Hi guys. Sorry I was out of action for a while there. They were digging up the road outside my house and accidentally cut through a certain vital cable!
It really is Dig Up Great Britain Week out there...
Anyway, I'm really impressed with what you lot got done while I was out of it. Woodelf, I'm glad you found out how to make civics influence culture.
And if you lot want a list of technologies from my Moon mod for Civ II, you don't actually have to install it. Just download the pack anyway and look in the Rules.txt file. That has complete info on units, improvements, wonders, technologies, diplomacy AND civs.
Falkonite, if you're out there: DON'T WORRY ABOUT THE CIVILOPEDIA. I can do the complete works on ASEC, the CSA and so on. The critical thing is getting them programmed in - if anything the civilopedia's just cosmetic.
Belizan, thanks for solving a lot of my problems with the Great People. You put my mind at rest there!
Haarbal, I'm glad *someone* noticed my Civ II air units thread. And what I'm getting on it looks encouraging...
Okay, so that prioritised list thingummy

:
> Technologies: we need a complete brainstorm on this one, people
> Units: ditto, although there are some thoughts in the Bible
> Improvements: ditto units
> Terrain. I can work on XML-ing (and, indeed, already have done), but we still need graphics. Haarbal, how was that monochroming coming on?
> Terrain Improvements: XML file is complete, although not game-tested as it needs to be tied in to lots of other XML crap. We need graphics, too. Also, I've been unable to find the file that deals with roads and railroads: WHERE IS IT?
> Resources. Along with one or two technology ideas, this is coming up in my latest Moon Bible update (which is pretty much ready for posting). I seem to have a lot of economic/strategic resources and only one or two luxuries. That said, of course, the moon isn't an ideal holiday resort
>Civics have been done. Woodelf, it is possible to edit hammers and commerce, &c for civics - one of the variable tags at the end (revenue or something) is the key. Also, effects modeled on the five largest cities actually exist in the game proper - again I suggest research. the Civ IV modding wikis have lots of info here.
> Civs. Falkonite, I suggest holding off working on the civilopedia for now - the programming is the key.
> Graphics. So far we need graphics for *everything* apart from civs. As I understand it, Haarbal is going to try and do some terrain graphics, and woodelf is good at skinning. Bear in mind that graphics are entirely cosmetic. Provided the game mechanics work, we've done it. Once we've got the programming in, we can insert placeholders, &c (particularly for units) until the ability to properly mod units and buildings comes along, either with the SDK or with the expansion pack.
The algae farm, extractor and refinery are all specialist improvements designed to extract resources. The algae farm is built over nutrients, the extractor over water ice, and the refinery over metals that come in an impure farm (like aluminium and titanium).
Boreholes are designed to be very advanced, as are gravitic turbines.
Somehow it'd be good to really encourage the player to build a few solar panels too.