@mattpilot
Ok, will keep an eye and ear out for these observations about fighter combat.
@Duuk
Ok since you are a multiplayer consistently, you will be designated multiplayer beta tester for RevDCM when the fix comes through.
@Keldath
Thanks for the upload. Version 1.02 has nostalgia for me.
@Phungus
Looking forward to your code upload and am really enjoying your distance calculations. Definetly opens up more possibilities as you have said. RevDCM contribution as far as I go will be low level maintenance for the next month as I hit the road and have limited time. I am on an expensive wireless connection and will try hard to stay in touch with this great community and this great game but have limited time. Jdog may make some more contributions on top of his already spectacular contributions, who knows.
Boy this is a nice combination that produces spectacular games:
perfectworld2 small for incredibly georgeous maps and quicker turns/less memory, allow pangaea for nice variety in continents and islands with more circumnavigation options, old world for the chance of a barb civ emerging, quick speed to move the game more towards strategy, player picks a civ with early advantages to smooth the power curve between human and AI from ancient to modern (like monte), no space race because the AI is clueless on doing it well, no culture win because civs with lots of culture do well anyway, woc resources pearls and shrimps to offset excess vanilla sea resources for less powerful sid sushi, one extra woc religion Zoro to give more religious independence and options (dualism), monarch level to trigger additional AI behaviours from a position of strength, aggressive AI to make diplomacy harder, revolutions all options, start as minors for nice ancient age warfare and more difficult diplomacy, random personalities for less AI predictability, ranged bombard for a touch of tactical variety, stack attack just for fun and automation, battle effects for the ability to understand warfare abroad by seeing smoke, spy promotions for some really nice espionage play, assassinate + capture workers for more espionage options, inquisitions for the option of quelling uprisings, relocate holy city just in case a holy city has multiple founding faiths that cannot integrate.
That combination makes for very fun games with a multiplicity of possible strategies to explore.
Cheers.
EDIT: A good way to control the difficulty level is by leaving the difficulty level constant at say monarch, and varying the numbers of starting civs. Starting with very few civs or with very many civs, can be like prince difficulty. One more than default can often hit the difficulty sweet spot and be more difficult than default numbers.