markusbeutel
NiGHTS
V9 Update
The Bad News: So it goes without saying that I won't be releasing V9 until after the patch is released as it's going to do quite a number on it based on the list of balance fixes, new policies, new tech connections, and new resources.
The Good News: I've finally finished adding all of the Buildings, Policies, Techs, and Units to the update. Now I need to start working on the UI side of things - tooltips, fonts, layouts, buttons - that sort of thing. Overall, progress is probably around 60%.
I'll try to get around posting a list of new Units/Buildings in the coming days, but for now - here's how everything breaks down.
Policies: 100+ (plus the new finisher policies that I'll have to adjust to fit with Governments).
Buildings: 150
Units: 75 (includes workers/settlers)
Wonders: 50
Techs: 110
The Future Age goes pretty deep in V9 and it will be impossible to research every Tech in the game. Likewise it will not be possible to build every building/unit in the game as their will be numerous instances of mutual exclusivity. This should all lead to increased replayability - and each game should feel very different from the last.
Also, all Civ's will adopt a Government at the very beginning of the game w/o having to first build up culture. This is to offset some Civ's starting the game with a Culture advantage over others and is also to correlate with how Governments and Culture wins are going to work, (more on this later).
Resources will also function differently in regards to terrain. Part of the reason why CIV V maps feel bland in comparison to CIV IV maps, (besides the lower yields), is that resources have been much more limited to specific terrain types. This was done so that a Civ like Russia would have access to resources like Deer, (only available on Tundra), while other Civ's would alternatively have access to Cow, based on their start biases.
Seeing as I've removed start biases, (every Civ instead now starts next to a river to promote equal opportunity growth), resources also have been adjusted accordingly. A far greater variety of resources will result on multiple terrain types, and terrain types in general will be much more interspersed. For example, Jungle was only ever previously on Plains, while now it will also be on Grasslands. Overall, expect a much more varied and diverse map. And on that note - only bonus resources will be initially visible on the world map - while luxury resources will be tied to specific Tech's that will unlock them.
The mod's also now getting up there in size, (around 10MB), so hopefully I don't run into any upload problems with ModBuddy...
The Bad News: So it goes without saying that I won't be releasing V9 until after the patch is released as it's going to do quite a number on it based on the list of balance fixes, new policies, new tech connections, and new resources.
The Good News: I've finally finished adding all of the Buildings, Policies, Techs, and Units to the update. Now I need to start working on the UI side of things - tooltips, fonts, layouts, buttons - that sort of thing. Overall, progress is probably around 60%.
I'll try to get around posting a list of new Units/Buildings in the coming days, but for now - here's how everything breaks down.
Policies: 100+ (plus the new finisher policies that I'll have to adjust to fit with Governments).
Buildings: 150
Units: 75 (includes workers/settlers)
Wonders: 50
Techs: 110
The Future Age goes pretty deep in V9 and it will be impossible to research every Tech in the game. Likewise it will not be possible to build every building/unit in the game as their will be numerous instances of mutual exclusivity. This should all lead to increased replayability - and each game should feel very different from the last.
Also, all Civ's will adopt a Government at the very beginning of the game w/o having to first build up culture. This is to offset some Civ's starting the game with a Culture advantage over others and is also to correlate with how Governments and Culture wins are going to work, (more on this later).
Resources will also function differently in regards to terrain. Part of the reason why CIV V maps feel bland in comparison to CIV IV maps, (besides the lower yields), is that resources have been much more limited to specific terrain types. This was done so that a Civ like Russia would have access to resources like Deer, (only available on Tundra), while other Civ's would alternatively have access to Cow, based on their start biases.
Seeing as I've removed start biases, (every Civ instead now starts next to a river to promote equal opportunity growth), resources also have been adjusted accordingly. A far greater variety of resources will result on multiple terrain types, and terrain types in general will be much more interspersed. For example, Jungle was only ever previously on Plains, while now it will also be on Grasslands. Overall, expect a much more varied and diverse map. And on that note - only bonus resources will be initially visible on the world map - while luxury resources will be tied to specific Tech's that will unlock them.
The mod's also now getting up there in size, (around 10MB), so hopefully I don't run into any upload problems with ModBuddy...