Broken Loose 0.12 for Fall Further 0.50 Patch N Get it here: http://forums.civfanatics.com/downloads.php?do=file&id=9015 Source: http://forums.civfanatics.com/downloads.php?do=file&id=12396 Copy your FF folder and extract this over the asset folder. Changes: *Holistic Cultural Model. Culture spreads according to nationality and via trade. *More trade routes. Should be no limit now. *Fluid great people. The GPP required goes down every turn, which should keep the GPP flowing even into late game. Recommended turning off Altar of the Luonnatar. *Fractional Trade Counting. 2 trades at 1.5 value each now gives 3 commerce. *A few under the hood changes, moving code from onBeginPlayerTurn to onGameBeginTurn. This eliminates OOS issues due to certain civ's code (like the Scions or Archos). Still need to look at AI bits for OOS issues. High Priority: (easy stuff to do) *Higher wonder costs. In general, wonders seem kinda cheap, especially the ones for late game. Short term: *More city and unit maintenance. This might require some AI tweaks as not to bankrupt the AI. *Make spring and vitalize take time to cast. *Late game building tweaking. I'd rather see the buildings made more powerful, more expensive rather than more buildings overall. Some buildings are a double-whammy: The golden forge provides Mithril _and_ a free weaponsmith in every city? I might get rid of the free resources totally. *Unique Feature improvement. In general, make the unique features something to really fight over. *Guild Improvements. At the least, some kind of building each city can build to compliment the guild. - Not sure about this one as all of the guilds are powerful enough already without maintenance. Mid Term: *Change Scion haunted lands as something that expands automatically. It'll work very slowly but start at each city. *New civ! I have some ideas kicking around about a civilization that has global improvements instead of specific buildings. *Make the fractional trade counting more obvious to the player. The game displays the trade in both the python interface and the widget, and the widget will need the text entry changed to accommodate the change from an integer to a string. *Diversified trade. Having trade routes from different civs increases total trade revenue. Sounds nice in concept, but then it becomes a traveling salesman type problem trying to determine the most optimum trade routes to have full effect. *More "generic" features/buildings for evil, good, and different leader traits. Long term: *Expand/merge civs. The Grigori's adventurers, the Sidar's settled great warriors, the Dural's extra national wonders and so on don't seem to be enough to build a civilization on. I might give the Kuriotates the Dural's national wonders and expand the Kuriotates so they can build settlers but at an increasing cost each time. *Expand/merge mana. There's a lot of mana types, many with redundant effects (lots of summons everywhere). Life/body/nature/growth all seems redundant, as an example. *More late-game oomph. Try and reduce the monotony. Improved roads are a must, as is better cavalry. Vanilla Civ has nukes, tanks, and aircraft. FFH has Phalanxes, but they're only movement 1. *More early-game oomph. Archers plus the warrior city defense bonus makes taking cities early on difficult. Barbarians overall should be weaker if they are the reason for this. Issues: *Aformentioned interface will not show the decimal trades properly. *The way Fluid Great People works is during the python event onBeginPlayerTurn - This could create some strange results where GPP exceeds the amount of GPP required, and possibly cause an OOS issue.