First of all, Civinator, that's an interesting idea, but I don't think it would work so well for my mod.....
looks good. As for the thing in the quote, limit in what whay? Autoproduction? Why is it not easy for the Elvaans, etc.? Explain some more please, we do not have insight in the .biq
Right Now, All settlers have the same stats, but the following civs have different settlers than the normal "Human" ones:
Dwarves: Dwarven Settler
Orcs: Orcish Nomad
Lesalia, Bervenia, Archades and Dalmasca: Viera Settler
Light Warriors & San d'Oria: Elvaan Settler
Windhurst: Taru-Taru Settler.
Now, the Dwarves, Orcs and Ivalice civs would be easy: All I need to do is give them a building that requires their game-specific Era-None tech and the Palace to build that spawns settlers.
For the Light Warriors, San d'Oria and Windhurst, it's a little more complicated, since they share game-specific techs with other civs that use the standard (more or less) settlers.....
And that's not counting all the other civs that get Human settlers, since there must be some way to make it so that ALL human civs can build a SINGLE structure that the special civs CAN'T that spawns human settlers.
The easiest way to do THAT is to create three new techs, Humans, Taru-Taru and Elvaan (although TECHNICALLY, since Dr'zzle is on the Dark Warriors and Elvaan can be found in ALL the FF IX civs, giving the Elvaan settler to ALL FF I and FF IX civs wouldn't be out of the question.....)
The reason for doing this, as I stated before, is to make the Barbarians more of a concern, limit expansion (and thus help offset the OP "agricultural" trait, although they'll still be able to pump out workers relatively quickly), and make the players use the "colonies" for a change.... i.e. To basically make the game more like actual FF (where, with a few exceptions, most of the world is a monster-infested wasteland), as well as keeping the "settler booming" in check.
Here's how the "settler" buildings will work:
Palace + "Humans" => Town Center (easy enough to convert from AoK... can even make it culture-specific!), spawns Settler every 20 turns
Palace + "Elvaan" => Elvaan Council House (again, I can get the graphics for it from one of MRTN's conversions), spawns Elvaan Settler every 20 turns
Palace + "Windhurst" => TaruTaru High Council (can probably use a different Elven building from MRTN's set), spawns a TaruTaru Settler every 20 turns.
Palace + "Ivalice" => City Center or Keep (can probably use some kind of mid-eastern or Mediterranean town hall or castle), produces Viera Settler every 20 turns.
Palace + "Orcs" => Orc Town Center (can use one of MRTN's Evil/Orc buildings), produces Orcish Nomad every 20 turns.
Palace + "Dwarves" => Dwarf Great Hall (can use one of MRTN's Dwarf Buildings), produces Dwarf Settler every 20 turns.
....Although I may end up just leaving settlers the way they are.. this is getting complicated :crazyeyes:
On to the second thing:
I've come up with some more solutions for the "Airship" problem:
I remembered that there are TWO versions of the Highwind out, so here's version 2.0 of the Airship conundrum:
Makou Power + FFII + GOOD => Fynnish Ingenuity => The Enterprise Project
Makou Power + FFIII + EVIL => Arcane Technomancy => Master Levitation Spell (produces Flying Fortresses)
Makou Power + FFIV (era-none tech) => The Red Wings, Baron Flight Academy
Makou Power + FFV (era-none tech) => Hiryuu Breeding (tech), Hiryuu Roost (building)
Makou Power + FFVI + EVIL => Magitek Flight Research => Magitek Air Corps
Makou Power + FFVII + EVIL => Makou Powered Flight => Shinra Air Corps (Highwind... A flavor unit)
Makou Power + FFVII + GOOD => Shinra Space Program => Cid Highwind's Workshop (Highwind JP)
Makou Power + FFVIII + Neutral=> Advanced Space Flight => Ragnarok Project
Makou Power + FFIX + GOOD => Regent Cid's Airship Research => Linblum Airship Factory (produces Hilde Garde III)
Makou Power + Ivalice + Good => Air Piracy => Air Pirate's Charter (produces Pirate Airships)
Makou Power + Ivalice + EVIL => Air Superiority => Archadean Airship Factory (produces Air Dreadnoughts)
For all the civs WITHOUT unique or flavor Advanced Airships:
Makou Power + Default AS (another era-none tech) => Advanced Airship Design => Advanced Airship Factory (produces advanced airships).
...Granted, this WILL, in some cases, eliminate any "free" normal starting techs that some civs get (since you can only give each civ 4 free techs, and civs such as, say, Alexandria, which will have FFIX, Neutral, Humans and Default AS taking up all their free tech slots), I'll likely have to set it so that NO civs start with any free ancient-era techs to balance things out.... BUT, it will at least be workable.
So, any questions, comments ideas?