1: "One additional Quest active from each City State at a given time. +50% (100, whatever arbitrary number) Influence from quests." Doable, and if so, how?
This will likely require a DLL edit, which is outside of the scope of things I've worked on. I found the Lua function
AddMinorCivQuestIfAble, but I haven't tested it. The key word in that function is "IfAble," which leads me to believe that if the Civ already has the maximum number of available quests, it will fail. As far as the influence per quest, I found nothing in Lua, I'm afraid.
2: "Gain an additional Founder belief from any religion you found; double yields from Founder beliefs." (My original idea for Moriya, maybe can be used for something else.) Doable, and if so, how?
I haven't looked into something like this, but I think it may be possible. It won't be easy, though, and I wouldn't recommend it to those who aren't comfortable working with Lua yet. You'll want to:
- Make a dummy copy of each Pantheon belief, and make them unselectable normally. Upon adopting a Pantheon, use Lua to grant the duplicate belief to the Civ. Add these in via SQL triggers so that if another mod adds/alters Pantheon beliefs, it will automatically update the dummies.
- Write a new UI popup to allow the player to select a second Pantheon belief, and then also use Lua to grant its dummy duplicate. But then again, maybe you could just call up the regular Pantheon selection screen in some way. I'm currently learning just how the UI works myself...
- Edit ReligionOverview.lua to enable seeing the extra pantheon belief (ideally, you can just edit the Byzantium bonus belief field to instead show the extra Pantheon belief if your Civ is being played at the time)
3: bouncymischa was right, it appears that AI Yuuka just has no idea how to use her abilities. She never builds Sunflower Fields because, as far as I can tell, the AI only looks at "will THIS TILE have a better yield if I build THIS improvement here", and not "will THESE X TILES have better yields if I build THESE improvements here" -- it can't see "I need a bunch of these together to make it worthwhile". And the AI flavors for trade only modify how likely it is to build Caravans, Granaries, Harbors, etc -- it can't tell the AI where to point those routes! So, how do I get her to use them / cheat on her behalf to either get her to use them, or approximate their use by a human player?
I ran into a pretty similar issue with my new Lord Recluse Civ. Its UI can only be built on post-Renaissance Strategic Resources, and can provide +3P/+3S after Ecology alongside its +50% Defense and adjacent border capture. The recommended improvement to be built, however, is always the Mine or Well. Even when the UI is strictly better than the Mine or Well; i.e. Mines provide +3P and the UI provides +3P/+3S.
Bizarrely, Miku and her Spring Onion Farms don't run across this issue.
To be honest, this is probably seated deep within the AI's (il)logic and may also require a DLL edit, unless you just make the improvement a lot better in an attempt to get her to use it. I've noticed that the AI logic mostly tends to value Food to a high degree in the early game, and Gold in the late game, with all other yields being secondary. So if your UI provides neither of those, it's very poorly valued by the AI. Perhaps try adding a minor Gold yield (gate it by a Technology if you want) and see how it works then.
Team 9 for life! We ride together, we PICHUUN together!
Liking worst 2hu? More like "The Bad Taste Development Thread," right?
I kid, I kid. Man shan't be judged for his taste in Touhous in my presence.