sorry I have been silent for a while.
I've been away from the mod a bit for a couple of reasons. I'll get to that later but right now I just wanted to comment on 3 areas that have been discussed here lately.
1. Land
yes I want this mod to look and feel quite different in terms of land usage. I want there to be many farms, few cottages, and more empty space. I want this because it suits my sense of history. we all know that 90% or more of the population of every pre-modern society were farmers so I am saying cities should need lots of farms or they won't grow. I don't think things perfect the way they are now and I'm happy to look for other ways to achieve these ends, perhaps ways that offer more freedom to the player, but overall I want the importance of farms to remain. recently I have thought that its the 2 food from the city tile thats at fault, since it makes almost any city grow by itself without starting farms.
2. Units
the unit setup in this mod may be a bit weird but at the same time I've never really felt that way about it while playing. from within the game it seems to make sense. there are also 2 reasons to try to keep the unit roster as simple as possible. actually 2 very related reasons: the fact that each unit must represent equivalent fighting styles in few quite different worlds and the fact that they need names that make sense in those worlds.
3. Lategame
I know, I have never really finished it. there are unused buildings, unit balance is kind of unknown, the Sassanids usually own half the world by the Arab spawn etc. I'm much better at starting these thing than finishing.
I will make some time to discuss these issues further and probably make some changes.
I've been away from the mod a bit for a couple of reasons. I'll get to that later but right now I just wanted to comment on 3 areas that have been discussed here lately.
1. Land
yes I want this mod to look and feel quite different in terms of land usage. I want there to be many farms, few cottages, and more empty space. I want this because it suits my sense of history. we all know that 90% or more of the population of every pre-modern society were farmers so I am saying cities should need lots of farms or they won't grow. I don't think things perfect the way they are now and I'm happy to look for other ways to achieve these ends, perhaps ways that offer more freedom to the player, but overall I want the importance of farms to remain. recently I have thought that its the 2 food from the city tile thats at fault, since it makes almost any city grow by itself without starting farms.
2. Units
the unit setup in this mod may be a bit weird but at the same time I've never really felt that way about it while playing. from within the game it seems to make sense. there are also 2 reasons to try to keep the unit roster as simple as possible. actually 2 very related reasons: the fact that each unit must represent equivalent fighting styles in few quite different worlds and the fact that they need names that make sense in those worlds.
3. Lategame
I know, I have never really finished it. there are unused buildings, unit balance is kind of unknown, the Sassanids usually own half the world by the Arab spawn etc. I'm much better at starting these thing than finishing.
I will make some time to discuss these issues further and probably make some changes.