Hello!
First of all, a big thank you for such an excellent and in-depth mod! At first I was skeptical, but now have come to really like the whole "paleolithic" period.
I have however some feature requests, ideas, some of which might have been brought up by others, but in case they have not, I will list them any way. Some will be pretty trivial, others will potentially be big.
So, in no particular order:
1. [RELIGION] If possible, and historically appropriate, differentiate ALL religions, so that each provide unique bonuses, at least as far as their holy city shrines go (like for example Statue of Zeus provides 100% war weariness for enemies). It does not need to be limited to holy shrines of course, some may provide temple/monastery level benefits. The game already has quite a lot of those, but some are lacking still: Baha'i, Canaanism, Islam (why for instance its monastery does not give free "Jihad" promotion or something like it), Janism, Mormon, Rodnovera (many thanks for this new addition btw), Sikhism.
2. [DIPLOMACY] Make it possible to end Vassal agreements, kind of similar to how one can end Open Border agreements. First of all, if you are the master, then you should be able to ALWAYS end vassal agreements (i.e. make Vassal free) at most after certain number of turns. That is it does not matter how you got the vassal (capitulation, or protection request), you should have the ability to always say "good bye". On the vassals' side maybe too, as a human player you should have the option to end protection (perhaps with some consequences). Right now, if you are master, it can be very annoying not to be able to do anything about vassal's city or unit that gets in the way...
3. Moderator Action: Incorporate Great Diplomat mod.
4. [OPTION] Make it possible as a game option for all civs to have all 7 base cultures as their Native cultures, or equivalently remove the European/NA/SA/African/Asian/ME/Oceanian prereqs from Culture Wonders, so that any civ can build them porovided they have right tech, resources, tiles.
5. [UI] Make it possible to hide certain items (buildings) from the queue, as if they were obsolete or unconstrictable. For example, it is annoying to always remember NOT to build dirty coal or oil power plants when your city already has power. Likewise for reclamation plants that provide ingots for example - they cost a fortune in maintenance and are not needed if I already have the resource (ingots) that they produce. Additionally have the button/keyboard shortcut to add all items in view to the queue as they appear. Adding items one at a time can be quite time consuming. For example: I filter and get only hammers producing buildings, then add all those that are available to the queue ion the same order as they are presented (usually construction cost).
6. [UI/BUG/WORLDBUILDER] In World Builder when you edit diplomacy and are in the "middle" of the game, when you try to select some of the civs from the drop down to edit their diplomatic stance with others, the whole diplomacy window shrinks and shows no UI. You then have to exit WB, enter WB again, eneter diplomacy editing mode, and select another civ from the menu (i.e. some civs, even though technically present in the game but maybe w/o cities) are unselectable de-facto. Also, you may sometimes select CivA from the menu by clicking on it, but what actually gets selected is CivC (i.e. as if some entires were skipped).
7. [BUG/QUESTION] Don't get what does Blitz promotion do for air units that have missions. It does not seem to function the way it's meant to be.
8. [FIX] Shouldn't the dunes terrain be able to fulfill desert requirement for buildings like cultures and units? After all, dunes AFAIK only appear in deserts.
9. [FEATURE] Ability to not research any tech (even though there are still techs to research). Setting research to 0% does not work, because effectively there may still be lots of beakers being produced. Sometimes this is needed if you do not want to have certain things get obsolete too soon.
10. [FIX] Adam Smith's Trading Company does not show any tooltip when you add it to the build queue. Strangely enough it seems to be the only wonder that does not show its effects in the tooltip.
11. [FIX] Automated workers when issued "Build Infrastructure" seem to always provide bonuses by building forts/bunkers instead of their respective improvements like mines, quarries, plantations, pastures, and farms.
12. [FIX] Build X number of Buildings events, where X is usually >30. That is build 40 colloseums and get this benefit. The number is too big. It should scale with the map size.
13. [CAPTURE] Maybe have the ability to capture great people?
14. [CIVICS] Certain more modern civs seem to be too weak, so more often than not one is usually better of with older civics. Why would I choose Republic or Democracy for example? They provide a slight great person birth rate and culture boost, but also have a lot of negatives like tax rate and war weariness. Considering that cultrue is hardly ever a problem in this mod, and to an extent gp birth rate too, I don's see these as powerfull enough choices. Maybe tweak these, add science boost? This is just one example, same goes for quite a few others... Like Trade is almost always MUCH better than Free Market.
