I also like faster production. The only thing though is that it seems like it would lead to the mass production of units; after the buildings have been built, units will be the only thing left to produce. I'm no sure how this will tie in with the unit maintenance system you are tyring to impliment.
I will report how my game goes. I went legindary with fast production. Oh unit spam though; has anyone looked into changing the number of units allowed per population? There is hard coded pretty harse results if you go over that number. It was tweaked for vanilla but I bet it is to prevent a sea of units. You notice this if you play a occ as you can't have as many units supported with only one city.
Would it be possible to superimpose the vanilla unit file and my own, or would I have to hit them separately? IE the modern armor and war walker are in vanilla, but the new modded in future units are not.
As it reads now it loads vanilla, than the mod. I will look into seeing a visualy nice way of displaying them so you can compare. I can just duplicate every column; but that is a huge table for something like buildings who have 12 columns (or so).
Is it possible to output an xml based upon the sorted order of the xml editor? Or would it always output in a certain fashion?
The xml output will read from the top down row by row. So if you order the table in excel how you want it will output that way. So that is yes it will be based on your sorted order.
Alphabeticly, your special order you picked, etc.
I meant the schema's at the top of each vanilla xml telling you which types of things the dll is looking for. Many times I go looking through those for things that the vanilla game doesn't use, or rarely uses, so that I can try something new.
That is what I'm useing to make this table. So you will be able to see them. I will try and get that up today on a post here for you. I don't want it in the xml reader yet as it is a side to that. I think they will help each other out though.
I'm not trying to re invent the xml like the tech tree did. I am just trying to make them friendly tables so you can build me a better MOD.

All about you building a better MOD.
Talking about my messed up quoting above.
You are far more knowledgeable in the actual systems than I am.

I am just your average joe non-programmer guy who tinkers with variables here and there.
I guess I find that funny and informative. Funny as I just know VBA, smattering of other languages. I do have a good understanding of databases and relations. This is just a big database. So I can administrate the usage of such; but wouldn't know how to use it myself. Funny; that is how it is will most my databases.
Informative bcause I didn't consider myself to be that more knowledgeable. Thank you for what I perseive as a complement on my knowledge of programming. Maybe I will end up helpig out more than I figured when dll stuff comes out.
I haven't done much to change the gamespeed flows. Generally I am just going to balance around standard, and then hit the other speeds when the project is in more of a polish stage. You guys are free to try out any changes your want of course.
Well see my response above. I will tell you how it goes. Once I get the schema file up maybe it will help you find this value. I know it is in there. Basicly from the occ I played I just went pure army to defend deity onslaught. I hit a wall were I had negative effects to to many units my population couldn't support. This might be an ai deturant to IUS.
Well there is always wealth and research, which I make use of quite a bit in my own test games. Kind of wishing we had Public Works ala CtP just for some extra things to siphon off production with.
Mostly higher unit maintenance will(try to) deter you and the AI from keeping gigantic standing armies that cover all your tiles. Large stockpiles of gold should then allow you to rushbuy the extra forces needed to fight world wars. Of course I need to keep the stockpiles of gold manageable so that you have to choose whether to buy the newest factory or save up for the backstabbing you think the AI is about to bring upon you.
I would like it if you added an option that you get at begining of game. Basicly throw away production option. The puppets can do this; but I don't know if you can. Basicly it is a build nothing. Once you research the ability to build those than great though. I know you can force end turn; just a thought.
Ah, the endless balacing act.
Anyone else notice that the maximum plot acquisition distance reverted back to 5 from 9?
Yes. Can you make it infinite? What is the disadvantage to that? I don't see why they limited it. It isn't like you will realistically be going much beyond 5 unless you wiped everything out anyway and are playing just one more turn.