Yes, happens to me as well - not in every game, but the danger is the snowball effect it can create.
If necessary I could always remove the unity pod result. But is it really that overpowered? You're just as likely to get a free tech or a Material Supplies for instance. I know what I'd prefer.
I just wish they could buy special abilities.
That seems counter to the comment that they are too powerful.
2. I encountered Lal spamming/accumulating tranports in his capital...not sure, if he has a special plan with them and if my save is helpful to track the issue, if there is one at all...
In that save Lal is no longer building transports in his bases, so the reason for his crazy transport spam has been lost in the mists of time I'm afraid. In your later save Lal has build up a fleet of destroyer escorts for all those transports in UN HQ, so in a future war those transports might see some more action.
3. The current implementation of Submarines creates a difficulty in dealing with native life from the moment you get hands on Magnetic Acceleration
Hmm, I could also make aquaformers invisible under the Enclosed Biosphere civic.
Have you tried using the Sea Patrol command by the way? Don't know if it works for invisible units, but it's worth a testing. Tell me the results!
4. Governors sometimes seem to be very unwilling to grow cities which still have a lot of unused health/happiness
Nothing mysterious going on. To grow, the base would have to stop working that uranium mine. The AI just thinks that 2 minerals and 2 energy are more valuable than one nutrient in the base. In this particular case the AI is probably wrong to think so, but it would be rather complicated for little gain to make the AI smarter in this regard.
Keeper said:
1. Late built cities didn't get magtubes in the city tile. I *think* it stopped after discovering the magtube tech. Using a former to build a magtube in a city worked fine, but it doesn't seem intended to work that way.
I'll try to pay more attention to this while playing, but at least in the code I don't see anything matching with your thoughts.
2. Do the improved collateral promotions work? I didn't notice a difference.
They may not be powerful enough. For instance I've heard people say that it's always better in vanilla civ to choose a combat promotion rather than a barrage promotion, even for collateral damage. I'm always willing to try out suggestions for better collateral damage boosts for these promotions.
3. The Ruins icon is not used in the datalinks (still shows the deer).
No problem here.
4. Guerilla 1 promotion should just be Guerilla (since there is no #2).
5. Guerilla 1 promotion is still available (and being taken by barbarian) Isles of the Deep.
I'll ask Lord Tirian if he wants to make a special ability and native promotion button for them. I'll change the current situation then.
6. Librarians generating Hackers doesn't seem intuitive to me. How about Hackers generating Operators or Codebreakers (both seem better than Great Hacker).
I'm not especially fond of the Hacker unit name, but I'd like to keep Librarian. Nice to have that reference to SMAC IMO.
7. Hyperions can upgrade to Cyborgs (oops?).
10. Walkers need a 9 strength or a bonus vs infantry (a Cyborg gets +50% vs infantry making a Cyborg stronger than it's upgrade the Walker).
11. InVitro units should never obsolete, since their concept and build mechanic are different than Mobile Infantry.
Hmm, I think I'll move the Cyborg to Biomachinery, and the Mobile Infantry to Orbital Engineering, and change their stats accordingly to address these issues.
I'll remove the ability to build InVitros with food. At some point I'll add the ability to draft the Genite->InVitro->Cyborg line, so you'll still be able to turn food into these units in a way.
8. Flamethrower bonuses seem mixed up (should be +all vs natives, +attack vs infantry).
I don't see why.
9. Flamethrowers can't take Empath Song (which is logical), but Hyperions start with it.
Yes, I don't want terraformers to feel the need to research Centauri Empathy to combat native life effectively. (Hmm, perhaps I should allow Plasma Shard for cruisers)
Biofuel is on the research path of both Terraformers and Hybrids. For Terraformers Empath Song just means another +25% psi attack, as they can't capture native life. For Hybrids this is a rather cool unit IMO as it already starts with inherent capturing ability.
12. Can choppers please upgrade to dropships? Seems logical to me, and gives a way to have an already promoted (and therefore defendable) transport later in the game.
I've also thought of that. Since Rotors are combat units however, Dropships should then also be able to attack. This may look weird as the Dropship graphic doesn't have weapons.
13. How much work would be involved in splitting the civilopedia screens for promotions and special abilities?
I can't remember now, but I investigated this matter back when I wanted to add a Planetfall Concepts pedia page. Since I then decided to recycle the BtS Concepts page rather than create a new page, I guess the process must be rather complicated or time-consuming. So while I too would like a seperate page for special abilities, I won't spend time on that anytime soon.
14. How about Launch Bay instead of Rails. Launch Rails make me think of a big railgun.
That's the idea.
15. What enables Resonance Cluster?
If nothing is mentioned, no tech is required. That resource is renamed to Planet Pearls by the way in the next patch.
16. Missing native combat promotions Larval Mass (#1), Pre-boil (#4). Fiendish (#7) if you don't like one of those.
Larval Mass doesn't make sense as a
promotion IMO. And I think it's silly to call a promotion or achievement Pre-Something. For instance you'll also never see me call a tech in Planetfall Pre-Sentient Algorithms.
Formers being consumed to build bunkers is really getting on my nerves,
Perhaps I could recycle the "Workers leave forests alone" option to disable bunker construction?