It's the same as in unmodded Civ.
Anyway, I hate inflation and would like to remove it. I still want unit maintenance to increase somehow though, as otherwise that would become less of a factor as the game progresses. So before removing inflation I first need to code a way for unit maintenance to increase. Perhaps later era units could cost 2 gold in maintenance or so.
The values are the same as vanilla, but it isn't the same in a relative sense because of all the other things that are different.
Economy growth is, in general, much slower than in civ. Marketplaces and libraries or their equivalent are much higher tech and much more expensive.
Much higher unhealthiness, fewer food resources, negative planet costs, and terrain destruction by native-life growth mean that you have smaller cities with smaller economic output than in vanilla civ.
Smaller population also means smaller free military unit upkeep, so unit upkeep is higher.
Thus, your economy is much smaller by turn 300 in this mod than in vanilla civ, but you are facing the same inflation percentage.
So, inflation is relatively more costly and consumes a larger proportion of your economy than in vanilla.
Perhaps later era units could cost 2 gold in maintenance or so.
This sounds good to me - eliminate inflation, but make some of the higher tech units more expensive to upkeep.
In the save you attached it works for me. Not for you?
Maybe I am mistaken, I'm not certain about this one. I'll check again at some point. I thought I had a city with homo superior without seeing the GPPs in the tooltip, but I could be wrong.
That's crappy AI choices, not bad design choices I think.
The error lies in what places the start positions relative to tile yields. IMO you need to give higher weight to food resources in determining start positions.
Do you really expect the AI to waste multiple turns in the early game moving before founding their capitol?
If you want to have 3+ food tiles, you need to pay the price. You can't eat your cake and have it too.
Why? In vanilla civ and every mod I've seen its fairly easy from basic tech to be able to get 3-food tile yields. Which are what are needed to support any other tiles while still having a growing city.
It also further emphasizes the importance of getting a good start position.
What would for instance be the fun of a map completely consisting of rainy plots, not a single peak in sight etc?
None, obviously that would be boring. But I dislike changes that the human player can get around (but only using tedious micromanagement)
IMO a fun game is one where you don't have to micromanage boring details; micromanagement should only be about decisions that have strategic value (which building should I construct here, which specialists should I use, which tiles should I work), not ones that are just boring busywork.
Though having said that, micromanaging specialists to constantly de-select Librarians is a huge PITA as well. Why not change the network node to provide a Scientist slot rather than a Librarian?
Making ridge<->lowland movement always passable within your borders would give too great an advantage to the defender I think
Well, as it stands, the defender currently gets *no* defensive advantages at all. Except Bunkers, I guess. (Another issue with bunkers; once a bunker is destroyed in combat, the terrain improvement is still there, and the visual icon is still there, even though its meaningless - maybe destroy the bunker improvement if the unit is destroyed?).
However I could allow you to move between ridge<->lowland IF there is a bunker on the source or target plot. One can assume every bunker comes with a local ferry service. That implementation allows an interesting twist in combat, as it allows an attacker to cut off the possibility for reinforcements, by first focusing on the bunker.
The AI of course wouldn't understand that tactic without additional coding.
This sounds like a useful workaround, IF you can somehow tell the AI to build a bunker on a ridge adjacent to a lowland if it is has 2 adjacent ridges or ocean tiles.
Targeting Bunkers first is already a very good idea, given how powerful their bombardment ability is.
The fact that enemy units can move as fast in your territory as you, is never gonna change.
Well, I just hate that design decision, though its obviously yours to make.
It just makes absolutely no sense to me; in every military episode in human history, the defender ALWAYS has a home-territory advantage because of better supply lines, better transportation, better knowledge of/adaptation to terrain and climate (eg Russian winter, or Crusaders vs deserts), and an ability to use the population more. I don't understand why you want to make invasions so easy, or cities so hard to defend or reinforce. It also tends to really encourage Stack of Doom philosophy, and to make the only way that you can defend also be a Stack of Doom - whereas when the defender has better mobility, they can use that to their advantage to whittle down invading armies over time.
Still, how about increasing the movement rate, so that even if both attacker and defender move at the same rate, its at a faster rate? It takes WAY too long to move all your units around within your empire during peacetime, or to get reinforcements to a fight in wartime.
This strikes me as a contradiction.
Not really, I don't want to have to micromanage all my movement or be constantly loading and unloading dropships in order to get anything done.
Regarding 'fungal blooms', I could not let them cause fungal growth directly, but let fungus spawn after a while on every plot with a fungal tower (sometimes spawned with fungal blooms). So you'd have a while to try and save the furniture.
I like this a lot. This would massively improve the game, particularly for Terraformer economies who build expensive Boreholes and condensors and use Farms for food- and who get many more native uprisings.