Hi, I came once again with some suggestions and ideas:
0. First of all some praises:
a) I criticized the implementation of str 4 archer before, since i thought, it twists the balance to the favor of the defender too much. But after playing a while testing different styles of plays I am completely convinced that it was a very good change.
b) The cottages, hamlets etc. work very well now. Since you can't produce many specialists at the early stages of the game, I feel myself forced to build a cottage or two in some of my cities. And indeed I realize that, as cottages grow, I feel they become the backbone of my economy. They are now quite strong, but at the same time spread annoying epidemics, and they can be pillaged. A very nice trade-off!
c) The decision to put despotism under bronze working is good. I also liked to put swordsman under armor crafting. Now we have a much longer bronze age and interesting battles.
d) I'd also like to thank you for implementing my ideas about trade fairs, levee and many more.
And now to the main part
First of all, small issues:
1. How about the option of cultivating cotton just like corn, wheat etc.?
2. Celtic UU Gaesatae doesn't upgrade to anything, but it probably should.
3. The Persian UU Immortal becomes available too early with archery, and enables a very early aggressive and dynamic play against your hopeless opponents. How about at least Archery+Woodworking or Archery+Bronze Working?
4. Those scrubs along the river banks are annoying. They are placed near the starting location as a part of starting position sweetening to cut of epidemics and unhealthiness, but I'd prefer to have flood plains anyway. So they actually destroy a cool starting location. These scrubs are aesthetically pleasing, but they don't have any effect on gameplay, so I would either consider removing them altogether, or at least wouldn't let them appear at the starting position. (Or you may boost the scrubs near the rivers)
5. Would you consider that some of these gives you the opportunity to turn one citizen into a priest: Stonehenge, Statue of Zeus, Oracle
6. Leader with legislator trait should maybe be able to build the patent office 50% faster.
7. I would set Mathematics as required technology for Academy.
Some suggestions about the tech tree:
7. How about making storytelling a prerequisite of the philosophy? Kind of makes sense...
8. What are your thoughts about integrating the religious techs better into the tech tree? I would propose polytheism as a prerequisite for literature (like in the vanilla civ), and maybe ritual might be a prerequisite for code of laws or dynasticism. I don't know...
9. Taoism is most of the time the firstly discovered religion. But, actually it appears around 5. century BC and so. So maybe switch it to later tech?
Some more important issues:
10. In previous versions, the science works went obsolete, now they are only discontinued. It is kind of dull, because you know which city produces the most
, and very probably this city will stay as the main science city throughout the game. So it is a no-brainer to build all great scientific works in this single city. I'd either go back to the old system and strengthen the science works a bit, or I'd somehow limit the number of great works on a city by 1 great work/(era*city).
11. Once again, I'd like to beg you to change the city advisor system, which makes poor decisions. It completely neglects city growth:
a) In a newly built size 1 city, which can grow up to size 4 without reaching the unhappiness or unhealthiness cap, a plains+hill+forest tile is preferred over a grassland+cattle+pasture while building a carpenter.
The decisions are also inconsistent. I was playing as Mentewab (Philosophical + Industrious). The following things happen:
b) It prefers scientist specialist over a plains+hill+forest - which is fine.
So: 3
+ 3
> 3
c) At some point, I wanted to produce great prophet as soon as possible so I started to run theocracy+organized religion with a sacerdotal palace and also managed to build St. Peter's Cathedral. That means I had great priests that produces 2
and 4
. I also had workshops and sawmills, so my craftsmen produced 4
which is also pretty cool. But the problem is, craftsmen are prefered over priests, that means:
4
+ 3
< 2
This contradicts definitely with the point b)
I would really like to know, according to which principles these choices are made. Is there a code or so that I could look at?
12. After the change in tech transfer from 50-25 to the 30-15 system, the pace of the game slowed down a lot. I am not totally unhappy with the fact that the eras take longer so you can enjoy each eras distinctive military units. However, because the new techs come a bit too rare, I end up building everything in every city and then I had to build military units all the time, because there is nothing else I can do. I end up having a huge army. So it seems that I can't even neglect my military (which happened pretty often in my earlier games), because I don't have a choice in the first place!
So what I would do is to speed up the technological advance and/or slow down the unit and building construction slightly. I would also consider adjusting settler
cost, worker's building speeds and cottage -> hamlet -> village -> town evolution speed for this slower pace.
I have changed the iresearchpercent in the gamespeedinfo from 310 to 250, and I feel that the game is already running a bit too fast. So I feel that a slight adjustment should do the trick.