markusbeutel
NiGHTS
Update on V8.
The bad news is it's taking a little longer than anticipated to get the mod in working order after my modbuddy crash. Basically the order of some of some xml files have been messed up so I'm in the process of sifting through and correcting them. It's not a difficult fix, just a tedious one.
The good news is this this will give me time to add in a Tax policy of sorts that hearkens back to the initial versions of NiGHTS and New Social Policies. "TAX" will be a separate policy to itself that will be endlessly re-clickable, (after you gain enough culture to adopt a policy), and offer a permanent tax break on building maintenance to alleviate late-game economy problems. This should help the AI as well who also sometimes struggle with their late-game economies. The Tax break itself will probably end up being something like a recurring 5% discount that also costs you a certain amount of Stability points. I may implement something similar to act as a Science/Gold re-clickable policy (that boosts one by 5% and reduces the other by 5% and vice versa) time permitting - this would be a minor attempt on my part to bring back the economy sliders from civ4 only on a policy level. It also wouldn't cost you culture points to adopt but would be available to adjust at any time.
Estimated release is now Friday evening, as it's looking like I'll have that day off from work.
The bad news is it's taking a little longer than anticipated to get the mod in working order after my modbuddy crash. Basically the order of some of some xml files have been messed up so I'm in the process of sifting through and correcting them. It's not a difficult fix, just a tedious one.
The good news is this this will give me time to add in a Tax policy of sorts that hearkens back to the initial versions of NiGHTS and New Social Policies. "TAX" will be a separate policy to itself that will be endlessly re-clickable, (after you gain enough culture to adopt a policy), and offer a permanent tax break on building maintenance to alleviate late-game economy problems. This should help the AI as well who also sometimes struggle with their late-game economies. The Tax break itself will probably end up being something like a recurring 5% discount that also costs you a certain amount of Stability points. I may implement something similar to act as a Science/Gold re-clickable policy (that boosts one by 5% and reduces the other by 5% and vice versa) time permitting - this would be a minor attempt on my part to bring back the economy sliders from civ4 only on a policy level. It also wouldn't cost you culture points to adopt but would be available to adjust at any time.
Estimated release is now Friday evening, as it's looking like I'll have that day off from work.