Interesting discussion. But please remember - I am quite hesitant to adjust much of the VP settings to "fix" whatever issue might be floating out there with VP. My intent is not to change VP in any way, merely to change tWaW mod so it fits seamlessly into the VP milieu.
I would measure success in this area when a seasoned VP player uses both mods together and sees very little difference between this experience and playing a game where only VP is loaded.
This just seems right to me (especially since I'm such a noob when it comes to all things VP).
So, any and all (well almost all) suggestions should be made that help me alter tWaW to play correctly with VP, and not try to tweak VP settings in almost any area, unless that area actually breaks the game (balance- or crash-wise) left unaltered.
That was part of my stream-of-consciousness comment earlier. From what I'm seeing, VP leaves World Wonders costing 25% more than normal buildings of that Era. This really seems wrong to me, and if it's true - one of the things I might be tempted to change in tWaW compatibility script, even it if violates the premise discussed at the top of this post. The change would be made in the interest of balance.
For example, if we collectively decide the "right" costs for Wonders should be x2.5 the normal Era building price, I'd feel comfortable in changing not only tWaW Wonders, but also normal game Wonders at the same time - for the sake of consistency. Right now, Wonder pricing seems to be all over the place, and that's one of the things this testing is supposed to eliminate.
balancing the identity of both mods is critical. let twaw be twaw just as let vp be vp. the best compromise here is how to balance the combat unit values and unit-tech-building-wonder costs. i stand by with the current tree-units-buildings-wonders that includes all of twaw, no one will be opt out.

as for the wonder. it makes sense. wonders are special buildings. it should take time to build otherwise it isn't a wonder anymore. great engineer one time boost will be of value. but then again this is another conflict of philosophy of tWaW and VP.
will keep you posted on this new game....

edit:
looks like the tree bee lining is what i initially (but you simplified the prepreque) made but SMAN you will have a massive problem here regarding balance.
- will need to relocate those units that will not obsolete/bypass/unrewarding. for example, LBE-precision engineering tech, armor frigate (40[2]-35) and protected cruiser (50[2]-35) are on the same tech. that is why i put more prepreque to not let those units be obsolete on the spot and feels rewarding purchasing and upgrading. i relocated armor frigate to steam power. before you can research precision engineering you need steam power.
just like before you can unlock manufacturing, you need dynamite first. another example would be on GWE- motorized logistics and combustion. oil is discovered on combustion and iron landship (55) is on that tech while land iron clad (45) is on motorized logistics just above combustion. that is why i put a prepreque before you can get combustion, you have to get motorized logistics first.
And moved oil to replacable parts because that is where all basic land units that needs oil.
so basically on prepreque,
replacable parts < motorized logistics < combustion
replacable parts < flight
just my thoughts though. its up to you to have it balanced. i'm dead sure you'll have headache where to place and combat values the way you are going now.
edit2:
playing now only with tWaWcVPv0.1 and VP(1-6)(11-21-3-1)-EUI. no other mods.
communitas, standard size, standard time, prince (best gauge in knowing AI sucks or not)
edit3:
aww.... policies are fused now.

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