Your right, people don't need to play the tabletop to get it's a bloody gothic, dark humour, wargame...
Yes, its a dark gothic world.... but why does that mean that you have to be constantly at war with everyone else, and that you can't increase your power by building some structures that give you more money to field units, or more research to get more powerful units, or higher defenses to hold off an invasion?
Your right, me personally I say screw them, you play warhammer to kill stuff no questions asked.
Yes they could, but do you honestly think i'm arguing for my sake, i'm not,
Wow, what a tool. And, uhh... yes, I do think you're arguing just for your sake. Screw all the other people who want something different to you!
******** war is encouraged, what we have now is a paraody, i can sit for an infinity of turns and not be attacked and just build the utterly useless +health and +cash etc buildings, which were bloody stop gaps because we never figured out how to balance the mod... they're ugly and ungaily and unwarhammerish (it's cool to have buildings, it's not cool to have so many peacenik builder buildings,
What, exactly, is ******** about the current system? If you're not being attacked, then play on a higher difficulty, or put the aggressive AI options on, or argue for cranking up AI aggression for various AI civs. You don't get attacked at Noble difficulty in regular civ either. If all the buildings are so useless, why are you building them? There is nothing stopping you from just building military units and going on a rampage.
You don't lose anything, but lets face it this is a warmod, we have to much peaceful stuff to do.
If you don't lose anything by having some peaceful options... then why do you want to remove them? How can having "too many" peaceful things even be meaningful? No-one is forcing you to build them. Why do you insist that everyone follow only your own playstyle? I like the idea of building up the Empire and holding off big chaos invasions.
Tech Stuff: I don't disagree with having an advanced archery it makes sense, but it shouldn't just be a "advanced archery tech" leading of, archery, it should lead of archery (and give you a tier 3 archer unit), and lead into something else to give you a tier 4 archery unit. And even better, you want advanced archery to feed into something else further up the tree, so you need to get it, no leaving vast swathes of the tech tree open.
I don't really understand what you are saying here. There are a limited number of units in the tabletop game to put into the mod. There really aren't enough units to fill out an entire new tier of units. IMO, the unit tiers are currently:
Tier 0: Warrior, scout.
Tier 1: Ancient horseman, axeman warband, archer warband, spearman warband, hunter, catapult, chariot, troll.
Tier2: Militia swordsman, Militia bowman, Militia spearman, light cavalry, boltthrower, ranger, giant, mage.
Tier3: Longbow, crossbow, Knight, pikemen, cannon, handgunner, war chariot, beastmaster, dragon, steamtank, archmage.
I don't think there are enough units to provide another tier4 on top of this. But, glad you're ok with an advanced archery tech.
Feudalism is a mess, it needs to be sorted, but our aim should be no net increaese in techs, and a net decrease in techs overall (for the moment till we can sort out the nasty specialisation end techs cripe)
I count thus far losing techs from brewery/crafting, herblore/naturelore, contemplation/chronicles, festivals, maybe steampower/flight could be merged. And maybe we could drop or merge bloodbowl.
My proposal adds: tactics, arcane lore, advanced archery. And separating Eternal life/necromancy.
So... sounds like a net decrease to me. And the purpose of Tactics is to fix Feudalism (so its not in the unit lines anymore).
I also haven't proposed any new buildings, and I'm happy to lose a few, so I count a net decrease in buildings too.
I'd be fine with merging dungeon/gallows - they're basically the same.
I don't see why we need to keep techs seperate, when we can just shuffle up the buildings in the tech tree... one complaint is the speed at which we research, Masada's solution move up the tech buildings and kill any early tech bonuses... (Also cut the bloody amount of +health and +happy buildings we have... that alone is screwing us, we can also have nice chaotic events for unhappy and unhealthy cities etc
Once again it isn't really clear what you're saying here. I think Literacy and Education are very different things, and that libraries and universities should have different effects. It sounds like you want to cut elder councils? Those are the only science boosters in the game (along with alchemy lab, which is pretty weak, and a few of the temples).
Keep in mind that eliminating too many buildings also removes the ability to run specialists at all, which kills another interesting aspect to civ. (Though, elder council doesn't give a specialist slot atm IIRC).
