JBG said:
Go for happiness - and if possible, anti war-weariness. And isn't it possible for a building to reduce a city's maintenance cost?
Yes, city maintenance can be effected by a building. We'll need to do some sort of multiple building type swap model to implement a city maintenance effect change based on the intersection of a civic and a religious building. That will have to wait until we have religious buildings

. War-weariness is easy to do from the civic itself (as is the maintenance, btw). I'm not sure off-hand if buildings can impact war-weariness, but it's a thought. Happiness, however, is easy to mod from a civic for a building. Should be able to add commerce too, I thought, but I didn't see it in the files :/
JBG said:
As for national alert, I wanted some means of keeping those pesky AI units at bay. In CivIV that's less of an issue, but it remains an annoyance. By meaning they can't go within a square of a major city (say, the top five/ten/whatever) I meant just that. Is there no purely mechanical way of preventing units from entering a square without having to resort to creating extra game objects?
Oh, I see what you mean. For AIs you have open border agreements with? Yeah, we can do it. Beginning of each AIs turn we swap out the terrain around your city with impassable terrain. Swap it back in at the end of his turn. That will keep him out. Still not sure about your yardstick for "major cities". Guess I'll just make something up 8).
JBG said:
As for genetic screening... er.... to be honest I couldn't think of one. Less culture is always an option - but how can one reflect potential problems? Increased war weariness? Higher maintenance costs?
That depends a lot on your genetic philosophy. I might introduce things like.. unhappiness (you're mucking about with people's kids). Substantially reduced GP production. Higher maintenance and war weariness also are big problems. Increased inflation. What do you fancy?
A general penalty for using emergency powers too long might be nice too, up to you.
JBG said:
And why not have cumulative penalties for all the emergency civics? Give people an incentive not to become too comfortable with their emergency powers?
Well, for that particular one, I meant, say.. in National Emergency you have -2 unhappiness *per turn* after the 10th. For National Alert you had -1 happiness after the 5th. See the difference?
Also Fundamentalism is lacking a downside turn limit as well.
GeoModder said:
Has been said before, but those ranged arties are irksome for not being able to put the planes to sleep.
I used to put them to sleep all the time in my testing. I'll take a look at the production version later.
matthewv said:
I hope you guys do realize the main menu background is a .nif file. Thus it is difficult to completely change how it looks.(I just edited the .dds files that are attacted to the main menu .nif file) I do hope to eventually look into edit .nif files with the new tools that are out there now but that is going to have to wait.
Yeah, I know. I was happy you went to the effort to make yours. 'Course no one noticed when I changed the Dawn of Man dialog, so... You are ahead of me 8).
GeoModder said:
Too bad, and I just had this marvellous screenshot...
Yeah, it would be nice.
JBG said:
Before you do, Woodelf, try this one. Not that I want to outdo GeoModder or anything

but I think this one is (at least) different. In order of close-ness, from left to right, you have Luna, the throneworld, the Milky Way, and Andromeda
Has anyone looked at replacing the loading movie slides? Kael did it in FfH, so the knowledge is out there.
JBG said:
Okay, let's back on-topic!
... people, coeds.
Wait.. what?