Well, this civic is not suitable for bigger empires - no maintenace reduction and for "one ( up to four, five )- city-civilzations-and maps" God king is simply better ( kuriotates mostly). Theology is used marginally only by grigori - to get great prophets finally. For others - by this time AoL is more or less completed and there is no urgent need for great prophets. ww-reduction theology gives at the endgame a viable option for kurios (negates palace WW penalty), for instance.
Republic is a good option for cottage economy and theology has therefore practically no use.
Theocracy gives unlimited priests, which is quite useful by itself and also helps greatly in winning the game by Altars. It also prevent non state religion spread, thus helping with religious victories. Both of these are unique to Theocracy.
On top of that, it also grants extra happiness, extra xp and faster units and buildings. Maybe peace time is not Theocracy's strongest point but in my opinion it is fine as it is.
Oh and please, give to foriegn trade civic enclave growth bonus too.
I don't understand. Enclaves cannot become anything else, why do they need a growth bonus?
AI and dungeons and exploration is the problem - eraly civs are wiped off after AI explores from nearby (great) dungeon werewolves. Heck, my game was over when AI explored two dungeons and bunch of warriors took my city. Maybe can't enter to barrows, ruins, etc below 4th level and uniques below 6th ? ( now rewards are better too for experienced explorers)
I am against adding limits to the game just because the AI cannot deal with some features. In the future, once that BarbsPlus is more defined and finished, the AI can be improved to know when to explore better.
Illians did get agressive trait from Letum frigus previously but not at this version, is it intended? I got golden age, the same as amurites ...
This is intended. Getting Aggressive was too strong.
How nice that the mod is still developed. After a year of Civ abstinence the release of Civ6 motivated me to... try Civ5 for the first time, which made me aware that its tech tree is shockingly simplistic and the atmosphere a lot more goofy than the dark and gritty FFH2, which motivated me to... try Civ4 with FFH2 and ExtraModMod again.
Thanks, I hope you enjoyed it
So we had a MP session today on a small map with quick tech and 6 AI opponents and it was a real blast. Just on Prince though because we didn't play for a year. Tried the new Sheaim and after a rather calm start I was attacked by Sidar after a while which was okay, but then Clan of Ember stabbed me in the back when my forces were at the front and my cities almost unprotected. A rather nasty move - I would have done the same.
I was able to fend off the Sidar but I was still in a desperate defense of my empire against the Clan when we had to stop because time had run out. My friend was somewhat more successful than me with his Illians (priests of winter were real killers like usual), destroying the Amurites and keeping his other close opponents at bay. Well, in my defense, Clan of Ember were almost twice as strong as the rest of the field so they were definitely a force to be reckoned with.
Yeah, Tholal's improvements to the AI make single player (or multiplayer with some AI) a lot more fun
Barbarians seemed very passive at the start, so either there's a non-aggression phase where they don't attack cities, or all close lairs attacked AI opponents
Yeah, balancing the barbarians is still a work in progress. I reckon that I will request more feedback to try to finetune them again when 0.6.0-beta1 is released.
Unfortunately we had one OOS in late game
I really need more information about this; to my knowledge the only OOS in ExtraModMod 0.5.1 happens when a puppet state is created. Could that be the case?. If not, could I get a savegame from some turns before it happened?
I have a comment about game options (when creating a custom game). Those options have been rearranged and sorted under categories. That has its advantages because there are a lot of options currently, but it is a problem when switching between different mods because the game only remembers ordinal numbers of selected options. Because of that a mod with different order of options will have totally different options selected. Maybe it would be better to just leave all BTS game options in the default order and add new options at the end of the list. It's a minor annoyance, it's not really a problem, but maybe it would be good practice to have this kind of "compatibility" between mods. The same goes for victory conditions.
I thought that this compatibility was already broken even in FFH2, because some options were already in a different order and others mean different things. Also, doing this would make the category system useless because we would need to have a lot of game options right at the beginning. I think it is better to have options with a meaningful order in ExtraModMod than to try to keep a partial compatibility with other mods.
I agree about victory conditions, though. I will fix them in 0.6.0.