It would be nice to see the civ developed and issued. Good luck with your project.
Thanks for the good wishes. I'll try not to disapoint.
You may want to consider splitting art assets into a separate module. This is something I'm looking at to see if it will allow multiple python mods to work together. If more than one python module is in the NormalModules folder and uses similarly named python files, then they interfere with each other.
Define "similarly named". As in, all my files have the prefix PPQ so CvEventManager.py would for example be named PPQ_CvEventManager.py. Is that different enough.
This said, I do not actually have a lot of python at all. So far, the only thing in python is the health bonus from creation mana. All the promotions, spells etc. piggyback off existing code in the base module. I am going to great lengths to make this code light you see.
The references to art assets (buttons, portraits, units, etc) need to feature the modules folder location (e.g. .../NormalModules/...). Splitting the art into a separate module should allow it to be referenced in NormalModules while your python works from the load order vital folders. That's my theory anyway for getting several python modules to work together while retaining unique graphics.
Out of curiosity, why would I not want to reference the art with an absolute path like that? It's not like I'll ever need to load it from any location other than /NormalModules/PPQ/.
This said, I don't actually have any python that references art.
Overall, I am interesting in hearing more of your reasoning along these lines because I get the feeling I do not quite understand your intent. You seem to, for lack of a better term know something I do not.
Will Animal Handling be blocked to this civ? If they were cheap farm workers , wouldn't they have been used on farms with animals, as well as purely arable farms?
Well, basically they will have been used on farms. But herding well fed cattle for a wealthy landowner is quite different than actually taming that cattle from a wild state and keeping them alive through winter. Furthermore, one side effect of them being cheap was that being mindless golems they were expendable. Every spring you'd take your leftover hay and make your self a bunch of laborers for the summer. And come winter you feed them to the cows.
Yea, humans can be heartless.
Animal improvements could give them zero food but still provide hammers (they benefit from leather, even if they don't eat beef) as well as being a tradable commodity.
I am definitively not going to enable access to the resource for trade and health benefits. Simply because basically they can't tame them properly. However I am going to have ways of making the resource useful for them.
1. Animal resources that are not for food like fur and ivory will keep all their bonuses as normal. The food bonus being handwaved as the effect of having a community built around harvesting fur.
2. Cow, sheep and other food only resources are going to be useless. But there is going to be a LVL2 spell that they can use to polymorph these into crops. I am not quite sure about the details of that one yet. Workers and improvements are near the bottom of my to do list.
You could still encourage the conversion of pastoral resources to arable resources by linking maximum city size to number of different grain resources or giving a bonus to unit production for each grain resource held or preventing/limiting training of any settlers based on whether there are more cities than grain resources ...
Those are all interesting ideas. Especially the settler thing. As for the rest my melee line comes with production bonuses associated with grains. And I am thinking of a forge UB that gives production bonuses when grains are present. Also, a craftsman workshop UB that gives health with grains.
Overall ideas are welcome.
Do you have a target date for issuing anything?
None so far. All I can tell you is that it will probably be done by the end of the year but not in the next two months. I have a lot of the art done from before. However due to the different tech tree and balance in AoE I basically had to rethink the whole unit and building lines.