A couple things I'm noticing off hand: Barbarians are building/spawning religious units, specifically Thanes of Kilmorph.
If my understanding that Barbarians are set not to adopt religions, they shouldn't be able to have Thanes at all, as a Temple of Kilmorph are required to build the Thanes.
Barbarians ignore building requirements when creating units since they dont make any buildings. It is possible for Barbs to capture a city with a religion present, though I agree that they shouldnt be making religion-specific units. Seem this issue reappears in new ways every few months. I'll take a look at it.
Tech screen issue: Text on techs selected for research seems to misalign to the left, about two tech icons to the left of where it should be.
Known issue. Will be fixed with the next release.
Barbarians are unaffected by Stasis. I had a Scout poking around a Barbarian city with two Archers (one 3/5, the other 2/4). The next turn a third Archer appeared.
Not sure if that is intentional or not. Text for Stasis only refers to it affecting other players. And while the Barbs are technically another 'player', they generally dont act like one.
When i go into the city screen, the building panel on the left is blank. The regular mouseover still works; so it's not that crippling, but it's mildly annoying.
Not sure what you mean. The list of finished buildings is empty even though you have buildings in that city? I haven't seen that issue before. Are you using any special settings or options?
I thought unit gifting was disabled, yet Arendel Phaedra proposed a tech trade involving my trireme.
You've obviously got the advanced diplomacy enabled. That is one of its stated features, the trading of low level units via diplomacy screen
If it is only suppose to be trading low level units, than how was I able to buy a captured Sailor's Dirge from Falamar? I wouldn't exactly call this barbarian hero low level.
Any Mech unit can be traded, irregardless of its level if you're playing with the Advanced Tactics option.
Revolutions are kind of hurting the AI.
Unfortunately, there was very little to no code in the Revolutions mod for teaching the AI to manage revolt threats. I started to try and work on that, but I dont completely understand the revolution system myself, so its hard to teach the AI. But I'll keep working on it!
Many still go towards middle game techs without education making them too depend of the commerce resources available.
OK. What sort of things do you consider a middle tech? When (in general), is a good time to research Education?
Spamming in wars low tier disciple units has to stop.
OK. It's probably related to someone trying to spread their favorite religion around. I'll see if I can't throttle that a bit during wartime.
Too many buildings still. What's the point of smokehouse when enough health, low happy cap and no whipping?
Agreed. I just looked at a saved game and saw the exact issue you described.
Btw, why has the alchemy lab been moved to sorcery?
Been that way for as long as I've been playing.
Are you going to balance out the spells or will they all stay like they are?
No plans to mess with spell balance.
P.S.: Total random question now: Is it possible to code somehow and make Charadon gain the insane trait after losing peace with the barbarians? I would like to know about that, it would be fun and I think it would work.
Yep. Should be doable. The python code would be something like this:
Code:
pPlayer.setHasTrait(gc.getInfoTypeForString('TRAIT_INSANE'), True)
Then maybe just add a check at the beginning of each player's turn checking to see if they have the Barbarian trait and are at War with the barbs.
Your supposed fix of the tech screen does improve things for me. What resolution screen are you using? I wonder if the problem might exist only for those of us using 16:9 widescreens.
1680:1050
It seems like in my mod states created from revolutions have a very high likelihood of starting out with the Cult of the Dragon state religion, even though all leaders have a -100 ReligionWeightModifier and should be unable to ever adopt it. How do I prevent minor leaders from ever following this destructive faith? Should I just try adding all the civilizations to BlockedReligiousRebels[iDragon] ?
Dont really know. Your suggestion sounds valid.