Thanks everyone for the feedback, I copied then edited a few posts in the bug report section to track them
a few more answer:
- Adding something that explains what the Roman Numerals above units mean. I think they have to do with total number of men in that unit? Unsure. I just know my infantry went I ==> II ==> III ==> XX
I needed a simple way to show an unit size based from its Military Organisation Level, it's based on that:
https://en.wikipedia.org/wiki/NATO_Joint_Military_Symbology#Unit_sizes
Unit's name (in the flag's Tool Tip) change with the organization level too.
I'll see if I can add another Tool Tip over the Roman numeral describing the effect of the organization level. (size, strength, "healing" speed, supply line range)
I think that's a vanilla behavior. I'm assuming another city claimed the continent first? If so, that city will still have possession of those tiles until they're manually swapped by the second city (even if those tiles are outside the first city's radius).
Swapping has to happen from the city outwards, but because sea tiles are not claimable in this mod, you can't swap your way to the wheat farms.
I'd like to had a feature to the recon line allowing to claim un-owned small islands (3 tiles max) automatically, if they are close enough to one of your city when you disembark on them.
That's for when the "Front Line" mechanism will be implemented.
- Taxation (civics) should be based on number of pops, not the percentage in the city. Doesn't make sense the upper/middle classes should pay less tax just because there are a lot of lower class folks about.
- A 'stockpile' project (literally build nothing) would be handy pre Pictogram tech, just so you can accumulate some material in the early game to help reduce the price (having low stock is why I was so broke a few games ago).
- I'm not sure if it's still a problem, but I remember way back, a city would cop a health penalty for having bad tiles (rainforest/marsh) within it's borders, but outside the workable radius. (Having a hard time replicating this, happen to be on really lush tiles atm).
The taxe is based on the city gold output, not its population size.
An early "do nothing" project would stay all game (didn't code a way to make them obsolete yet), and may confuse the AI.
It's intended for the health effect, the city can't directly "work" them, but it does collect resources on them. But the effect is scaled with distance IIRC.
- Would like to find a way to block buildings from being shown if there's no way for the city to get the resource in question. e.g.: no brickmakers, if there are no floodplains, or there is no connection to another city actively harvesting clay
- ^ regarding the above, recommend some logic like: "can build if city has a source of at least one of the requirements for at least one of the productions, or the building produces food"
- On a similar note, have seen materials being transferred across cities, but it's still kinda mysterious and opaque - some in-game clarifications/details somewhere would be nice
Edit: suggested plague system shoved over to health thread (forgot that existed)
First points are tricky, as you can get a lot of clay from another city over trade routes, and you may want to build it before the route exist, in prevision.
transfer/trade details are on the city screen. I need to rework it to filter "tech resources"
see below how this city is receiving war horses to reinforce the nearby unit from cities it has a trade route with
I assigned 2 trader units to manually create the routes as the city automatic routes were linked to closer German cities. Not that the other cities are not the primary source of the war horses, they are breed/trained in another city with a stable and horses resource nearby.
- Noticed some inconsistencies is processing rates of the fruit market and market. For instance, bananas convert 45 -> 11.25 food in the fruit market, and 60 -> 51 food in the market. Most other food converts on a 1:1 ratio.
- The dead sea is treated as a fresh water source for units.

- The Land Surveyors civic is a boon for reducing empire cost for land. Population is still the biggest factor though; maybe a 'Census' civic to reduce population empire cost (say, -25%) would be handy?
- It's not uncommon for all my cities to have near 100% stability, yet my empire stability is considerably lower (30-40%). Feels de-synced, as if my empire is a series of well run city states that don't get along.
- Aqueduct and trader have no material cost.
- The production boost to medieval housing (when upgrading) seems to result in very high material costs per turn. Even developed cities with a workshop had difficultly meeting the per turn material cost, resulting in city production costs suddenly skyrocketing.
- Steel sword storage in cities is way below other weapons, maxes at 280, whilst other weapons expand to 1400. Unsurprisingly steel swords have a way higher price compared to other weapons.
View attachment 554987
I'll probably just extend this post if I find anything else.
