@danwood, That script does sound good; but I probably won't add it, because it's an independent component which can be used with or without K-Mod. (By that reasoning, I probably also shouldn't include my script,
Not Too Big or Small, but I've left that in there for my own convenience. I basically just made it a part of K-Mod so that it wouldn't need its own version control repository.)
Regarding the AI creating colonies, they do still do it sometimes, but only rarely. Some time ago, I tightened the conditions so that the AI would try to calculate whether or not creating a colony would help them win the game... Most of the time it will not help them, and so they don't usually do it. -- But I think you're probably right that it adds some flavour and fun to the game when new civs are created mid-game. For the next version, I'll try slightly relaxing the conditions for creating colonies in particular circumstances, so that they AI will do it a bit more often, but also so that it's a bit biased by the personality of the AI leaders.
@sjodster, you're probably right about that bit of code. I don't think we really need it though, because ultimately, if the building evaluation is accurate, then our great generals (or whatever) can just calculate which city would get the most value from the special building, and then just put it in that city. That's what currently happens with all the special buildings; and I think corporation HQ and academies are placed very well in K-Mod... military academies are a bit less certain.
I'd be happy enough to talk about the pathfinder sometime...
--
In the next version, I'd like to nerf spontaneously spawned barbarian galleys. Land barbarians are far easier to deal with than sea barbarians. Because on land, players have access to various promotions, unit types, and defensive bonuses, which can tip the odds strongly in their favour. On the sea, the only advantage available is the 10% coastal defence, which is a relatively small bonus. I'd like to tip the scales against the barbarian galleys a little bit so that players don't have to rely quite so much on luck when defending their coastal resources.
I've got a very simple change in mind, which is easy to implement: any spontaneously spawned barbarian sea unit gets a -10% combat penalty - permanently. (Galleys that the barbarians build in their own cities do not get this penalty.)
I can just give the galleys this penalty on its own; but I was thinking maybe it would make things more transparent if I attached the 10% penalty to a new promotion, called "disorganized". I figure that if player's can see that the barbarian ships have this special anti-promotion, then the -10% would be less mysterious.
... So, today I made an icon for the new promotion. Here's what I came up with:
I reckon that looks pretty good. But when I used it in-game, I was disappointed to find that the tiny version in the mouseover box for the barbarian galley was just too small... the crack was barely visible. The new promotion icon looks essentially the same as Combat I.
So, I'm seeking advice. What should I do:
- Just use my new icon anyway.
- Use one of the unused icons which are already in the game. (None of them are particularly well suited, because they all are made to look like positive effects. I'd probably pick the one that looks a bit like a flame / blob thing.)
- Edit the icon again to make it more distinctive. (I'm not sure I could be bothered doing that in the near future. Drawing is not my forte.)
- Just give the galleys the -10% without attaching it to any special promotion.
- Abandon the whole -10% idea.