Thal, I'm your mods in connection with CCMAT and have 2 questions:
1)
Is there any place where the strategic implementations of your mods are discussed? I know that you always document your rationale well, but I'm unsure if there is any thread/post where I can find ideas on new possibilities in your version of the game (which is already close to a total conversion). I'm talking about big basic strategies like ICS, civil service slingshot or the CE/SE of BtS. Is it possible that you've changed the game so much that beelining engineering is a better path than civil service? Have you weakened ICS severely?
I hope you understand what I'm thinking of.
Your version of the game is much better than vanilla, especially together with all the other good mods in CCMAT (emigration!!! custom top bar!!! ressource info!!!

).
The only drawback is that I don't know how to use the new possibilities well, I haven't seen anybody postings tipps and tricks.
BTW, I believe the modded game got way harder since unmodded vanilla 1.0!
2)
I see that you have a percentual food boost from maritime CS on your to-do-list (which would need better modding tools). I also see food caravans.
Have you considered an absolute number of food from mCS, that can be distributed as the player wishes? I posted an idea for this some time ago, but there was little response. Maybe you find the idea noteworthy:
[MOD CONCEPT] Food trade, more interesting food resources and balanced maritime CS
Introduction:
We all know how powerful maritime CS are, and one of their major problems is how they help making ICS (Infinite City Sprawl) a viable strategy. This is due to their per-city bonus.
Also there are many wishes for some kind of "global" food calculation and food transport between cities.
Third, food ressources are boring and hardly useful in vanilla civ5.
This mod concept aims at all of the three issues.
Prerequisites:
We would most likely need access to the missing modding tools. Also, this mod would largely benefit from the "sell building" option introduced with the upcoming patch.
Core concept:
A civ-wide food pool and a new screen where the food can be distributed.
Several factors would add an absolute number of food to a nationwide pool, which the player may redistribute. Instead of adding two food per city, maritime CS could give 10, 15 or 20 food which may be distrubuted as needed. Other sources are thinkable, like food ressourcesor wonders.
Exporting food from a city to the pool could be possible, but limited, to keep local production important. This may happen through (very cheap, maybe only 1prod) buildings.
Details:
- Each CS ally would add a fixed number of food to the pool, e.g. 20.
- Each food resource we have would add 1 or 2 food to the pool, in addition to it's local bonus.
- Buildings with a cost of only 1 production could be built/bought in cities to export surplus food.
- There could be several versions of buildings, earlier ones would export little food, lose some on the way and cost rel. high upkeep, while advanced versions (refrigeration tech!) would come closer to an 1:1 transport.
- Selling those buildings would stop the transport.
- Rebuying them would cost almost nothing, creating an on/off switch.
- Only cities connected to the trade network may receive food.
Rationale:
- Maritime CS would help large empires just as much as they help smaller ones, maybe they would even help small civs survive.
- Food resources would have an interesting function.
- Local food would still matter a lot, especially in the early game, making the concept very realistic.
- ICS would be weakened.
- Micromanagement would not be overly complicated.
What do you guys think?