But the galleys could carry 3 normal units I though the promotion would have added space for 1 special as well but it doesn't. This promotion effectively destroys your transport units. Perhaps it should not be available to transport units.
It is possible there is something wrong with the Guide definition.
Another reason for transport ships not to get this promotion is that they already have promotions that increase their capacity. They are just not available until Sea Faring.
Been thinking on this and it is probably something to do with the original setting the ship has for its SpecialCargo setting. I would assume that the ship you're referring to has NO specialcargo setting but it has a hard time going back to that for some reason after one has been assigned. (And that would be the bug in removing the promo - can't return to 'nothing' - may need to resolve that in the code at least.)
This is not the only promotionline that will cause this dedication of a SpecialCargo. Once dedicated, that's all the ship can carry. That's just flat out how it works. When I was working on this stuff I did not have it figured out how to create a load/save mechanism for the data form that would be necessary to make it possible to keep the memory usage low if I were to make it capable to set transport units to have multiple transport types. I overcame this hurdle recently when I did the visibility stuff so it may well be worth revisiting. The problem we'd then have is that NONE would not be so easily made valid so it would absolutely require ALL units be defined by a SpecialUnit type (which in this game now really only means load type) - therefore no unit could be left without this tag unless we mean to say it cannot be loaded at all - and ALL transport units would need to define all the types of SpecialCargos they can transport. Doing this massive amount of setup work would have major benefits though in that it would allow us to have promotions expand on the types they can transport rather than simply replace the types they can transport as they do now.
Eventually I'd like to take this step.
I was worried that some transport units may only transport SPECIALUNIT_TROOPS or that we'd want units that can transport SPECIALUNIT_PEOPLE to be able to transport SPECIALUNIT_CAPTIVE at least when dedicated to do so. By having a special unit defined, the captives become untransportable by transports dedicated to either of the above so the promo was intended to be able to enable a player to take a ship and commit it to captive transport to make it possible to transport captives at all. However, for those ships that don't deign to define what kind of SPECIALUNIT type they do transport and instead just rely on DomainCargo definitions, this is unnecessary - though many of those will eventually need to be revised as well due to needing to keep them from being able to transport more than one type.
Anyhow... this is complex stuff and it will eventually be made easier. For now, take note of what the unit says it can transport and understand that if the promo changes that, it's a change, not additive. Some units you may still find this promotion valuable for that cannot be so easily isolated out by saying 'not on transports'.
I know its complex but am I making sense here?
Edit: About animal outcomes; from my experience one catches a lot more animals on longer gamespeed than on short gamespeeds.
For example, and these numbers are only estimates based on my gut feeling, on eternity one catch around 100-1000 animals through the prehistoric while on normal gamespeed it's closer to 1-10.
My opinion on their outcomes is thus that it should not adapt to gamespeed unless we make animals far less common on longer gamespeeds. The latter is possible, and is defined in the gamespeed xml, but I believe this also affect regular barbarian spawn frequency.
The problem is if we reduce the spawn frequency we'll make the longer game a lot more frustrating with inaction for long periods of time. Having the animals continue to spawn as normal on longer game settings is exactly what makes the longer setting more enjoyable if you've got the patience for it.
I've been thinking on this and I don't think it's as big a problem as Pit wants to make it. If it only took one animal to make a tech (depending on the tech X grid level of course) take only 1 or 2 rounds to research then it would potentially be an issue. But I didn't realize he was talking about sacking 20 animals or so to achieve this. If you're willing to do that, you may be giving up a lot of other potential benefits there (one reason I felt the butchering should be an action one could take to compete with this selection), including keeping the animals to give future cities a boost long after animals stop being so readily available. So it's one thing a player can do among many and that's a lot of animals to sack to make it possible to speed up research to the point that it's nearly worth a good result on a single goody hut. Not as imbalancing as it first struck me as being.
This is relatively true about the Animals. On Normal you only get 1 Culture and No science when you use the animal for Culture and science once back to a city.
So if you have already gotten the Myths, Hunter, and resource upgrades/buildings then having a train of animals being lead back to your city(ies) in the Preh Era is just a Drain on your finances. It does help with getting your early city borders to the Fat X. But again it is a drain on your finances doing it till you "slaughter" them all and the unit maint. cost goes back down.
But it is also true that you can wipe the animal pop out pretty fast on Normal dependent upon Map size as a variable. On a large map on Normal by turn 150 I'm at Sed Life, and with 7 AI in the game you will have met at least 2-4 of the AI so "hunting" fields are being hit from multiple "sides".
JosEPh
That was basically my original point. I wasn't advocating changing the base adjustment so much as maybe looking at adjusting how it gets adjusted for gamespeed since longer games get more access to animals and that isn't truly factored in there compared to normal speed games.
That said, given all evidence, at the moment I'd rank this problem about a 2 on a scale of 1-10 and there's been 7s and 8s hanging around for multiple version releases so I'm not inclined to consider this a red alert situation that needs immediate resolution.