Thanks. ^^ UI Work is pretty.. difficult for me, haven't really done much like that before, so I'm glad it's at least turning out acceptable.
And finally unbanned, time for an update! :> I've updated the initial post of this thread to reflect the current state of the mod. A lot of new and updated information there, including an updated, not quite as linear version of the tech tree.
Also, a few topics that I've not written about yet:
Map:
I think I'm pretty much happy with my redesign of the Map-Layout - it differs quite a bit from the Original while still being very similar in the way it feels. A few examples:
It's probably obvious that the amount of Resources available on the maps have been increased rather drastically (Strategic Resources aside from Titanium aren't visible yet). The reason for that is that Resources now play a pretty significant role in many aspects of the game.
One of the Diplomatic Trait Categories has been changed to buff them directly:
I think this actually creates some really interesting choices. Do I choose the resources that I have many of? Do I choose the resources that have the yields I want? What city will benefit most from which bonuses? What Resources will be available when I expand? Which one is the best deal in the current situation? etc. etc. - Obviously direct number bonuses aren't the most interesting of bonuses, that's why these kind of Traits are restricted to the Agriculture-Category only, and the Category only has these kind of bonuses (There will be more of them than there currently are though).
More importantly though most Non-Affinity Leaf Techs have a lot of Buildings and some National Wonders that directly Buff Resources or require specific Local Resources to be constructed, all of them quite a lot above the Powerlevel of general Buildings (to make up for the fact that they have a Requirement in Resources AND Technology that is a "dead end"), and some of them with unique Bonuses. Having more Resources on the map increases the number of buildings that will be available, so very often Leaf Technologies should be viable in one situation but not so much in other situations. This is once again meant to help make each Technology an actual choice instead of having what are pretty much pre-defined paths.
And of course the City Specializations require a Local Resource. Before these changes it was very often the case that most cities couldn't really choose between specializations but instead had to go for the one that was available - now most Cities have at least 2 (out of 3) specializations available.
Other changes to the map are:
- Lower Resource Quantities (to make up for the fact that there's more sources on the map)
- No Canyons (this is probably a temporary change)
- Most Mountain-Ridges have been broken up into smaller pieces. Continued mountain lines that go all accross the continent are a rarity now
- Less Hills
- Less Forests outside of Tundra Eras
- More Affinity Resources on Tundra/Snow/Desert
- Alien Nests exclusively in Tundra/Snow/Desert and on Ocean (but not Coastal) Tiles
- Miasma on Tundra/Snow only. -Maybe- I'll make it to Miasma can spread to the rest of the map from there. I've actually got old code lying around that does this, including functionality to erode Improvements that have Miasma on them if a certain amount of the map is covered in Miasma. Not sure how well the AI could handle that.

- Graphical: Forests and Reefs are a lot higher density now. This makes especially reefs a lot more visible, which is somewhat important given that they now add +1 Energy to a tile. Improvements that can be built on Forests (which currently is only the biowell) have been scaled down a bit to make sure that some of the forest is still visible around them.
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I've also started re-working the combat system. Currently this mainly consists of the following tweaks:
- All Combat Damage has been reduced by roughly 20% (that's damage done if units have equal amount of combat strength). I think this allows combat to feel more "skill-heavy". Just having a line of fortified rangers to snip away the attackers that come close each turn is not that easy anymore (unless you have an easy-to-defend bottleneck, which most likely you won't because of the changes made to the maps and the need to expand more), but at the same time the opponent won't just be able to one-shot your units when you enter their territory. Pulling back wounded units in time and choosing a good attack location will be very important on higher difficulties.
- In light of that I'm considering replacing the current promotion system with a new one that somewhat resembles the one in Civ 5. Main reason AGAINST doing that is the fact that it would somewhat clash with the Unit Upgrade System. But maybe stacking these bonuses in advanced Elite Units isn't all that bad.
- The Combat Strength Curve has been flattened significantly to make it so that high end promotions don't allow you to roll over your oponent just because they are 1-2 Affinity Levels behind. They're still significant bonuses but they don't dominate anymore. When all updates are done combat strengths currently look like this:
Obviously numbers aren't final yet.
- Cities will be relatively hard to take, attacking a big city will feel more like a small siege battle. Part of that is to make conquest-strategies take longer and somewhat match the length of the game, part of that is because I like the playstyle.
Cities have heavy amount of HP, but combat strength on the level of normal units, so a standing army is required to defend them, or they will fall eventually. Attacking a city with no units to defend it will no longer mean that you lose a unit every turn to city fire.
Each time a city is attacked there is a chance that it loses some of its population (the higher the population, the more likely it is) - so using a strong, big city as a defensive position can be a safe but costly choice. I'm considering to also add some "Damage-Effects" that can occur and would lower the yields of the city until they have been repaired (which would technically happen by constructing a dummy-building). Overall the trend is to force the use of units instead of just having a city do the job for you.
Yields from pillaging Improvements have also been increased, and there are bonuses that can add Yields whenever you kill enemy units, so combat itself has some pretty nice bonuses even if you don't plan on taking Cities. People who want to fight will be rewarded for doing so (if they win

