A good thing should be a better use of ressources.
While I completed ressources part of the Wiki, I see some ressources over used (iron allow creation of a terrific number of unit) and other totaly unused, like bananas and whale.
Of course, bananas can't be used to train soldiers (except maybe monkey
), but they can be used like corn or wheat, which are useful with granary and brewery.
Damn, I want to write something with arguments, but I don't have access to wiki at office... well, I got some draft ideas anyway.
The goal is to made useless ressources being useful, not as iron or mana, but more useful than they are now.
The fundation of my ideas is buildings giving little bonus if ressources is present, just like the Kuriotate's jeweler (in fact, lesser bonus, this building is a bit powerful). And to prevent cumulative bonus due to a great number of buildings, we can have civilisation specifics buildings.
For example, a "cold butcher" for Doviello and others cold civs, where whale, fur and deer give a little health bonus, a "desert market" where trading elephants and incense give some gold, a "luxury market" where wine, gold or pearls give some happyness, etc.
Or to be more vicious, all the ressources can be required before giving the building bonus. So if you have only 2/3, you just have basic ressource bonus.
An other idea is about temple. I see that temple use incense to give happyness, except The Veil which need reagents, et Kilmorph with gems. Why not requiring whales for the Overlords (they love big sea beast, isn't it ?) and wine for Order (yes, catholic inspiration
), so incense is just for the Leaves. And if you have a multi religious city, you need multi ressources.
Well, it's a bit difficult to write something clean and balanced without documentation, so I'll write it tonight.