I have just posted a new release.
Loving this mod, however I have one issue. I like to play on marathon speed on a large world. The revolutions component becomes a little unbearable. Presently, I have had three conquered cities having revolutions for over 100 turns, with little sign of stopping (only 36% population). I tried razing cities and then resettling using my settlers, but it still shows population of the previous civilization.
The game has somewhat ground to a halt as all the civilizations are in similar situations. It creates lots of massively upgraded units - I have over 20 with 60+ experience points - but because you need 5 or so units for each city, no one can really maintain a war or expand.
Is there something I am missing here or a way to tone this down. I like the revolts immediately after capture, but it gets a little excessive when there have been over 20 revolts for one city.
Thanks for any thoughts.
I really do think there needs to be something stopping the ai from popping those lairs too early. I was thinking maybe a lair guardian that can't move but just sits on the tile. Nothing too strong just strong enough to stop early scouts from exploring before they're ready.
Mistforms are the worst thing to come out of the lairs. They just kill everything. But since they are hidden nationality and invisible they just sit in your city rather than take it. Only counter to them early game is to not build units. Then the mistform gets bored and goes to ruin someone else. The scary thing is you know its out there somewhere... waiting...
Its a tough call... Remember the AI is also popping the extra lizard and skeleton forts, which also summon big baddies. Do you also want to be kept from exploring the same early on? Myself, I try to explore all nearby lizard/skeleton forts so my capital can grow in peace.
you'd have to find a way that the "boss" is not held on a tile NEXT to the lair, instead of the lair.I'm thinking of giving the "henchmen" units from the Big Bad exploration results UNITAI_ANIMAL, but giving the "boss" unit UNITAI_LAIRGUARDIAN instead.
That way the strongest unit should prefer to stay on the lair's tile and thus prevent anyone from exploring it again until it is vanquished. The other units would still move around and attack you, but shouldn't go wipe out your cities.
Edit: In my first test that doesn't seem to work quite as well as I hoped. The Lairguardian does not seem to be staying put. I wonder if I should go so far as giving the boss the Held promotion? Or maybe set a immobile timer for a large, random number of turns.