Ok let me try and get caught up and respond
@Night I think you get my basic idea behind the Cooperative, by exchanging 'menial labour' and 'adv. labour' everyones mods can be moved forward together, and everyone gets an expanded 'powerbase'.
I did not see the 'multiple lines' stuff added to MC, is that in the available 'release' or just the hub version? I noticed that RaR does a new line of yields after 25 (I think) and MC has 27, so I didn't think it had the multiple lines code, and when I compared the 2 codes it did not appear to me to be there (of course that really means very little as I am thick!) If it is working SWEET!! One less job there!!
Still very excited to see Multivasions living and breathing!!
Yes I am currently working on my Mk1 Mega Brainstorm, I have a list of yields and units, I just need to finish the basic unit requirements and then I will post up my first draft for any and all who are interested!
The different settlement types is a very interesting bit of code (that I hope to become more acquainted with.) I see the possibility for a lot of exciting stuff here (still working it out exactly) but you could have all kinds of 'initial founding types' throughout the eras spawned from different units, that then give specific bonuses. So you could 'as the eons pass' defound obselete city sites (like a monastery) and refound it as an industrial minig site (one any other of so many possibilities) But all that thinking is for further down the line.. 1 Step at a time!
Most of these things are sort of already available, different religions would be cool, right now it is just 'religion' rather than any kind of differentiation, but multiple religions would be something that would fit well in MC and could be adapted to represent just about anyhting for any mod (Ideology, Political Faction, whatever.) So a potentially exciting code concept!
Not sure what you mean specifically by nationalities, but that does already exist with culture and the UU type stuff.. I await your expansion on this topic!
Removal of King: Cosmetic or Mechanic?
I actually really love what Kailric has done with the Tech System and Civics and everything in that file.. it is just properly clever, using that same game mechanic to achieve so many things that seem at a GUI level to be completely unrelated! (I almost felt a little cheated that it wasn't MORE complicated codewise
![Big Grin :D :D](/data/assets/smilies/biggrin.gif)
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Trading System: which part of it is currently 'not liked'? It would be great if the local market demand grew per person and more so with more affluent/specialist citizens, so that bigger towns 'absorb' more goods per turn than smaller ones (I don't know exactly how it works at the moment?) I love freighting stuff between trade screens though! I can talk more on this when I figure out exactly what it is doing at the moment!
The great thing about code is that it can be made to look and feel different at the gamer level, without actually changing the code from one mod to the next (just making some tweaks.) the Prime example is what Kailric did with the Civic Code, he blended a bunch of existing concepts and made them look like something completely new, using the FF points system etc.. I mean everytime I look at it i just think... "damn that was sneaky clever!"
We could even create 'Faction Specific' research trees, by giving the faction an unresearchable tech at the start that is the prerequisite for a whole line of stuff to follow. (just takes imagination and Xml copy/paste graft!) Again 1 step at a time!!
Also depending on what the properties of Domain Space are, that could be used to represent all kinds of stuff in all kinds of mods, just by editing the text and graphic, (just depends on what it actually would do before I could give an example)