Here are the list of everything I changed in my game:
ERRORS CORRECTIONS:
-cold one chariots unit: checked "upgrade unit" to effectively activate upgrade to cold one knight according to the pedia
-corrected a few errors in boats upgrade path: boat upgrade to elven boat instead of war galley, galley in war galley instead of canoe
-skull chucker: checked "upgrade unit" to effectively activate upgrade to screaming skull catapult
-trebuchet: checked "upgrade unit" to effectively activate upgrade to screaming skull catapult:
-screaming skull catapult: upgrade in "none" instead of flame canon
Just like you I've been fixing bugs like this over the years. I'll check to see if I missed any of these.
CHANGES THAT SEEMED ME BETTER:
UNITS
- all assassin sort of units (assassin, clan eshin assassin, chameleon, hassassin, ninja, sneaky gitz): review the list of available targets. I don't have the exact list, but mainly: removed spells (killing a spell?
), all dragons (yes, you can backstab a dragon, but killing him this way ...), a few siege engin that were forgotted, and a few dinosaur (see .dragons)
Removing spells is probably a good idea. I don't see a reason to remove dragons. Most often you don't want to attack the dragon anyway. If you want it's most likely because the dragon is injured, in which case I think stabbing it makes sense actually.
- chaos cultists are no more accessible to beastmen but only to horde of chaos (according to the pedia, and I couldn't imaging savage beastmen convincing humans to work for them)
I'll probably do this also. Beastmen have plenty units anyway.
- corsair: gave them hidden nationality and enslave (slave) abilities, unit cost +20
Yeah it's a pirate, but in a way Naggaroth is a pirate civ, and it seems to me that it would add some annoying gameplay with HN. Enslave to Slaves? That would boost an already cultural strong civ. It just seems unbalancing to me.
- army: gave them basic transport capacity of 2 instead of 1 (but the more I play the game I think I will perhaps undo it)
I have it at 2, isn't that how it is normally?
- spy: invisible instead of hidden natioanlity (they were always detected by sorcerers and killed before having any chance to walk a few in other countries)
You mean all spy units I assume. They already have invisible, so basicly you removed HN. It sort of defeats the purpose of having doesn't it?
- gutter runner: no more upgradable to storm vermin warrior (it was damage that skavens loose their ability to build "paratroopers" as soon they have access to better foot warriors)
I agree on this. What I did was having them in different upgrade chains and shifting their places, so Gutter Runners come later and are more advanced in terms of unit abilities, while Storm Vermin Warriors come earlier and are basic infantry.
CIVS:
- Dolgans: changed shunned gvt from chaos to monarchy, to reflect the chaos' influence
But aren't the Dolgans known for fighting Chaos? I think they were the tribe that resisted the Chaos influence, but I may be wrong.
- Norsca: changed favorite gvt from monarchy to despotism
Actually why not Chaos? Following your argument for Dolgans, Norsca should reflect the CHaos influence.
- 3 undead nations: put their own starting gvts (despotism or monarchy) as shunned one, to be sure that they will move to undead state as soon as possible and that they will not eventually reverse after.
I've actually disabled Undead State right now (but kept it in so it can optionally be added), because it seems way too unbalancing and the transition period is weird with the modified anarchy. Is this something you find completely stupid? The wonders can still be build.
IMPROVEMENTS:
- engineer's guild: requested gvt monarchy instead of none
Maybe not a bad idea, but where to stop? All wonder could be connected to a specific government, and then Despotic civs are even worse off. Maybe just make EG obsolete with Chaos, so Despotic civs can still build it?
- windmill: prereq granary instead of none
I did the same!
- no more barracks
- castles act as barracks, their maintenance cost is 4 instead of 3
(for the 2 previous points the idea to have really a few way to have veterans units everywhere to take more care of them)
I actually had an almost completely similar idea, but decided against it.
WONDERS:
- the 4 knights orders: improvement prereq castle for all of them
Seems to me this would give an advantedge to the strongest civ. As it is now I all too often already see one civilization getting all of the KO's.
VARIOUS:
- no more railroad ability for workers (fantaisy MEDIEVAL world)
Railroads were never part of this mod???
- no more possibility to build cities on tundra or jungle
But Slann and Amazons live in the Jungle? There's also so many good resources in Jungle you might miss out on. Tundra has to be settleable, or else you would have to take plant forest away, and that would really be a shame in a world with so much forest imo.
CIVS TRAITS MODIFICATIONS:
According to what I said previously, in this game the only interest of the expansionist trait is the frindler attitide of barbarians.
Expansionist also give a big advantedge when popping goody huts, often an extra settler, not something I think fits the undead civs very well to be honest. Also the undeads always fought each other anyway, why shouldn't they fight barbarians? Those barbarians being undeads, I thought it was logical that undead civs should have this trait, and not the others so:
-trait reikland expansionist -> scientific
(see above)
-trait bretonnia militaristic -> industrious
Bretonnia is a culture founded on militarism and agriculture. If there is anything they are it's Militaristic and not Industrious.
-trait kislev expansionist -> militaristic
(see above, but an argument could be made that Kislev fits Militaristic though)
-trait sylvania scientific -> expansionist
(see above)
-trait araby expansionist -> commercial
(see above)
-trait cathay industrious -> scientific
It's a matter of taste, both traits fits.
-trait nippon militaristic -> industrious
Basicly the same argument as Bretonnia.
-trait ungols expansionist -> religious
(See Above)
-trait dolgans expansionist -> religious
(SA)
-trait loren militaristic -> agricultural
But they live in the woods without any concept of agriculture??
-trait orcs expansionist -> industrious
(SA)
-trait khemri agricultural -> expansionist
(SA)
-trait lahmia scientific -> expansionist
(SA)
-trait beasts of chaos expansionist -> militaristic
(SA)
I also thought that there was too many various free techs between civs, so it was too easy to rapidly bargain a lot of basic techs.
I agree this is a bit of a problem.
In this way, I modified general free techs (no civ specific one of course) to only have farming, domestication, mining and stone working available, and also only one of those general free techs per civ so:
-suppressed free tech naggaroth - warrior code
-suppressed free tech ulthuan - mysticism
-suppressed free tech loren - mysticism
-suppressed free tech slann - mysticism
-suppressed free tech beasts of chaos - mysticism
-modified free tech khemri mysticism -> farming
-modified free tech ulthuan mysticism -> stone working
-modified free tech naggaroth mysticism -> stone working
-modified free tech loren warrior code -> farming
-modified free tech horde of chaos mysticism -> mining
-modifiedfree tech slann warrior code -> stone working
-modified free tech amazons warrior code -> domestication
-modified free tech lahmia mysticism -> stone working
-gave free tech beast of chaos -> domestication
I always liked the elves and Slann having a slight advantedge, but otherwise I might follow you on this one.
Here you can find a copy of my improved mod: