Atompunk is next in line. I am not sure when since there are lots to do for them. Biopunk and Cyberpunk will be after the Transhuman and Galactic stuff in is in place since those are related to those eras. We don't plan on a Nanopunk or Teslapunk. Stonpunk is already with the Megafauna Domestication and there certainly won't be an elfpunk unless someone makes a modmod for it.
Cyberpunk novels often take place in a nearer future than atompun novels...
In fact, atompunk is still "alive" while cyberpunk is more and more some "nowpunk".
And for me, stonepunk is really different from Megafauna. Make Neanderthal not obsoloete will be something more like a stonepunk. Stonepunk would be with Stonesword, Stone factory, Marble Palace, Stone tank... The only part of Megafauna "Stonepunk" is Mammouth trainer. Megafauna in stonepunk is more ralted with sabretooth tiger and dinosaur.
(i was sure there was a Nanopunk tech, my bad...)
I just saw AstralPhasers Let's play videos and I wonder if you could fix Terrain Damage and realistic Culture Spread in the V28 cycle? Both are for sure very cool options, but you can't really use them right now...
I am just refering to AStralPhasers Episode 3 I think, where he isn't using V26 but the SVN. I will try it on my one once V27 is out. Great to hear there are some improvements!
And about the realistic culture spread, I am just wonderin that there are so few tiles expanding on each culture level. Maybe you just get used to it, or maybe I just don't like itI will turn it off at first.
Because DH mention about some changes in resources during v28 cycle i post link to my idea
http://forums.civfanatics.com/showthread.php?t=477963
Maybe some of this ideas someone will want to implement
Good luck
There have been a number of fixes for terrain damage in V27, and as it happens I'm working on another one as I write this, so terrain damage should already be much better in V27 than it was in V26.
I personally haven't really had any issues with realistic culture spread going wrong in my games (apart from when it announces a 'spread' that doesn't actually do anything, which I think should change to guarantee you always get the 'easiest' single tile to spread to at a minimum on each culture level change). If you (or anyone) knows of other things that are wrong with realistic spread then we need save games from the turn before the expansion that goes wrong so we can debug them. Given such save games I am very willing to work on this...
Because DH mention about some changes in resources during v28 cycle i post link to my idea
http://forums.civfanatics.com/showthread.php?t=477963
Maybe some of this ideas someone will want to implement
Good luck
Why don't you do like you did for the RAAT modmod, for this, modmod's are a great place to start NEW stuff, thats how i got started with RoM in the beginning, just adding stuff "I" wanted, in modular format(s).
Ok, I have a concrete approach to rewriting realistic culture spread in mind, which I'll do once V27 is out. The characteristics of it will be:Yeah, the non-expanding of the RCS is quite annoying. Maybe you should lower the culture needed to expand to each level, add more level and make the expansion smaller on each level, at least in the early stages.
It is not. This may be worthwhile to add, but I'm not sure it's really acting as much of an impediment since, in most cases, the buildings are quite attractive anyway so it anyway builds them most everywhere. If you are aware of specific examples where the AI seems to definitely be suffering from this let me know (with save game) and I'll look into adding some smarts for it.Another things I wanted to ask:
1) Is the AI aware that it need to build Ex 4 Tabletmakers to be able to build the Library-Wonder? So that it decides: "ok I really want this wonder, so I need 4 more Tabletmakers... Those 4 cities would be the fastes to build them, so I will just do this!"
No. There is a whole other thread about this somewhere, which was pretty active a couple of weeks back. I agree that it does need tackling, and should really be something of a V28 priority2) Is there a way now to get rid of rouges in your city? If not, maybe you should prevent them from entering cities for V27. If this has been discussed already I am sorry, it just bugs me that there is no way to defeat them unless you use siege weapons and this random attack BUG-Option.
or THROUGH (but again to is possible) ocean until Navigation.
Oh god, please don't do that. Making it impossible to work ocean squares in a city's radius until the freaking Renaissance era is a bad, bad idea...
If you really must have it be tech dependent, make it require sailing or something much earlier...
It's NOT impossible to work ocean. Notre the statement 'THROUGH not to'. That means your culture WILL spread to the firs set of ocean (one off the coast) but not beyond that. Since there is always coast adjacent to you, then a first line of ocean (which as I state you can spread to), that means the first tiles you CANNOT spread to (until Navigation) are 3 away from your city, so you can't work them ANYWAY until much later in the game.
Oh, okay, my bad. I didn't understand what you were meaning by "through" and "to". Sorry about that.
Ok, I have a concrete approach to rewriting realistic culture spread in mind, which I'll do once V27 is out. The characteristics of it will be:
The effect should be guaranteed spreading (to at least some degree), following terrain channels (the 'realistic' bit), a degree of 'reaching out' for attractive tiles (revealed bonuses), and the ability to spread further more quickly if channeled into narrow regions (i.e. - some compensation for that mountain range near you, by squishing the spread wider in the other directions)
- Every spread point WILL cause at least one tile spread
- Spread rate will be somewhat tech dependent. In particular it will not be possible to spread THROUGH (to will be possible) mountains until you have mountaineering, or THROUGH (but again to is possible) ocean until Navigation. Once you get those techs it will tend to release very significant culture flows in 'catch-up' areas, so these will have extra strategic benefit
- At each spread event a pool of points will be allocated proportional to the square of the spread level. Tiles adjacent to the current spread borders will be claimed in lowest cost order, until the spread pool is exhausted, with the first tile always taken regardless of whether that is over the points pool size or not
- The 'cost' of spreading to a tile will be based on:
- Its distance from the city
- Its terrain type (as with current RCS)
- Whether it involves crossing a river (as with current RCS)
- Whether it contains a revealed bonus (that will significantly reduce the cost to reflect the effort a culture would make to 'capture' a bonus it knows about). This reduction won't be so much that your stone-on-hill-across-a-river will b preferred to an immediately available grassland with no river, but won't be far behind (I'll also make the reduction percentage a tunable global define so we can fiddle easily)