This is just the first batch. I will add other ideas soon when I re-remember them
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
First of all, a big thank you for such an excellent and in-depth mod! At first I was skeptical, but now have come to really like the whole "paleolithic" period.
I have however some feature requests, ideas, some of which might have been brought up by others, but in case they have not, I will list them any way. Some will be pretty trivial, others will potentially be big.
So, in no particular order:
1. [RELIGION] If possible, and historically appropriate, differentiate ALL religions, so that each provide unique bonuses, at least as far as their holy city shrines go (like for example Statue of Zeus provides 100% war weariness for enemies). It does not need to be limited to holy shrines of course, some may provide temple/monastery level benefits. The game already has quite a lot of those, but some are lacking still: Baha'i, Canaanism, Islam (why for instance its monastery does not give free "Jihad" promotion or something like it), Janism, Mormon, Rodnovera (many thanks for this new addition btw), Sikhism.
2. [DIPLOMACY] Make it possible to end Vassal agreements, kind of similar to how one can end Open Border agreements. First of all, if you are the master, then you should be able to ALWAYS end vassal agreements (i.e. make Vassal free) at most after certain number of turns. That is it does not matter how you got the vassal (capitulation, or protection request), you should have the ability to always say "good bye". On the vassals' side maybe too, as a human player you should have the option to end protection (perhaps with some consequences). Right now, if you are master, it can be very annoying not to be able to do anything about vassal's city or unit that gets in the way...
3. Moderator Action: Incorporate Great Diplomat mod.
4. [OPTION] Make it possible as a game option for all civs to have all 7 base cultures as their Native cultures, or equivalently remove the European/NA/SA/African/Asian/ME/Oceanian prereqs from Culture Wonders, so that any civ can build them porovided they have right tech, resources, tiles.
5. [UI] Make it possible to hide certain items (buildings) from the queue, as if they were obsolete or unconstrictable. For example, it is annoying to always remember NOT to build dirty coal or oil power plants when your city already has power. Likewise for reclamation plants that provide ingots for example - they cost a fortune in maintenance and are not needed if I already have the resource (ingots) that they produce. Additionally have the button/keyboard shortcut to add all items in view to the queue as they appear. Adding items one at a time can be quite time consuming. For example: I filter and get only hammers producing buildings, then add all those that are available to the queue ion the same order as they are presented (usually construction cost).
6. [UI/BUG/WORLDBUILDER] In World Builder when you edit diplomacy and are in the "middle" of the game, when you try to select some of the civs from the drop down to edit their diplomatic stance with others, the whole diplomacy window shrinks and shows no UI. You then have to exit WB, enter WB again, eneter diplomacy editing mode, and select another civ from the menu (i.e. some civs, even though technically present in the game but maybe w/o cities) are unselectable de-facto. Also, you may sometimes select CivA from the menu by clicking on it, but what actually gets selected is CivC (i.e. as if some entires were skipped).
7. [BUG/QUESTION] Don't get what does Blitz promotion do for air units that have missions. It does not seem to function the way it's meant to be.
8. [FIX] Shouldn't the dunes terrain be able to fulfill desert requirement for buildings like cultures and units? After all, dunes AFAIK only appear in deserts.
9. [FEATURE] Ability to not research any tech (even though there are still techs to research). Setting research to 0% does not work, because effectively there may still be lots of beakers being produced. Sometimes this is needed if you do not want to have certain things get obsolete too soon.
10. [FIX] Adam Smith's Trading Company does not show any tooltip when you add it to the build queue. Strangely enough it seems to be the only wonder that does not show its effects in the tooltip.
11. [FIX] Automated workers when issued "Build Infrastructure" seem to always provide bonuses by building forts/bunkers instead of their respective improvements like mines, quarries, plantations, pastures, and farms.
12. [FIX] Build X number of Buildings events, where X is usually >30. That is build 40 colloseums and get this benefit. The number is too big. It should scale with the map size.
13. [CAPTURE] Maybe have the ability to capture great people?
14. [CIVICS] Certain more modern civs seem to be too weak, so more often than not one is usually better of with older civics. Why would I choose Republic or Democracy for example? They provide a slight great person birth rate and culture boost, but also have a lot of negatives like tax rate and war weariness. Considering that cultrue is hardly ever a problem in this mod, and to an extent gp birth rate too, I don's see these as powerfull enough choices. Maybe tweak these, add science boost? This is just one example, same goes for quite a few others... Like Trade is almost always MUCH better than Free Market.
This is just the first batch. I will add other ideas soon when I re-remember them
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889