - one of the things I should have/but didn't fix is the contract duration. It's supposed to be 20 turns, but for testing I temporarily set that to 6 turns - so the event would fire more often during testing. The costs are accurate, based on a 20 turn contract.
The error is at the bottom of the MercFunctionPopup.lua file:
Code:
function OnGameInit ()
g_GameStartTurn = Game.GetGameTurn() -- Determine first game turn for later processing
setContractParameters()
g_Contract_Duration = 6 -- FOR TESTING - remove from final version!!!
g_Contract_Prompt = 4
end
Where the Duration is set for 6, and the Prompt for 4. For some reason, I didn't follow my own advice in the comment line....
If you feel brave, you can delete those 2 lines using Notepad, save the file, then restart the mod. It shouldn't hurt anything, even saved games. I'll be sure to actually make that correction in the next version of the mod.
My current work plan is to "fix" text throughout the mod, add civilopedia data, correct entries that are no longer correct, etc.
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I'm currently thinking of a class of units who perform those spy type missions you mentioned previously, like attempting to destroy a building. Have 3 units in mind: Arsonist, Assassin, and Saboteur. I'm currently seeing them as inexpensive, but limited in what they can do - like a Missionary or something like that. No combat strength, but ability to perform 1 mission that destroys the unit. Maybe they can move on enemy territory without declaration of war, like Great Prophets? And using them has a (rather large) chance of lowering your reputation with other civs.
Possible missions: Earlier versions of the unit can only do the first few missions, and at lower chance of success.
1. Pillage an Improvement
2. Poison a city's water supply
3. Destroy a city's current production item
4. Destroy a city's building (not Wonders, though)
5. Cause anarchy for a few turns in a city
6. Recruit Barbarian partisans
Certain buildings (Constabulary, Police Station, etc.) make successful missions harder. Certain buildings (University, Military Academy, etc) can give these units a unique promotion that makes them more likely to succeed in a mission - maybe even survive?
As you can see, this is almost a separate mod in itself. I'm seeing it as a streamlined version of Tomatekh's Great Spy mod, that is simpler, and doesn't impact/dominate gameplay in the same way his does. I want it to be a "minor benefit" and not game changing.
Assuming, of course, that one can get the AI to use this capability in any manner. Otherwise it's a boon to the human player at the expense of the AI, and this game doesn't need much more of that...
Just a few thoughts. Nothing I plan on working on soon.