As discussed in the development thread, the current priority is to provide a second preview version (the first version is incompatible with the Fall patch)
While waiting for the first expansion for Civ6 before pondering to update the mod for it or stick to vanilla, here are the points to work on:
- Mid-game slowdown:
The main issue here seems to be the mod's trade networks that are becoming massive once every civs on the map know each other and have a visibility on a lot of cities.
ATM a city try to connect to every other cities in its trading range, I'm going to try to limit the number of possible connections (closest cities coming first), and lower the ranges of the different trade routes. I'll keep the trader units as they are in the first tests.
- Naval upgrades:
The difficulty here is about units scale, while it's fine to have multiple cities building and stocking "equipment" like swords, war horses or tanks before sending them to units requiring them (or when training an unit), building and stocking battleships and aircraft carriers would be an important waste of resources, and an "unit" represent a single ship.
On the other hand, upgrading using gold like the vanilla system would shortcut the whole supply chain mechanism the mod is based on.
An alternative would be to allow the action of "upgrading using gold", but then the unit would be automatically send to the nearest harbor (or coastal city), with 0 health and averything in "frontline" moved to "reserve", and "locked" there until the required resources are transferred using the healing mechanism of the mod to bring it back to 100% health. That way you don't lose the unit's current resources (materiel & personnel), XP and promotions (whatever mechanisms we decide to use for that) but don't magically gain resources you don't have access to (like "Steel" or other "equipment" we may use to define a "Battleship" or an Aircraft Carrier)
- Promotions:
The problem here is technical, I'd keep the current mechanism if we could (with different promotions type, but we're talking on how to assign promotions to units)
For the organization level mechanism, I need to attribute temporary promotions to units, but to remove a temporary promotion, the only way I've found is to delete the unit and recreate it without the promotion(s) to remove. A literal overkill, but not so difficult to code.
The real issue is that while we can reattribute the XP "points" of an unit, we can't set the XP "level", which means that the unit start again at level 1 and will gain a new promotion when it reaches 15 XP points.
I don't have any easy-to-code solution here for short term development, I may either keep it as a "known issue" or disable promotions entirely.
- Balance on Cost/Income:
That's the most complex issue. I may change a bit the values to lower the speed of prices variations, but I don't think there is a point to balance the cost of "steel pikes", "Iron Swords" and "War Horses" while all those equipment are kind of placeholders until we have some complete unit lines
It's also something that will require a lot of work on the UI to give a good feedback (we'll get graphs at some points BTW, I want them), but what we can do now is fixing some limits to expense per turn using the policy mechanism (and a minimal UI feedback to show if an unit is not healing because of that kind of limit, or if a city can't produce something because the resource cost is too high relatively to the fixed limit)
And of course the "debt" being also a placeholder, it's not game breaking to lose a lot of money
- Supply chain for Air Units
That one is not hard, the code exist, it's just a matter of providing data (what building producing which resource/equipment for this or that air unit)
I may use that one to provide a (relatively) more complex chain for later air units (like separating the buildings producing electronic equipment / engines / fuselage and the one assembling the aircraft)
- Expand a bit the simplified units tree currently used
I'd like to have a look at "Moar Units" (which would then be a requirement at first) to include at least some upgrades to the "skirmisher" line (actually starting at the slinger, stopping at the ranger), add a rifleman unit to the "infantry" line (and maybe an upgrade that is not mechanized to the "infantry" unit), and add an unit between the Knights and the Cavalry.
For later development, Wolfdog's "Warfare Expanded" will be a great source too.
- Fuel Consumption /Rationing
That would be a bonus if I could include it.
- Bug fixes
That means testing all the above when available
While waiting for the first expansion for Civ6 before pondering to update the mod for it or stick to vanilla, here are the points to work on:
- Mid-game slowdown:
The main issue here seems to be the mod's trade networks that are becoming massive once every civs on the map know each other and have a visibility on a lot of cities.
ATM a city try to connect to every other cities in its trading range, I'm going to try to limit the number of possible connections (closest cities coming first), and lower the ranges of the different trade routes. I'll keep the trader units as they are in the first tests.
- Naval upgrades:
The difficulty here is about units scale, while it's fine to have multiple cities building and stocking "equipment" like swords, war horses or tanks before sending them to units requiring them (or when training an unit), building and stocking battleships and aircraft carriers would be an important waste of resources, and an "unit" represent a single ship.
On the other hand, upgrading using gold like the vanilla system would shortcut the whole supply chain mechanism the mod is based on.
An alternative would be to allow the action of "upgrading using gold", but then the unit would be automatically send to the nearest harbor (or coastal city), with 0 health and averything in "frontline" moved to "reserve", and "locked" there until the required resources are transferred using the healing mechanism of the mod to bring it back to 100% health. That way you don't lose the unit's current resources (materiel & personnel), XP and promotions (whatever mechanisms we decide to use for that) but don't magically gain resources you don't have access to (like "Steel" or other "equipment" we may use to define a "Battleship" or an Aircraft Carrier)
- Promotions:
The problem here is technical, I'd keep the current mechanism if we could (with different promotions type, but we're talking on how to assign promotions to units)
For the organization level mechanism, I need to attribute temporary promotions to units, but to remove a temporary promotion, the only way I've found is to delete the unit and recreate it without the promotion(s) to remove. A literal overkill, but not so difficult to code.
The real issue is that while we can reattribute the XP "points" of an unit, we can't set the XP "level", which means that the unit start again at level 1 and will gain a new promotion when it reaches 15 XP points.
I don't have any easy-to-code solution here for short term development, I may either keep it as a "known issue" or disable promotions entirely.
- Balance on Cost/Income:
That's the most complex issue. I may change a bit the values to lower the speed of prices variations, but I don't think there is a point to balance the cost of "steel pikes", "Iron Swords" and "War Horses" while all those equipment are kind of placeholders until we have some complete unit lines
It's also something that will require a lot of work on the UI to give a good feedback (we'll get graphs at some points BTW, I want them), but what we can do now is fixing some limits to expense per turn using the policy mechanism (and a minimal UI feedback to show if an unit is not healing because of that kind of limit, or if a city can't produce something because the resource cost is too high relatively to the fixed limit)
And of course the "debt" being also a placeholder, it's not game breaking to lose a lot of money
- Supply chain for Air Units
That one is not hard, the code exist, it's just a matter of providing data (what building producing which resource/equipment for this or that air unit)
I may use that one to provide a (relatively) more complex chain for later air units (like separating the buildings producing electronic equipment / engines / fuselage and the one assembling the aircraft)
- Expand a bit the simplified units tree currently used
I'd like to have a look at "Moar Units" (which would then be a requirement at first) to include at least some upgrades to the "skirmisher" line (actually starting at the slinger, stopping at the ranger), add a rifleman unit to the "infantry" line (and maybe an upgrade that is not mechanized to the "infantry" unit), and add an unit between the Knights and the Cavalry.
For later development, Wolfdog's "Warfare Expanded" will be a great source too.
- Fuel Consumption /Rationing
That would be a bonus if I could include it.
- Bug fixes
That means testing all the above when available
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