Crash to desktop bug on SVN 5526. Save attached. I play a slightly modified version, and play on a Mac through wine, so possible various things could be influencing, but never had those factors trigger a consistent end of turn error.
Thanks! This helped fix a nasty oversight on my part. If you'd like to continue the save in question, replace the culprit python file with the one attached.
1. Revolutions. Civilizations breaking away get a few levy units, and from the two games I've played they don't usually seem to take many cities with them. Also, while I've seen a few dead civilizations come back to life, more often I've seen new civilizations appear on the destroyed remnants of the old (still dead) civilizations that were conquered. My questions are: Are you planning on strengthening break away civilizations with some regular (not just levy) units to make them able to survive more than a few turns; and what is the logic for new civilization vs old civilization resurrected vs barbarians taking over? Seems like there is a mix, but I can't see the logic that drives it.
If there is a civ whose culture is the highest (and higher than the civ's that currently holds it) in the city that leads the revolt, then either that civ will come back, or if the civ in question is still alive, the city defects to it. If there isn't such a civ, a new one forms instead. Barbarians are a fallback, they are usually invoked if the game already has the maximum number of civs present (including dead ones).
2. Increasing Difficulty: Quite a few other mods use this, and I think this mod could REALLY benefit from it since the AI is quite good. Just having a setting where the difficulty increases by one level from where you start every set number of turns (for the pacing this mod is at probably around 250) would be super helpful. I've seen a few other people agree with what I've experienced in my two games I've played to completion... early game is an extra challenge on Monarch (sometimes the AI will beat me before I get established), but by the time I hit the industrial era, I've either already lost or have got things well in hand and generally don't have to worry anymore. Having a steadily increasing difficulty would keep things more interesting the entire game, without me having to minimax to avoid being wiped out at the outset. I like to roleplay these games more than I like to hard core compete, but it is still nice to have a bit of a challenge into and past the industrial age.
Yeah, I hear you, and I will probably think about it, but this has zero chance of making it into the upcoming next version. I am basically done with changes that significantly affect the game balance for the upcoming version.
3. Nation state comparisons. There is so much content here... unique units all over the place, and special (but not unique) units replacing almost all others. It is difficult to understand what is different about each civilization and their capabilities from the in-game resources. For example, playing as the Americans, my enlightenment era irregular unit is the minutemen. This unit gets Land Tactics and Drill II that seem to make it (especially when paired with George Washington's protect trait, which they seem to be designed to go with) one of the, if not the, best irregular units in the game (along with a 50% combat withdraw ability and 25% vs gunpowder units that base irregulars don't have). There seem to be quite a few little changes like that with big impacts, but it is quite difficult to tell much of the time. Is there a resource out there that details many of these changes by civilization so you know what you are getting before you start a game, or what each civilization is generally good at?
A lot of what's unique about the civ is informed by its unique buildings and improvements, both of which can be consulted in the civ's pedia screen. As for units, others have rightly suggested that unit upgrade chart is very informative (even to me as a dev!); more specifically, all civs have some National Units, which are available in a limited number and, rather than replacing a standard unit, exist on their own in the upgrade tree. Those are usually the most outstanding ones (in the American case, it is the USMC line and the Gatling Gun), and are clearly marked with a special symbol on their icons, but as you rightly noted, some distinctive units (as opposed to National units, these are a variant of a standard unit class) can also be much better than their counterparts.
However those Minutemen also only have 9 instead of 10 base strength, so while I would still call them better than the average irregular, they are not a strict upgrade in all regards.
Not anymore as of the next revision! In a general drive towards more consistency, all distinctive units now have the same strength as their default variants. It'll lose the land tactics promo though, so the effective strength will be almost the same.
I wish you could get a mid late generic building that gave fresh water. The ammount of times i skipped good cities because they had the res and tiles but not fresh water and i couldnt transfer with farms.
There is such a building - desalination plant! You can't spam it, but if there's one city that desperately needs water, it's there for you.
It's all for the sake of tribes that can't process the cells with workers.
It only applies to Australian Aborigines then (and
one city in the Americas, which has lots of other tiles to work anyway), and why would we want them to do any better than they do now? They never even had cities IRL, they're only there to occupy space so that players aren't greeted with horse archers in Australia.