Main reason for the update is the new non-religious HUD by seZereth. You need to have Religious HUDs enabled to see it, and of course not have a religion.
This is definitely getting better, but still not quite good enough for me to want to use the option. The writing and the burnt holes in the scrolls are nice touches. I'm not a fan of the old AC counter symbol in the lower left portion of the screen, or the "prize ribbon" you press to go to the next turn. I still personally think that the best place for the AC is where the clock, turn, and (formerly) the year is listed. That may be out of your control though. May I assume that you also can't control the tech bar? That detracts more than anything else, imho. It could be really cool if you could get rid of the bar and instead have the scroll gradually unravel to show how progress in going.
Added a Game Option to let the AI ignore Level Requirements for Building/Updading Units. It does not at this point also allow them to ignore Level requirements on Promotions, as none exist yet for me to decide if that is balanced (they are not allowed to ignore level requirements on Tiles, as that WOULD be unbalanced. They would have Brigit on turn 5 or so...)
Very nice. I'll have to try this. It could be quite unbalanced (especially in FF), but that's ok. I'm up for the challenge. I was about to suggest a seperate option for promotions to ignore level, but I think that may be too much. I don't think that having the same option let the AI ignore both would be a problem.
Only 1 new tag. <bRequireCity>, this will make a promotion only selectable while a unit is in a City. I am thinking now of making <iGoldCost> allow promotions to be taken for free (no level gained) if they have a negative value. Combine that with the Require City and you could make Weapon Promotions still be free, but not be automatic (though nobody would want that... it's just an example).
Also quite nice.
Can getting promotions also remove other promotions? I was thinking that weapon promotions would have costs anyway, and using these new mechanisms (plus requiring the already existing prereq bonus tag) would be a better way of handling that than spells, as the spells would probably have to involve python and the AI wouldn't understand it. (Does the AI understand when it would want these promotions?) Do <PromotionImmune1>, <PromotionImmune2>, and <PromotionImmune3> block purchasing promotions, or even work at all? I guess I could use those if they work, but I was wanting to add more weapon types that that would allow. It could be nice to change this to a list.
I also think it would be extremely useful if promotions could block you from getting other promotions.
Another tag that requires a certain terrain, features, or improvement could be quite nice too.
A tag that makes a promotion wear off when the unit moves could be very helpful. (A tag that adds certain promotions on move could be nice too.)
I was just thinking that it could be cool to add a tag that makes a unit
automatically be granted if all its requirements (including the new ones I just suggested) are met.
Adding these tags would easily allow me to re-implement promotions like Forest Stealth, and would also get around having to add an actual pyOnMove tag/function. (You could have it grant a promotion on move, using only XML/SDK, and give that promotion a pyPerTurn function which would trigger immediately, and then remove the promotion)
I'm still really hoping for the ability to give a combat bonus based on the percent of the owner's culture on the tile. (And of course almost everything else I've suggested, but this one seems simple enough to go ahead and try soon.)
The tags I just suggested plus letting promotions apply certain promotions based on terrain/features/improvement/city, would make this simple. (That could also be a way to get around actually adding a pyOnMove tag, since it could add a promotions)
Have you looked into allowing python to block units from getting certain promotions yet? I know you don't like python, but this would be
extremely versatile and helpful.