Liberation boost (v 1.1) included in the latest beta causes my unit selection panel to disappear. I went through all my mods and this was the only one causing this.
Aside from that, thanks alot for your great work.
-Instance
Could you open its *.modinfo file and check it does not have a reference to "InGame.xml", but instead has this text?
Code:
<EntryPoints>
<EntryPoint type="InGameUIAddin" file="liberationboost.lua">
<Name>liberationboost.lua</Name>
<Description>liberationboost.lua</Description>
</EntryPoint>
</EntryPoints>
More observations .06
Caravel upgrade could not be completed because it required 1 iron and 0 horses (tooltip). At the time, I had 0 iron and -1 horses. The current ships I could builde were caravel, ironclad, and frigate.
I bought the Railyard for 0

. The tech tree tooltip said its build cost was 1

.
Frigates require 1 iron, so if you had 0 iron that's the reason. The railyard is free but there's a game bug where it says free buildings cost 1

.
[Playing 2.0.08]
It might be a good idea to update the tooltip text for the puppet button. I think I saw the default text which says the puppet city will contribute science and culture, which isn't really true anymore. Could also give some explanation on the value of annexing.
I find myself often annexing at the end of resistance when possible. It would be nice if there was a notification that a city has come out of resistance so I don't have to remember/check around each turn to see if a puppet is ready.
When a city is captured I have noticed that sheep pasture improvements in the borders are removed. A deer camp remained though. I assume this is from vanilla, but I don't know if it's a bug or intended.
Thank you for suggesting the UI thing about selecting those cities, I'll see what I can do. Also thank you for pointing out the Kremlin issue.
If you're always annexing when a city's out of resistance, is the Courthouse that easy to build/buy? My goal is 1-2 cities at a time can be annexed, any more would drop into very unhappy state. If it's too easy to get courthouses and counter this, I'll increase their cost.
I haven't seen any improvements disappear in my games, and didn't code anything that might cause it.
Yes, I will try and post a screenshot later tonight.
On the F2 screen it says, income and one line is diplomacy, and expenditure and one line is diplomacy.
When ever i trade for GPT then i get a + on the income and on the expenditure
This sounds like a vanilla game bug since I haven't touched that part of the UI. Do your trades actually work (ignoring what the UI says)?
These changes are great, but they make the Heroic Epic and Baths seem a little weak by comparison - any plans to buff them as well?
Also, the boosted Monarchy effect of 2

/

is too much I think, the previous 1/1 was fine.
Yep I plan to gradually get to all the national wonders, haven't worked with them in a few months.
Piety gives 5

, which is equivalent to 1 luxury resource, worth about 8-10

/turn (counting tile yield and happiness equivalence from buildings/trades). At 1g/1p for Monarchy it breaks even with Piety at 10 population, which is rather high in the early game, especially for comparing a max-tier policy to a tier-1 policy. Piety does have the tradeoff downside of locking out Rationalism, but that's sufficiently late in the game I think the comparison works.
Basically, I want Monarchy to be clearly better than Piety since it's several tiers higher in its tree. The reason I'm considering those two in particular is a cultural player is likely to go for those two trees (also, anyone getting Tradition is less likely to do early expansion/war with the Liberty or Honor trees). I could try it out at 1.5g/pop though.
Thal: There are ways to make Lua files kind of modular, with LuaEvents for example, which might be an alternative to using XML if that proves to be too much hassle. Check out the modular DiploCorner for an example
It'd be very easy to make the whole tooltip thing XML modular if only we had the loadstring command... firaxis blocked that, likely due to security concerns.
I tried exploring things with LuaEvents but the problem is we can't have return values with those (creates multiple threads with no data synchronization between them). This problem we discovered led to Whys creating the Share tools, whose purpose is to work around this issue. It's a little hard to figure out exactly how to adapt this tooltip system to use those tools, though, without spending a day diving into the inner workings of his tools, so I moved on to other things on my todo list for now.
I think its a mistake to tie too many things to pop, and to make those too powerful.
In this game, pop is for science, directly. Other bonuses like culture and gold in general should not be coming directly from pop, you should have to work tiles or build structures to get these.
[The National Epic] is far too strong. 50% gpp yield is sufficient. Getting an extra +12 culture or so? Nasty. National wonders should not be stronger than world wonders. Check out stonehenge.
Culture is supposed to be hard to come by. Thats why the artist specialist only gives 1 culture per turn; culture is supposed to be rare and valuable.
The only yield in the game with no benefit from increasing one's population is culture (with the exception of limited landmarks). Everything else comes directly from population (like science) or high population allows more tiles of the yield to be worked (food/prod/gold). Since Firaxis decided to not make culture an actual yield in the files for some odd reason, it'd be a lot of effort to do so, and I'd have to introduce new improvements to the game to give culture a benefit for having high population. I don't really like the prospect of adding a tile improvement like that.
This is why I gave the museum culture per pop. The gold per pop of the National Treasury has obvious precedent with the same effect Firaxis added elsewhere.
I know about the Stonehenge comparison, I always consider those things carefully.
- I want to buff all the national wonders while also making them more difficult for large empires to get. I haven't touched national wonders in over a month, and recently adjusted the small vs large empire balance in other ways, so I'm back to here again.
- Cultural victory paths needed some buffs. I've had enough feedback on this over the past month I feel comfortable buffing culture for some national wonder, and this is a logical place to put it (late game already got a buff from better Museums).
- I'm fine with national wonders of a higher tech level and higher cost being stronger than earlier & cheaper world wonders. After all, Harbors or Lighthouses have alternated between giving +1
on water tiles, nearly the same bonus as the Colossus. The point of the early world wonders is the fact they are so early, just the fact they can be built so soon is what makes them strong. 8
is huge when it's in the first 50 turns with only one or two cities... 10-15
later in the game is less powerful. In addition, remember how you pointed out allying/conquering a citystate denies it to other players? Getting the world wonder denies it to someone else in the game, so it has an added benefit beyond the stated effects.
- These numbers are not final, still a work in progress. In the latest beta the National Epic requires Temples in all cities.
- The National Epic gets overshadowed by the National College, and I'd like both to be about equally useful since they appear on the same tech and cost the same. Going for a Temple(s) & National Epic means a significant delay for the Libraries & National College path... and going both paths means not building any military units for quite some time. Basically I'm designing it to be a tradeoff between a big cultural boost everywhere, or a big science boost.