where did karadoc disappear!?!?!?
I wish I knew.
Hello. I want to ask something, I have tech splash screens turned off. Withouth K-Mod I only hear Nimoy or Sid saying "You have reasrched...", but with K-Mod quotes are played. Is there any way to revert it to the vanilla way?
Also, I saw a post in this forum saying that global warming is a way to penalize players who use too much nukes. Since this is removed K-Mod remvoed the old global warming triggers was something introduced in order to compensate that?
There currently isn't a way to revert the quotes back to the plain "
you have discovered..." speach. Sorry about that. I should probably make it a 'BUG' option. In my view, the "
you have discovered..." announcement is pretty boring, and name of the tech being discovered is shown in the message log anyway so I told the game to always play the full discovery quote instead. The main reason I changed it is that I wanted the full quote to be played in multiplayer games. This was one of the very first changes in K-Mod, and you're the first person I've notice mention it.
Regarding global warming being a way to penalize players for using nukes - I'm not sure if that was really the original intention of global warming, but even if it was, I don't think it was a good idea. Firstly, it doesn't make physical sense. Nuclear bombs would not cause global warming. If anything, they'd probably cause global cooling (ie.
nuclear winter). Secondly, it doesn't punish the player using the bombs. It just punishes the whole world - and so it isn't really an effective deterrent. Anyway, I haven't explicitly introduced anything new to penalize the usage of nukes, but I have increased the life-time of fallout. ie. The probability that the fallout from bombs will just disappear on its own is smaller in K-Mod, and so it is more important that the player make an active effort to 'scrub' the fallout.
I think I have noticed a bug. In the game screen, when i click on a leader name while pressing Shift+Alt to toggle the war plan no icon is shown. However, I think vassals still prepare for war.
You're right about that. I'd forgotten that I hadn't completely disabled that. It's a BBAI feature that I disabled in multiplayer games because it caused OOS errors - and then I basically just forgot about it. I was intending to create a way to tell vassals to prepare for war in the diplomacy screen, and to make it multiplayer compatible, and after that I would then re-enable the alt+shift shortcut. I just haven't got around to any of that stuff. It's a fair bit of work for a feature that will rarely be used. But it would be good to have it done. In the mean time, I think I'll disable it completely, for consistency with multiplayer, and also because I don't like it when game mechanics rely on knowing some obscure keyboard shortcut... It really needs to be on the diplomacy screen.
1. Slavery is still the most overpowered civic in the game, and everyone knows it. My suggestion: move the -1

from towns from serfdom to slavery.
I don't think I'll do that. The -1

on towns is a late game effect. It wouldn't make a lot of difference to slavery being powerful in the early and mid-game, and the usefulness of slavery falls off in the late game anyway as city become bigger. (Large cities need more

to grow, and so the effective

->

conversion of slavery becomes weaker as cities get larger.) On the other hand, serfdom needs a late-game penalty because the farm bonus from serfdom is still effective in the late game.
I agree that Slavery is very powerful. I think probably the fairest / most balanced way to nerf serfdom would be to increase the population requirement so that cities can only whip 1/3 of their population rather than 1/2. (ie. keep the same 30

per population, but increase the minimum city size. Cities would need to be size 3 to whip 1 population, and size 6 to whip 2, etc.) I'm kind of reluctant to do that though because I think it would have such a significant impact on how the game is played. And although slavery is very powerful, I'm not really convinced the game would be more fun if slavery was less powerful. I'm just not really sure if it should be changed.
2. The Inca are still the most overpowered civilization in the game and everyone knows it. My suggestions: reduce the terrace to 1

and/or remove the free combat I promotion from the quechua.
I agree. I think I will do the terrace culture nerf. I've been thinking about both of those option for awhile. The thing about Inca is that their strength isn't just from one overpowerful aspect. It's just that all of their unique stuff is pretty good. The leader traits are good, the unique building is good, and the unique unit is good. ... but none of them on their own are
too good, except possibly the quechua when doing a quechua rush... super-early rushes like that are just a can-of-worms. ... I wonder if it would hurt Inca too much to do both of the things you suggested. I just did a quick internet search for "quechua" to see if I could get some inspiration for some more situation-dependent bonuses for that unit, but it didn't help me. Apparently it's the name of a language rather than a type of warrior. ... Another thing I've considered is increasing the cost of quechuas from 15

