Don't know much of the history of jungle living, but there are plenty of tribes and natives that prove it's possible, and cultures have prospered in them. RI already recognizes this with several cultures, but fails to allow any civ to achieve it aside from those that actually are jungle/tropical civilizations.Hm, do you have any realistic suggestions regarding that?
I think all that's necessary is boosting forest/jungle with the Hunter Gatherer civic, and some improvements that can increase yields on resource tiles, but without providing access to that resource (ie, the resource can be cultivated enough for nearby inhabitants to use, but not enough for it to become a main trade item).
I've been thinking for a while that it would be cool to see different types of siege units provide different types of bonuses. So a battering ram wouldn't provide much benefit, but a siege tower could provide a fair boost specifically against archers, etc.Rams are low strength by design, and are not intended to provide aid. Because really, how helpful to you is a battering ram in combat - not for bringing gates down, but in actual combat? A catapult could serve as a primitive form of artillery support for you, but ram?
I always thought it would be a huge improvement if cities had to be founded on fresh water tiles until some technology is reached (aqueduct?). Perhaps different technologies can increase the range from fresh water (default to requiring fresh water, when a well is available it can go one further, aqueduct can make that two tiles further, etc).Yes, perhaps you are right regarding too much health early on. We should probably redesign health system in such a way that it too would be a real growth limiter in early eras.
In terms of game play, this forces all early cities to have a natural health source (fresh water), and the global health bonus can be dropped/removed.
It also limits how many cities can settled. The game currently has a ridiculous ancient/cultural eras expansion boom. This change would help reduce that boom and put an emphasis on building fewer, but strong cities early on, rather than rushing to build as many settlers as possible before all the good resources are taken. This also makes the Creative trait more useful, as it will be a way to claim resources that are too far from fresh water to settle directly.
Lastly, it also will put much more emphasis on waging wars over the good river tiles, which would add a nice realism to the early game. It always frustrated me that the Fertile Crescent era isn't well represented in RI, but putting an emphasis on settling rivers can easily recreate such history.