Afforess
The White Wizard
Hmmmmm, I am going to do that right now... I'm anticipating good news!
EDIT:
WOW!!!!!!!!!!!!!
I wasn't sure, but no, I had never checked out your modmods before. They sound awesome and I can't wait to start a new game to try them out. I wasn't expecting anything like that -- you've thought of so many cool ideas.
Do you know if this is the extent to which the "Enhanced Sized Cities" expanded? For some reason, I thought it went out an extra 2 squares.... I think I'd like that, but have you ever tried it, Afforess?
One more thing -- do you have to start a new game after adding your modmod?
Yes, I know my modmod only enables 1 larger radius instead of 2, but in RoM's case, I felt that it would unbalance the game too much to allow 2 extra squares. FYI, you need to have a city reach Influential culture before the new radius unlocks.
You will need to start a new game, old saves are not compatible.
For the modders, Valkrionn (Rise of Erebus/FF+) has figured out how to add to the option menu, specifically an instruction to workers not to build forts. If one of you could apply this to RoM, I'd love to be able to tell my automated workers to A)replace improvements only if they are not appropriate for the underlying improvement, and then only with the appropriate improvement (for resources newly revealed or the products of jungle camps, for example), B)replace improvements when a better version is available (like modern mines on shaft mines or tree farms on forest preserves or lumbermills), and/or C)balance cottage/industry for each city.
Towards the bottom of the page here (Nov 10)
http://forums.civfanatics.com/showthread.php?t=326053&page=34
Interesting, I had no idea about the player options, but keep in mind, modders are only given 3, and no more, to play with, so I don't want to squander them, and be forced to remove one in the future.
I can look into those various improvement tweaks, but keep in mind, the way the AI sorts and decides to build improvements is pretty convoluted, I don't know if I can do much without breaking it completely.
Also, playing FF+, I noticed a couple of other things RoM might benefit from. They give workers expierence and promotions, for example. I also liked how the popup for a city that's finished its build queue is organized. The build buttons on the city screen itself aren't any better organized, but it got me thinking how it might be nice if the buttons were organized by what buildings do (like if we could have all the production bonus buildings in a row, or the culture, or happy). Also they have buttons on the city screen to prevent unhappy or (separately) unhealthy citizens (that probably just works like the avoid growth button, but only acts when one of those conditions is threatened).
I might have to steal some of those...
The only thing that I can think of adding, would be Canals, not irrigation canals, but canals like the Suez or Panama Canal. I don't know if it would be possible to have a tile that water and land units can cross, but I think it would be handy. Perhaps in keeping with history, make it so the worker is consumed when making the improvement, like the work boats do.
I did read something in the BTS pedia that said you can use forts in this manner, but I just haven't been able to make it work.
Forts can serve as a short canal, I believe 1 square inland.