Good job fixing the GS ability! This was definately needed but most people said it wasn't possible. I guess nothing is impossible (except stapling jelly to a tree). Might I suggest that the amount of beakers given by bulbing work similar to how it worked in Civ 4. Namely that you can instantly discover any pre-renaissance era tech, but post renaissance you only get partial bulbs.
Also, is it going to be a set mount of beakers the whole game or will it at least vary slightly with total pop or era?
Good catch about Citadels. I did see the Embarkation damage myself but didn't get around to changing it yet. I will probably just double the damage output of civilian damage but will have to test the Citadel. 5 damage might be acceptable but more will be too strong I think.A few comments from my playthrough:
- Damage done by citadels, as well as damage done to civilian units has not scaled to the new hitpoints: In other words, citadels still deal 3 damage to adjacent units, while civilians (including embarked units) take 4 damage. You may want to scale at least the citadel (and fort) damage.
- speaking of citadels: one thing I really like in the balance mod is that the citadel connects the underlying resource. This makes building one somewhat more interesting
- I have been concerned about game pace on quick with higher HP, which means much more drawn-out combat. I was wrong. The tech pace is almost perfect, at least in the early game.
- I find that aggressive settling (i.e. popping a city close to enemy territory) can be interesting in a war, especially if you can afford to buy a wall: the higher city strength makes them quite powerful stationary units now.
Re roads: I like your tile yield idea, alpaca. Also, I look forward to reworked GS (and it might be nice if beakers scaled with age, so that you can, for example, always fully buy a tech from the past and present era, but not quite finish techs from the next era.
For road maintenance, why not have each road cost a fixed, one-off amount of gold? Instead of a continuing maintenance cost? Each new road could cost about three or four gold. It might discourage road spamming while still allowing for more spacious city placements.
Two more quick comments:
- Others have said it before, but I'll say it again. The new tile yields are nice - you get some city spots that you just have to settle, even though it may make your cultural victory harder.
- With the higher food yields, more gold on the water and the faster city growth, you can get some very impressive cities. Delhi in my game had 3 fish and 2 clams, and produced enough gold that the horrible production didn't hurt (early on, one might want to buy settlers, anyway).
- A detail about HP scaling: The animations for dying units don't seem all to scale properly. For example, the first of two war elephants dies after taking 5 damage only.
Also, I like your ideas for GP changes.
I played a quick game with this and the Diplomacy Mod, and the two work extremely well together. It made for a game where gold felt really well balanced.
I like this mod. Playing it on Marathon, build and tech times are reasonable. Improvement building is sinfully long and City-States, at least on duel maps, are able to pump out a LOT of warriors. I'm playing Prince and the CS's are using Carpet-of-Doom Deity-sized armies. Using strategic view, it looks like the CSs have more units than me or Gandhi.
Speaking of improvements, do you know if it is possible to create an improvement that yields unhappiness?
Hmm was this only military city states or others, too? I buffed military city states quite a lot so you can now use them to provide for your army instead of building one yourself, but they're a bit hit and miss because they often give you crap units. I didn't touch improvement speeds, and I don't normally play Marathon because it really throws the game out of balance quite significantly in my opinion so I can't really comment.
Others. Made it impossible to use with the CS Diplomacy mod because there was a sea of units.
On second thought I will make the GS beakers depend on the number of techs you have researched rather than era. The game already gives you enough benefits for deep beelines so I think giving some for broad research is only fair.
So, <30 techs: 1000
30-39 techs: 1500
40-49 techs: 2000
50-59 techs: 3000
60-64 techs: 4000
65-69 techs: 5000
>= 70 techs: 6000
This looks like a prefect solution really. Now I'm gonna have to steal some more code![]()
Btw, you've worked with saveutils, so I gotta ask you, how would you save variables specific to a city? It sounds like saveutils saves a variable for a given player, if I (probably don't) understand it.