UPDATE ALERT: New text update posted.
We finally got all the triggers working correctly. Militia units are back in the mod, though in a simpler version than what we had before. The Elite units now work too. Be sure and read the Main readme about these two unconventional unit types.
The terraforming errors P-man laid out have been fixed as well.
We should now be able to conduct the final round of play-testing to see how the Elite units affect the game, and to check science progress in the second half of the game.
I am leaving tomorrow for a short trip, hopefully only a couple of days, so if you don't hear from me for a little while, that is the reason.
My current game has been quite pleasing. I conducted a long war against a strong civ to drive them from my continent, and it took all of my 20% PW allocation just to repair my troops while I waged my successful campaign. The refugee and building triggers also had a big effect on the quality of the cities I conquered. It took dozens of turns for them to return to their pre-war condition, and I had to spent all my gold to rush-buy happiness improvements to keep them out of riots or even revolts.
I think I am going to continue this game, so that I can make a judgement on the science flow of the later game. Thus I will need you guys to report on the Elite units. Any other observations are welcome too.
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