I faced this issue when playing Pangaea. What maps would you recommend for RI when playing on Standard/Large map size?
WorldGen not placing enough of certain resources when it generates maps is a known issue, and in upcoming revisions I think I will try to deal with it. Unfortunately I am unable to change the algorithm itself, but I will try reducing the amounts of luxury resources placed, so that other resources get more spots.
But still we need to add some incentive so that AI city manager doesn't screw with this. At start this is fine to micro but when you have a 10 city empire it quickly becomes annoying to manually force the city to work on the cottage because otherwise it would almost always work other tiles.
Indeed. We'll take steps to buff cottages a bit.
I still find them very underwhelming for most civs, on the other hand longbows are more than decent in most situations. There was one fundamental difference between xbows & lbows, xbows required minimum training compared to lbows which required years of training. Perhaps we can represent that in some way & buff xbows a bit. I know lbows requires an archery range & xbows don't, but we still need to make it a major difference. For example levies could be upgraded to xbows for some quick defence, give xbows some defensive perks, they might not be better defenders than lbows but still they should get non-attacked focused bonuses against melee units & so on.
We're not 100% decided on the particulars yet, but we will overhaul the archery line quite a bit. Expect crossbowmen to become much more of a "workhorse" unit.
Well after using 'Revolutionary' I think cruel is quite forgiving.
Last time playing as Meji almost everybody hated me because of religion+revolutionary & 4-5 civs declared war on me because of that.
...aaaand it is now nerfed.
The point of my suggestion was to in some way add local buildings depending upon the local resources of the city. This way we might even be able to simplify some of the consumption & production of resources we currently have right now. Currently industrial era onwards it is quite hard to trade resources because many industries would stop working because you traded a resource with the other civ.
We don't have the ability to do this yet. It could indeed lead to quite a lot of cool buildings.
Also, it is a strange complaint regarding resources - for each resource you use in industrial production, there is a resource you output, and it can be traded just as well.
What I was trying to say is that the restrictions seemed to be slightly past that point where they would be ideal (difficult, but without the need for continuous building). Difficulty is good, grinding is bad.
Then it probably means that you are somewhat past your comfort zone when it comes to difficulty levels. For each person this margin is somewhere else. After a certain point the amount of minmaxing and micromanagement you have to do becomes a chore - and that's when you know you probably should go for lower difficulty, even if you could have won on higher.
I personally never play past Monarch, even though my knowledge of how stuff works and experience would make it quite possible for me to compete on higher levels - but I don't really want to micromanage every decision, so I settled for a lower difficulty level that forgives a somewhat relaxed attitude, and I find that I enjoy it much more when the game forgives that.
Another thing I noticed. If you happen to capture an enemy city from a civ who has owned it for a long time, but has previously taken that city from another civ (ie. You capture Berlin from the French) if you raze it you take a -2 diplo hit with the Germans for razing it. The Germans don't ask for you to "liberate" it when you capture it, but are upset with you if you raze it. It doesn't make sense.
I guess you found a vanilla Civ 4 bug. I don't think it has anything to do with our mod, since we didn't really change any of that mechanics.
That screams some balance issues. Food crop plantations could be buffed a bit. Similarly pastures should be a bit better food wise than they are now. Maybe some tech could boost them in medieval era.
...aaaaaand buffed.
Making supporting units cost increased with numbers is a good idea, however it might be too punishing for unlucky civs who lack horses. My suggestion would be to apply the cost increase after 5-6 unit limit, so that you can't have too many skirmishers etc.
We can't really set it like that. The proper trick is to set the base price and increment amount just right to ensure the right amount of units. We will probably expand the use of increasing unit costs to many other unit classes, since it feel like a good mechanism to bring the composition of armies closer to balance.
Some wonders cost absurdly high to produce. Examples include Colosseum & that Theatre wonder. While happiness is great early on but a Classic wonder costing more than an average Medieval wonder is kind of crazy.
Many (most?) of wonders with higher costs have a resource that dramatically reduces these costs. Still, it might be a good idea to re-evaluate some of them. I also have a feeling not all of them are right.
Would it be possible to tweak the way AI evaluate the strength of tribal forts to be less suicidal?
No, unfortunately I don't see a way to do that.
I've noticed something odd recently. Many of the cavalry units don't require horses anymore (modern cav for example). Is this intended?
It has been like that for a long time. Late Renaissance - early Industrial cavalry units and beyond no longer require horses as a resource. By that time, lack of access to horses wasn't a factor in any significant country anymore. Since we can't model the spread of horses through breeding of new populations (by early XIX century, all continents and most countries already had local horse populations), we just have to remove the resource requirement from a certain point onward.
Do you guys think that Military drones (which play a pretty big part in today's world) will ever make it into the game?
Not really, since today's world is beyond the scope of RI. The mod's scope ends in 1989, 25 years into the past. First armed drones entered service past that date, and representing only unmanned scouting missions would make the unit kind of useless.