As for happy/health buildings; I think there is still probably too much happiness in the mod in general. But there aren't really that many happiness buildings, and unhealthiness is still a problem even with the health buildings. Many of the happiness/health buildings are because the happiness/heath effects have been removed from the base resources (eg cotton) in order to reduce the availability of happiness and healthiness. Would you prefer to cut the building bonus and restore the base luxury good bonus?
I'd be fine with cutting sewers (or cutting aqueduct, sewers are more flavorful

. Both of them (and provided from the same tech) is probably too much.
We could cut the customhouse too (its pretty boring).
I'm all for getting rid of the requirments to have building X for unit Y (except for special stuff)
Have you even played the mod? There are very few building requirements. I think the only units with build requirements are: chariot, war chariot, knight, handgunners, giant, dragon, longbowman, crossbowman, steam tank, and some naval units. None of the core units do; they just get a benefit from having the building by getting bonus XP.
I'd be fine with letting the chariot not need wheelwright (and just get the xp bonus).
And lets fix our stupid +XP buildings... they are just weird and terrible, i'm all for brining back a barracks for melee units, a range for all range units, and a lyceam (whatever) for cavalry, and maybe if were feeling charitable one for light infantry.
This is basically what we have: a barracks for melee, an archery range for bowmen, stables for cavalry, and a hunter's lodge for recon. The only other ones are: breeding pit for monsters, siegeworks for siege, cannonworks for cannons, shipyard for naval, joust for knights and wheelwright for chariots.
So, you want to cut all but the first four, so that none of these units can get an xp bonus? I don't see why, and I like having some gains from city specialisation... but I don't feel strongly about it.
We could drop the cannonworks and joust without any difficulty. We could also make chariots mounted units rather than chariot units, so spearman units work against them, and they just get the bonus from stables.
Also, a Lyceum is a school/academy - not sure why they would help cavalry??
The AI is crimped by the tech tree, it doesnt know what to get, simple answer cut down the early tech tree to substantionally the same as BTS
I think we are in near total agreement on the early tech tree. Only question: should roads/wild paths need to be researched? or should everyone just start with one of these techs? I'd be ok either way.
Does anyone know exactly how the AI goes about choosing techs? Does it have AI weighting for each tech coded into it, or does it optimally choose techs based on what they offer. I'm ok with broadening tech requirements slightly to , but too much of this can just get stupid; I wouldn't want completely illogical tech requirements (eg there is no reason why ironworking should require horseback riding).
You agree on combined arms! Great. Half the problem is gone.
I'm fine with the idea, I'm not yet convinced of the best way to do it. What do you think is the best tech way to encourage combined arms? You just want to force it through tech requirements?
but our victory conditions should be as follows, Conquest, Domination, Faction Victory, and Nation Victory there should be no timed, peace etc victories...
Not exactly clear what you mean by nation victory or faction victory (are you talking only about a Rhyes scenario?). I do really like the idea of the proposed chaos awakening victory (opening a great chaos gates and destroying the world,
http://forums.civfanatics.com/showthread.php?t=290994 ). Do keep in mind that the problem with just conquest/domination victories is, well, that they suck - they're really really boring. There is a huge gap of time between the point where I have "won" the game (ie I am the most powerful faction by far) and when I actually finish mopping up all the remnants of weaker civs. Particularly on a large map this can take ages, and its really boring. I hardly ever finish games, because the game becomes tiresome long before that point.
I totally agree, I was about to lay into that, but feel free to do so, i'll happily assist... Lahmia and Sylvania are totally different.
Wha...?
My design is trying to *make* them different. I am interested in suggestions that will help make them even more different.
Darkform's suggestion is just the opposite; he wants both factions to have access to everything that a Vampire Counts army could field.... ie making both factions the same, which is boring. Giving them access to different vampire bloodlines is one way to differentiate them, hopefully there are others too. I'd rather have Sylvania have a more gothic feel, and Lamia a more Egyptian feel.
But suggestions in the vampire counts thread are very welcome.
Despite a massive disagreement in theory and basic design principle, we seem to agree on most of the specifics. So lets focus on that.
The next few days are busy for me, but when I get some time I'll try to put out an updated proposal that trims a few techs and buildings, and see where we can go from there.