Blackmantle
King
I whould sometime in the future like to play a coop game against AI / Barbs with your modmod when its polished.
About promotions: There have been a lot of changes in the last patches (valor, stoneskin, enervation cut, wither) which all have been for more or less good reasons and don't seem to have yet been updated. So plenty of the spells and references don't work (like cure for enervation which is nonexist now) or at least are not balanced (like Valor which is a tier 3 spell now.).
Beyond that, featurewise i only find that a deep-sea-lair (and perhaps something for peaks) is needed as well as some polish for what spawns where.
(A small idea for the bucaneers dens: Have them progress / make them workable like Lanun pirate coves do if within someones cultural borders (yieldwise as well as perhaps more powerful spawns). That whould perhaps offer some trade-off for not instantly razing them + make sense imo + offer additional "resources" for the otherwise often barren shores) Also Sunken Cities could offer a bit of additional yield (2 commerce perhaps?).
Oh and multiple settings.py whould be nice indeed.
I for one think that the base version is balanced allready but everyone experiences there game differently and no need for tempering with code + testing alot is always welcome
.
The only thing i do change is disabling villages. Then it works fine for me. (Map type may also be a factor: Nearly always play creation and for that map it works like a charm. Imo at least.)
Still for polish there seems some work to be done. Nice to hear you have ideas in pipeline allready (like 2 types of villages depending on setting enabled / disabled). Im sure you will find a way.
About promotions: There have been a lot of changes in the last patches (valor, stoneskin, enervation cut, wither) which all have been for more or less good reasons and don't seem to have yet been updated. So plenty of the spells and references don't work (like cure for enervation which is nonexist now) or at least are not balanced (like Valor which is a tier 3 spell now.).
Beyond that, featurewise i only find that a deep-sea-lair (and perhaps something for peaks) is needed as well as some polish for what spawns where.
(A small idea for the bucaneers dens: Have them progress / make them workable like Lanun pirate coves do if within someones cultural borders (yieldwise as well as perhaps more powerful spawns). That whould perhaps offer some trade-off for not instantly razing them + make sense imo + offer additional "resources" for the otherwise often barren shores) Also Sunken Cities could offer a bit of additional yield (2 commerce perhaps?).
Oh and multiple settings.py whould be nice indeed.
I for one think that the base version is balanced allready but everyone experiences there game differently and no need for tempering with code + testing alot is always welcome

The only thing i do change is disabling villages. Then it works fine for me. (Map type may also be a factor: Nearly always play creation and for that map it works like a charm. Imo at least.)
Still for polish there seems some work to be done. Nice to hear you have ideas in pipeline allready (like 2 types of villages depending on setting enabled / disabled). Im sure you will find a way.