Bugs:
1) this one i haven't been able to replicate yet and you're the first to report it on the non-steam version. As far as i gathered, it has to do with the game not loading python files in subfolders for reason unknown. If you activate the python exception, you should get a bunch of error messages. Ideally, i'd like to see them all.
Will do.
2 And 4) I plan to completely clean up the additional culture mechanics. combat influencing culture, i'm tempted to simply cut it, as for cultural control, i intend to unify the system with normal culture .
Sounds good. Combat affecting culture always felt a bit too cheesy to me, especially because it lets you use enemy roads. That said, if it's tuned down to the level of improvement pillaging (singular percents) and doesn't grant the lost culture to the victor, I think it may be interesting enough to keep.
6) it doesn't seem to be happening to me. in what condition was the bonus when it did disappear?
I had a Mithril resource inside my territory with a mine on it but before the discovery of Mithril Working. I think it may also have happened with the Iron resource I had a mine on, because I think this was before Smelting as well, but I don't remember that clear enough to say for sure...
8) i need more balance reports concerning emergent leaders like that. Do you think reorx needs more points per actions, more possible actions giving points or just a lower requirement?
While I think getting to level 2 alone was a slog, I'm not sure if
it was unbalanced. That said, right now I'm on turn 343 and have accumulated 581 points in total. At this rate, I'm going to have to wait until turn 2000-ish until I get to unlock Veinhunter level 3, so that limit is way too high. I'd say that the biggest problem though, at least for Reorx, is that his points gain doesn't scale over time the way most other numerics do. Nearly everything which grants points is unlocked in the early game, it's only a few late game wonders and bonuses that can't be accessed right away, and they don't make up the bulk of the points gain (it's easier to built 8 mines than to connect a single Mithril bonus). There simply is nothing to beeline if you want to level fast.
I would probably increase the points gain for bonuses to encourage more expansion to secure these over running around Stonewardens turning your country into a perfectly uneven hillscape. Early game resources could have their point rewards multiplied by a factor 2, Iron a factor 5 and Mithril probably a factor 10 or more. Also, I would add Gunpowder to the list with a reward close to that of Mithril as well. Also, converting
from Runes of Kilmorph should probably reduce the counter. And I'd do away with casting Wall of Stone, since it encourages boring cast-walk-cast farming.
I also think the features of Veinhunter level 3 look a bit weak, but I haven't tested them. Acquiring 4 Mithril for a single point of defense is a challenge, since even with the Blessings of Amatheon game option, there'll usually only be 2-4 Mithril resources on the entire map (give or take some depending on world size). The Gunpowder affinity can be nice for your units which already cause collateral damage, but otherwise it'll probably be kinda negligible (by that point, you'll usually have ranged units to weaken stacks by >20% before melee combat even begins.
Thoughts :
1) I don't really want to block a religion based on a civ's presence or not. Later, if i do something with the branch religion idea, i might have the researchable religion be a smaller less powerful cult than the proper auric version.
Fair enough, although if more "minor" religions are added, I think it would be a nice flavour to have it depend. A game option for that would be nice, although I'm well aware that down the path of adding options for everything lies madness.
Speaking of centaur lairs, I have one smack in the middle of my territory with my culture slowly creeping in to take it over. Is that ever going to happen? And if it does will the lair become mine or will it still just be a generic explorable improvement that now happens to be in my territory but gives me no benefit ever?
I've been holding off on raiding it or allowing any AI access to my territory so that they don't raid it. But like I want to know what happens.
No, the tile with the lair itself is never going to flip culture. Feel free to raid it at your own leisure.
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Some more bugs, issues and thoughts.
Bugs:
- Mercenaries lose all their promotions when they "die" and return to the mercenary pool.
Issues and concerns:
- Kelp shouldn't block line of sight, it's in the water, not over it. Kelp Forests may block line of sight depending on whether you consider these to actually rise above the surface or not.
- Infernal Imps autocasting Sanctify (also goes for other followers of The Ashen Veil)...
- (Living) units should preferably not path through Haunted Lands. If I want my units to become undead, I'll place them there myself.
Thoughts:
- It would be nice if it was possible to inquisition specific religions from a city.
- If Cult of the White Hand reduces the Armageddon Counter, its followers probably shouldn't join the Infernals when they die...