EDIT: Does anyone here know which variables I should increase to up penetrating power of a ranged weapon?
You will want to increase the shoot force and the max velocity of the weapon, I believe. I'm not sure how much of an effect the attack token for ammunition has on ranged damage, but increasing ammo size will also make the bolt hit with more force.
Thanks. I'll start testing this tomorrow.
Also, I think I'm going to duplicate the EVIl civ in the raws. It's getting destroyed in longer worldgens. Other civs seem to build massive armies (first, a few hundred will face off against a few hundred, but the victor of that battle will suddenly obtain potentially thousands of troops) and then proceed to just flatten any resistance unless the goblin/human/dark-elf civ in question is led by a demon.
This could however result in twice the sieges. Hrm. Balancing, balancing...
EDIT:
Since I actually read my poll, we're going to add more civ archetypes, tweak existing ones, and make more (and more detailed) cultural artifacts. Also, future artifacts will actually have effects on gameplay; you haven't seen it yet b/c I don't have an actual release up, but the current artifacts are basically just old weapons/armor with new names. Unimplemented weapons will change that.
On that note, should I bother to make a gunpowder expansion? It's been done, and someone else's gunpowder mod could easily be added to your game. I'd keep corpse burning, of course, because that's something that just makes sense to me as useful garbage control, so should I return my focus to civ diversity?