Version 1.17 is up. The main features is that I've completely rewritten the way the AI handles whipping. I've heard it said that most player bump themselves up a difficulty level just by learning how to use slavery properly, so I'm hoping that the new version will be noticeably more challenging. The old AI wasn't too bad - but I think there was significant room for improvement, and I hope that I've filled some of that room! The new AI will probably need some more fine tuning, but I think it should be pretty good. The main thing is that the new version actually tries to do a cost-benefit analysis when deciding whether or not to whip - whereas the old version just had a bunch of arbitrary rules. The new version also takes the AI's personality into account a little bit. The personality stuff isn't huge, because I want all AIs to be as good as possible, but I think it's kind of cool that not all the AIs are exactly the same.
.. Even aside from personality, there is one leader who I expect to benefit a lot from this change...
anyway, I'll be interested to hear what people think when they see this in action. (If it fails horribly; please don't be shy about telling me!)
By the way, if you put a city on auto-production, the city governor is allowed to slave whip for you. It uses the same rules as the AI players do, but it is a bit more conservative. -- If this turns out to be really annoying, or just bad, then I'll turn it off in some later version.
I'm still undecided on the gems/silver thing, so I haven't acted on that yet.
@Axios v1.17 fixes the bugs which caused the worker problem and the poor defence problem that you described. Also, I've given the AI a few tips for how to climb out of financial collapse a bit more easily.
@Roamty Ranged bombardment would have a large impact on the way the game is played. I think it's outside of the scope of this mod. -- As for sea animals, that might be nice for a bit of flavour, but I don't think I'll add that either. Generally speaking, I don't intend to add any new techs, units, civics, terrain, or anything like that. I'm just trying to refine the original game rather than add new content.
@keldath to make that particular error go away, you can just put the function under "public:" instead of "protected:". It's kind of more like a warning than an error. It's like the compiler is saying "I can't let you use the function here, because you told me not to." - There might be some good reason why the function is "protected", but there probably isn't.
@Keindorfer & TheOnlyDJCat I've attached a 48 civ version of the 1.17 dll to this post. -- just like last time, the 48 civ version is not compatible with the normal version; and it will run a bit slower, and it is untested.
.. Even aside from personality, there is one leader who I expect to benefit a lot from this change...
Spoiler :

anyway, I'll be interested to hear what people think when they see this in action. (If it fails horribly; please don't be shy about telling me!)
By the way, if you put a city on auto-production, the city governor is allowed to slave whip for you. It uses the same rules as the AI players do, but it is a bit more conservative. -- If this turns out to be really annoying, or just bad, then I'll turn it off in some later version.
I'm still undecided on the gems/silver thing, so I haven't acted on that yet.
@Axios v1.17 fixes the bugs which caused the worker problem and the poor defence problem that you described. Also, I've given the AI a few tips for how to climb out of financial collapse a bit more easily.
@Roamty Ranged bombardment would have a large impact on the way the game is played. I think it's outside of the scope of this mod. -- As for sea animals, that might be nice for a bit of flavour, but I don't think I'll add that either. Generally speaking, I don't intend to add any new techs, units, civics, terrain, or anything like that. I'm just trying to refine the original game rather than add new content.
@keldath to make that particular error go away, you can just put the function under "public:" instead of "protected:". It's kind of more like a warning than an error. It's like the compiler is saying "I can't let you use the function here, because you told me not to." - There might be some good reason why the function is "protected", but there probably isn't.
@Keindorfer & TheOnlyDJCat I've attached a 48 civ version of the 1.17 dll to this post. -- just like last time, the 48 civ version is not compatible with the normal version; and it will run a bit slower, and it is untested.