Created a thread in the bug report to track the resource conversion inconsistencies, there are others.
https://forums.civfanatics.com/threads/inconsistencies-in-processing-rates-of-resources.657787/
Note that 1:1 is NOT mandatory, but when there is (for example) a 1:3 ratio for a specific resource conversion, it should be kept for later buildings, except when a rise in efficiency make sense with the tech unlocking the new building.
Dead Sea is handled like that by the core game, when calling "Plot:IsFreshWater()". Can't change the core, hardcoding an exception in Lua would slow down the mod even more.
Empire and Cities Administrative efficiencies are separated to allow Separatist movements.
About resource cost, I need a way to slow down production speed maybe. ATM you can micromanage by doing one turn of production then switch to something else, but I don't want this kind of micromanagement in the mod.
High storage means higher demand, and so even higher prices. The issue is the low production rate, but I want it to be low (for this specific case). Solution would be the ability to switch on/off buildings or specific buildings production in the UI to focus on them (or stop producing them), planned, but no ETA.
I like the new administrative efficiency mechanic, although some aspects of it are still rather opaque to me. What determines the flow of scrolls/books/tablets from one city to another, and from the city level to the empire level? A city can have a thousand administrative books and the subsequent boost to city admin efficiency for several turns, and then suddenly almost all of them disappear, while another nearby city never seems to have any. Of course, cutting nearby trees seems to solve the problem in the short term, but where does it all go? I suspect the administrative products are being siphoned into generating research points, but I'm not sure.
Administrative resources are consumed by a city Administrative cost, up to a minimum percentage of the "stock" that represent the "Archive" providing support to the Empire administration.
I'll add policies to change the minimum percentage (+/-) so you can chose to have more stock/archive available for Empire administration or more stock that can be used for the City administration.
Research resources are separated, but share the same raw resources, ATM you may want to chose between science or administrative buildings in some cities until a way to manually manage resources production in cities is added.
I love how housing is much more meaningful. Housing is actually a constraining factor on city growth now, whereas before the cities kept growing as long as the food supply kept up. As such, I can more directly control city growth. Unfortunately, this also means the growth of AI cities are stunted even more than before, since it is still inconsistent in whether or not it produces housing. The situation is compounded by the smaller production multiplier resulting from the AI not producing administrative books/scrolls. The AI was able to build at least some decent sized cities before these changes.
May depend on the difficulty level, with an immortal AI, some of the other Civilization cities are near my own in size.
As coding the AI would take time, even if the source code was released now, and the mod progress is already slower than what I want, I'm more and more inclined to use asymmetrical gameplay between humans and AI, when I'll get to that point.
In earlier versions of the mod (before the long hiatus), the policy screen would unlock every time you discovered a new policy. Since the policies have been merged into the tech tree and the culture tree is gone, the only way to unlock now is to pay money. Any way to restore the old functionality? Also, is there any way to add support for the mouse scroll wheel in the city details screen instead of needing to physically drag the scroll bar down?
And that does cripple the AI, as it doesn't change Government. I'll think of another method.
mouse scroll is a new (bad) vanilla behavior AFAIK.
Finally, in the latest version, one of my games suddenly started to have extremely long wait times after ending my turn, and I'm not referring to how turns gradually become longer the further into the game you play. It was like at least triple the usual wait time. I've started a couple other games and this still hasn't happened after at least 200 turns of gameplay. I've included a lua log just in case there's anything to it.
processing cost of the mod code is exponential, when it start to show, it will skyrocket pretty fast.
The migration calculations may be the culprit, but pathfinding trade routes is still another.
Pray for the source code if you want the ability to play this on big maps, as I won't cut down features.
I'm trying my best to optimize and cache values when possible, and I'm sure there are a lot more optimization possible, but Lua is not meant to handle so much.
The mod has now more than 20,000 lines of Lua code as of today
Code:
http://cloc.sourceforge.net v 1.64 T=1.81 s (31.5 files/s, 23506.0 lines/s)
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Language files blank comment code
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Lua 18 3540 2566 20017
XML 23 1081 2681 8982
SQL 16 553 1160 2012
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SUM: 57 5174 6407 31011
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(that's not counting the UI files of the base game that are overriden and edited for the mod, it's only the script files here)