anyone else noticed that there's no button for spies' action?
or is it only me???
please be more specific. which spy actions?
I've been playing the mod quite a bit lately, mostly Qin, Han, Tang, Satavahana, Gupta and Parthia, and I've also watched quite a few 320BC Arab start replays and these are my impressions:
overall there is a lot that is really great.
the map is perfect now imo. its my favorite civ map I 've ever played on I think.
the timescale is also perfect and perfect for the map scale. most things in the mod seem to take the right amount of time.
although some of the autoplays are long (180 turns is the longest minimum autoplay to play a civ) the turn times while playing always seem fine, no matter what the era, nowhere near diminishing enjoyment, at least on my pc.
the balance of the major civs is ok. Rome consistently conquers most of the mediterranean. they may need something to ensure they get Egypt because Egypt becomes an unhistorical powerhouse if left alone. Parthia consistently takes down the Seleucids, although they sometimes take their time about it. occasionally the Hebrews go on a tear, but I don't think that can be helped. right now I think the biggest underperformers are in China, as few of them even get to Panyu, let alone Kashgar. the Byzantines can also be uninspiring, but they are at least now consistently alive and controlling most of their historical territory on a 320BC Arab start.
the tech pace seems good. all the tech goals in the UHVs are doable but require focus (possible exception: Japan, the true orphan civ of this mod, I know I need to look at them). no civ seems to run away with tech at any point in the game.
some of the scripted nomad civ spawns are working very well. in the games I've played the Sakas and Xiongnu have done what I wanted: breaking the Magadhan dominance of northern India and helping the Qin go down and preventing the Koreans from taking NE China and thereby getting unhistorically powerful. others may work less well. I don't think the Hephthalites are hurting the Guptas enough
the Christianity split imo finally makes the inclusion of the Arian factions feel right and I'm quite happy with the solution I came up with for the Holy City.
the unit art is 99% perfect. huge credit to Bakuel, ambrox and the HOTK mod.
building art is 75% ok and 25% bad (or more accurately placeholder). I should get to that someday.
leaderheads are also about 75% good 25% not so good. I plan to overhaul this sometime in the future, along with repacking the FPK files and putting the buttons into altlases.
civ buttons and flags are 90% good imo.
here are some things I'd like to work on:
there are some more playable respawns that might be fun: I am thinking of Makuria, Champa, Liu Song, Pallavas, Vakatakas and maybe even Himyarites. as long as reasonably appropriate and fun goals can be found for them. I'm not saying I'm going to add them all, just that I may add any of them at any time. or this
guy.
I'd like to work on the AI, at least in the dept of resource and tech trades. I'd like the trades to be more balanced and I'd like to make it impossible to trade techs to a civ that will never use them ie Sailing to the Tocharians or Elephant Training to the Dacians.
for those who don't know, war declarations in this mod are 99% python only. I didn't disallow wars in the DLL, but I made all the leaders very peaceful. this allowed me to set up a completely new system, based mostly on geography and 3 preset aggression levels. civ attitudes are still mostly in the DLL though and the do have an influence. in case anyone's wondering, if you own land that the AI covets, good relations will protect you to a point. I think this stuff is working fairly well, but I'm interested in what others have experienced.
about Health and Happiness, what about just cutting all the bonuses in half? I want to make H&H harder and more relevant and one of the problems is that just nerfing the starting bonus cripples early cities more than late ones. if the total H&H was halved you could add some of it back in building bonuses and giving certain resources a value of 2, creating a situation where cities could still grow just as big but they would need infrastructure to do so.
about combat, I would just give anything, anything to never see another solo catapult, or the other eyesore this mod seems to produce a lot: the 4 catapults 1 attacker stack. so...
point 1: siege in civ is terrible, its barely above immersion breaking even in K-mod, let alone anything else. imo it has always been fairly broken. that beautifully simple Rome:Total War mechanism keeps coming to mind. it could have been that simple and that good, but they gave us catapults instead.
point 2: whats with the catapults anyway? weren't more sieges decided by blockade, sapping or siege tower and ladder assaults? (I am talking about ancient/medieval siege in civ, not cannons) and weren't a good percentage of siege engines built on the spot? I'm not saying that catapult type units couldn't be a decent way to represent siege in this game, but I don't think it worked, I don't think they are essential and I don't think I would miss them. the best siege unit should be the worker.
point 3: the AI is braindead stupid unless you can bring in K-mod, which no one has been able to do, so siege actually needs to be simpler.
so here is my idea:
catapults can go, gone with no replacement. there is that nice little siege tower animation that kicks in when your unit has a certain amount of bonus city attack. that is enough siege graphics for me.
either the city raider promotions cause collateral damage when attacking cities or all units in cities take colateral damage. the AI does know to attack cities with units that have these promotions.
replace the cultural defense bonus with a static bonus simply reflecting that its easier to defend a town than an open piece of ground. all cities would be a little harder to attack, but the difficulty would top out at a lower level.
a siege mechanic like Rome:Total War should be doable, but I would like to be more comfortable with modding the AI before pursuing it.
along with these changes I'd like to prevent cavalry from being a good city attacker but do it without a negative attack modifier (I just don't like them). I think it can be done by lowering their combat strength while increasing their withdrawal chance, and giving all heavy infantry (Axeman, Heavy Spearman, Swordsman, Heavy Infantry) the +10% city attack that Swordsmen have.
anyway those are my thoughts. comments welcome.
edit: a couple of things I just remembered:
the textile mill. I took it out because it was giving bizarre results. I will add it back.
can't remember the other
edit: oh yeah, mercenaries. I will look at them soon, promise