), even if they don't take cities.
- All Units are meant to have more of a specialized role. Haven't worked on that too much yet, aside from the Final Affinity Units. They now stand out as insanely strong monsters that are counter-balanced by VERY high production and resource requirements.
Xeno Titan: Strongest Melee Unit in the game that also has high mobility in flat terrain and can pillage without using movement cost (which then heals the unit to pillage and kill some more). Used correctly it can rampage all over the place and level smaller Cities on its own. Only works on land though.
Lev Destroyer: Heavy Unit with strong defenses (technically higher attack strength than the Xeno Titan, but can only attack with its medium damage ranged attack) that does some amount of AoE-Damage to enemies (to simulate its many smaller turrets shooting all over the place

). Very good at the front of an army, soaks up tons of damage and helps to push into the enemy. Levitates, but is rather slow.
ANGEL: The most devastating ranged unit in the game. Can one-shot many of the more basic units but has low Melee Defense. A glass canon basically. Thankfully one of the other Supremacy Units will be able to intercept air attacks, otherwise air units would be a pretty hard counter against these Units! Can still walk over canyons and in shallow water, but is relatively slow overall.
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Virtues!
I've made tons of changes to the virtue system. For startes, they now really focus on the yields that are associated with them. Prosperity gives Food (and in the last third other yields from Population), Knowledge gives Culture and Science, Industry gives Production and Energy. Many of the indirect bonuses such as extra Modules for Scouts have been moved into other systems (including some national wonders), health bonuses that scale with your empire ("per city"/"per trade route" etc.) have been moved into the final synergy bonus of each tree.
There are some flat, boring bonuses in there, but most bonuses are situational and will change with your strategy. Industry for example increases Production towards Orbital Units and then has Orbital Units grant Production for Cities in Range. There are no good Orbital Units that don't cost petroleum, so you will need to either have tons of Petroleum in your Territory or find other ways to add more if you want to use these virtues efficiently - that will not always be possible.
There are also virtues that add Bonuses to Industrial Cities only, so those will be useful only if you focus heavily on that kind of city - which, depending on the resources available, may not be possible or a good idea in every situation, this again makes these virtues very situational.
I've also changed the layout of most Virtue trees, adding more direct connections to lower parts to make it so many different virtues are easily accessible, but there are also many dead ends after particularely strong (or synergistic) virtues. Overall the goal is to allow players to go where they want to go without having to pick up too much mendatory stuff. Although... there is some variance. Prosperity is still designed relatively linear.
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Overall I'm pretty happy with the progress I'm making. There are two main problems that I see and haven't really got an idea how to fix them yet:
- Interactivity between Sponsors: The Diplomacy system is just so bad at making players feel like there are other players physically on the map. It still feels like players are playing alone, with just some neighbors being potential aggressors, everybody else is just people who offer some bonuses here and there. Maybe an advanced Covert Ops Feature that allows players to manipulate Relations of other Nations would help with that a bit. I really want players to feel like they can play the game of thrones and make a real diplomatic impact on the world.
- Games are way too long. Currently it takes me about 450 turns to get to the victory wonder, that's probably more than the average person is willing to invest into a single game. But at the same time each "phase" of the game actually feels well paced and meaningful, so just speeding things up would risk making them feel rushed and reduce the overall impact of every feature that gets introduced during the game. I'm really not sure how I want to solve that problem. I'm almost certain I'll remove the final "wait until the timer is 0"-phase of the game, at that phase most stuff doesn't really matter anymore anyway. But other than that... mhh. Or maybe 450 turns are just fine? After all, the whole concept of the mod is to make stuff more impactful and bigger. Maybe given that I'm not aiming to make the mod fun for people who just want to click through a quick game, and especially because that's already possible in the base game anyway, it is just fine to have a game take that long given that a lot of new features unlock on the way to make it feel less stale.
Will need to think about that.