Sam, I made up a semi-list of some possible alterations and notes for the various xml setups so far that you posted on the main page... Most of it is just redundancy, but some clarification to reasoning for the alterations will be noted
Civics :
Government :
Rebellion *Reasoning behind this is due to the lack of any state control
Sector Control *Gang Control seemed too modern of a term... Sector control would be more apt for a name, as each gang has their own sector that they control and would try to take over another sector... Based from Gang Wars.
Republic Council *Based more off the Jedi Council's way of appointing decisions than anything else...
Imperial Rule *Altered from Empire tag as this makes sense in the overall scheme
Galactic Senate *Altered from Senate due to expansion of possible UN use only used when this tech related civic is learned.
** I'll take a look into the civic related bonuses for these and see what modifications can be used and post a edit on this when I figure out the possibilities.
Economy:
Huttese Economics *Better wording than Decent., this would be best explained as controlled lower credit gain than any other Economy Civic overall.
Smuggler's Alliance *Changed from BMS, as there is a SA and it makes alot more sense to use this term. It allowed smuggler trade routes.
Imperial Blockade *This can be used as the 'NO Foreign trade routes' civic from Vanilla Civ IV. It would also increase credits within the planetary sectors based upon their distance...
Free Market *Leaving as is
Republic Trade *Considered to be the best, as it can allow foreign trade, and increases credit flow in every planet linked without any restrictions. Also allows the creation of CorSec Buildings/people?
Force:
No such thing as luck *No Force alteration?
Force Sensitive *Replaces Sceptisism
Attuned Force Beliefs *Replaces Basic Force
The Binding Force *Replaces Enlightened Force
Force Flow *Free Force replacement
I'll be looking into alot of the xml to see if I can do tweaks here and there... ATM I've personally fixed the religion xmls that I made so they stop spawning Imperial Stormtroopers at game start! (Thank god, as the cpu had them and tore my city apart on Noble.... >:O )
Other than that most of the changes I just posted are mostly cosmetic in essence until more shape and structure is done. I'll also take a look at the tech tree and see if everything makes sense in the SW flow