to 20

.
3. The dun: firstly, the last game I played as the Celts, my axemen did not receive the free guerrilla I promotion. The building description says that it still provides this, so perhaps it is a bug. Or, you removed this bonus when you gave it the +1 exp to melee bonus, and I just missed it in the changelog (note: the changelog is kind of a pain to read through, if it were consolidated to changes by type instead of version, so all the balance changes were together, and all the AI/bugs stuff shortened to "Improved AI/Fixed bugs" it would be much more readable).
That's the same as it has always been. Only units that can choose guerrilla I normal will get it for free from the Dun.
I agree that it isn't easy to directly compare K-Mod to unmodded BtS by just looking at the changelog - but that's not something I intend to work on myself. I already make the changes, and write a commit log for every change I make to the source code, and then gather and edit that log to create a concise and readable changelog for each new version... it would be a chore to then collect all of the changelogs to collate them into a single direct comparison against the unmodded game. It's something a bunch of people have asked for, and I don't want to do it. Someone else could do that just as easily as me. (Last time someone asked for this I was feeling a bit grumpy or something and I gave them a quite a terse response... I was also a bit annoyed that they said such a comparison document was "the least you could do" - as though I'm somehow obliged to do this stuff.)
Secondly, the +1 exp to melee is very strong in the hands of Boudica due to the synergy with aggressive + charismatic. Starting with combat I gives access to the "vs. unit type" and medic promotions, and another promotion on top, since charismatic means 2 promotions at 4 exp. This enables you to build combat II formation spears, combat I city raider II axemen, combat 1 guerrilla III Gallic warriors, combat 1 medic 2 any melee, along with numerous other possibilities which can be tailored to the situation. All with no exp civics, no great generals, not a singe battle fought. Later on when exp civics and military instructors come into play you can straight build combat I city raider III macemen, which when upgraded to rifles are absolutely devastating. Is this synergy intended to compensate for the Celts' weak starting techs and mediocre UU?
Yes. The synergy is intended.
Here is a thread where I discussed some of this stuff before making the change to the Dun.
Wow so the ai
1. assassinated my governor
2. took a nice sized city
And I have no idea what exactly happens when a city's governor gets assassinated. Felt kinda cool though. Dang crafty ai.
Anyone else know what happens when a spy assassinates your gov?
Assassinating the governor is what happens when someone does the "support city revolt" espionage mission. It creates disorder in the city for 1 turn, and one major effect of the disorder is that the city's defence bonus is reduced to zero.
I don't know how hard it would be to fix, but one feature that I exploit all the time is the tile yields button. Clicking it shows not what you think a tile would be worth, but what the tile is actually worth. I call it exploitable because I use it all the time to figure out where the AI's iron mine is before I've researched Iron Working. Later on once you've explored the map you can tell where the AI has built Moai Statues or like when they change their improvements from a cottage to workshop.
I think tile yields should only show what the tile would be worth based on your position in game. So like if you don't have Iron Working an AI mine should just be a mine. Also tile yields shouldn't update unless you have vision on the tile, so you don't get free tile improvement info all the time.
I generally agree that it's bad when the yields reveal information that the player usually wouldn't know. But that's not as common as you might think.
The yields shown on the map are calculated based on what improvement you last saw on the plot - not on the improvement that is actually on the plot. So you can't use the yields to work out what plot improvements the AI is using in darks areas. Also, the yield bonus from unrevealed resources isn't shown. However, unfortunately the yield bonus of plot improvements related to those resources is shown... so that's an example of when the yields can leak information.
I think it's fine that the yields include the bonuses from techs, civics, golden ages, and leader traits. In fact I think it's probably good to show that stuff.
For Moai Statues, if you have vision of the city itself then you can look closely to see the Moai Statues graphics in the city - and thus the hammer yield around the Moai Statues city isn't revealing any new information unless you don't have vision of the city. Similarly for levees and other stuff like that.
These things can be changed, but it's a little bit tricky. I think the only significant offender for leaking information is the iron mine case, and that's also the hardest one to fix...
okay... I had a week off so I've been trying to get a game of Civ going. What the F@% is going on with the current version of Kmod? I just had 3 games in a row where the entire continent dogpiled me for no reason. In each game there is absolutely no reason why I would be attacked, I'm not the lowest in power and other civs were different religions while I had no religion, and other civs walked across the continent (shared no borders with me) to attack me.
It's probably just bad luck.
By the way, as a rule of thumb, if the AI declares war but does not immediately move a stack into your land on the same turn, then they were probably bribed to start the war by someone else.