Quoting myself to add more stuff.
- In my opinion, plagues are ruining the game. I'm playing on Deity and every single turn there's at least one neighbour civ that is plagued. The problem isn't that I get the plague from them, since even while this does happens a lot it's not a huge problem, just have a medic unit on the city and your defenders won't even die. The problem is that since the AI is always getting it, they lose most of their units and I can easily capture them afterwards. I know plagues happened, but every single year of the entire game is too much. The AI should be able to manage plagues better, they love to make farms and build huge cities only to get destroyed by plagues... all the time. I don't even like to have vassals because of this, since the chance they will get plagued is huge.
I've attached a screenshot that is showing a enemy city (espionage ftw). It shows exactly what I dislike. Several of his cities were like that, needless to say he got plagued a few turns later. They focus too much on growing cities, no need to have that many farms. So they end up having lots of plagues.
- How does military unit cost works? In my financial advisor it says like this:
175
: Unit cost for 175 units (free support for 86)
0
: Military Unit cost for 144 units (free support for 66)
6
: Extra Unit cost
Total Cost: 181
Two things I've noticed: making military units increases the unit cost and using a civic that increases free military units doesn't decrease the
I spend for units.
From what I could see, here's how this this works. Military unit costs is only used if you currently have a civic that increases military unit cost by 1.
The civics that give +1 military unit cost are:
* Peasent Military (Military)
* Mercenaries (Military)
The civics that gives you free military units are:
* Dynasty (Sovereign)
* Forced recruitment (Military)
* Citizen army (Military)
What this means is that the bonus from Forced recruitment and Citzen Army is useless and the bonus from Dynasty is only useful if you are using Peasent Military or Mercenaries.
I started playing a random game as Augustus Caesar. So here are more stuff:
- Npcs trade Dye for nothing.
- There's a limit for the amount of experience gained from barbarians. Since the game focus on strong animals and barbarians, it would be nice if this limit was removed. On this random game I'm playing. There are a LOT of barbarian, I'm still fighting them for territory and already have heavy cavalry. A lot of units got 20 exp and didn't get more, so I switched those for other ones, but I think that it makes sense for this mod to not have this limitation.
- Triarii is a spear-bearer unit that has a bonus of 75% against melee units. This makes this unit almost useless since every melee unit has a huge bonus against spear-bearers. Even in the case that he does have more total str when fighting against a melee unit (like shield-bearers), it's not an ideal fight anyway because there are better units to counter melee. It's also weird that he upgrades to a unit that is good against mounted units. Also, he has the strategy description of hoplites. Hoplit is the same, he went from a very powerful unit (I used to love them) to a not so good one. Maybe if he had some huge bonus against melee to compensate for the bonus that melee already has on them.
- Several barbarian cities have the same names as cities from other civs. So it's common to see 2 Babylons, 2 Delphis, etc.
- Once you convert an enemy unit he changes to your civ model (or skin, not sure how it's called). It would be nice if those units remained with their old models, if something like this is possible.
- Animals can use roads, I got attacked by some really fast bears, it hurts.
Maybe it would make sense if they couldn't get any bonus from roads?
- Farm has the same hotkey as irrigation canals. It would be nice to give irrigation canals a unique hotkey.
- It would be better if Pantheon was always destroyed on city capture. Since it's a limited building.
- Promote unit Hero says "free upgrades" but that's not true.
- Mounted units can pillage after combat, this makes them even more annoying because of Using roads promotion. In my opinion they shouldn't be able to pillage after combat.
- Using roads is so easy to get that it's annoying. The AI almost always gets it so they can easily walk over your territory and really annoy you. Maybe making it hard to get or making you walk at a reduced rate on enemy road would be nice.
- Salt was discovered on one of my mines. What I think is weird is that I have to change the mine to a Salt mine so that I can get it. Is it really necessary to have a different type of mine for it? If it is, maybe it's possible to add an event when salt is discovered that asks if you want to change the mine for no cost?
- War elephant has the same str as heavy cavalry and horse/camel archers. This makes them not that useful since it doesn't take long to research Saddle after Elephant Husbandry and their bonuses isn't really that great. The advantage you have with them is quickly gone.
- I've seen several description of units and buildings that are wrong or have some weird code instead of them. Do you want them to be reported or it's a work in progress?
- Popular Assembly is really overpowered. By the time I get my cities are with pop 9-11 full of slaves/gladiators and can already have some or several specialists. The amount of gold this generates is huge. Not sure if this is a problem or not but just thought about commenting on it.
- Sometimes rebellion makes no sense to me. I'm there winning the war, which means my army should be happy, just captured a city with a huge stack (I know, I know, shouldn't walk around with a huge stack). Then the units that stayed behind because they already attacked rebel on the next turn. This makes no sense to me, why would they even want to rebel? Maybe you could make a unit that attacked not to count for rebellion? I'm going back to using generals just to avoid this problem.
- Barely escape sometimes is weird. Check the screenshot.