Here's a few things I've noticed about the game, and a suggestion for the Good system.
* When Landmarks get an extra Commerce they don't get a commerce bonus when in a Golden Age.
* Animals that can only defend "delete" themselves if they have nowhere to move, either if surrendered or cornered.
* Several early wonders and buildings get a bonus from resources either as global or in City Vicinity way before one can gain access to said resources.
- Best example would be Lascaux Painting that builds twice as fast with access to Dye but to get Dye as a resource one needs Calendar. To get Calendar one HAS to go through Mysticism which obsoletes the wonder and the cave paintings.
- Another example is the Neanderthal Caves that get +1 Culture with Petroglyphs, but to get to Petroglyphs one has to go through Ritualism which in turn obsoletes the Neanderthal Caves.
(Edit: )- Oh, and the Cave Dwelling wonder gives +1 Trade Route which is redundant as you need Tribalism to get another city or Writing to enable trade routes with other nations. Both require Ritualism (obsoleting the wonder) to get to.
* Culture gained on a plot from combat (taking over someones city and razing it after for instance) doesn't follow the "realistic Culture" spread. The culture points count and one gets control of the plot when the city culture would have reached it if "Realistic Culture" spread wasn't on.
* Asatru is really Asatro though the followers of the religion didn't actually have a name for their beliefs. For them it just was. Once Christianity spread in the countries where the Nordic Mythology was followed they started refering to their old beliefs as (roughly translated) "the old ways", or "hinn forni siðr" (pronounced as "hin fourni sidr"). Today the religion has few followers but a group in Denmark that follow the same (roughly) old beliefs call their church ""Forn Siðr - Asa- og Vanetrosamfundet i Danmark".
- Suggestion is either change the name to Asatro (easiest for most players I suppose) or to Forn Siðr.
* At least on Eternity Game Speed the Early Merchants and subsequent caravan units are overpowered as they give more hammers than they cost to build. Using them to hurry production makes everything build that much faster, at least halving the turns needed, even closer to 2/3s reduction. Just place a Merchant unit on top of queue, end turn, use him to hurry production, set another on top of queue again, end turn, hurry production, and so on and on. Maybe they should give a little less bonus to hammers when hurrying...
* Love the system with the Goods, great idea to help newer cities grow faster via an influx of extra hammers, food, and culture. I do have some slight objections to the added gold and science though, especially since that is basically the main reason to the very high amounts of income and gold people have been mentioning as well as very high science output, something people haven't mentioned. Industrial Age and 7500 beakers per turn before year 0 is a lot.
- My suggestion would be to set those Goods that give gold and science have that removed and instead give a small percent increase to Trade Routes. That way the early gold influx will be curbed until cities get Trade Routes as well as making smaller cities not get as much out from having the Goods as bigger cities with higher base Trade Route income.
Cheers
* When Landmarks get an extra Commerce they don't get a commerce bonus when in a Golden Age.
* Animals that can only defend "delete" themselves if they have nowhere to move, either if surrendered or cornered.
* Several early wonders and buildings get a bonus from resources either as global or in City Vicinity way before one can gain access to said resources.
- Best example would be Lascaux Painting that builds twice as fast with access to Dye but to get Dye as a resource one needs Calendar. To get Calendar one HAS to go through Mysticism which obsoletes the wonder and the cave paintings.
- Another example is the Neanderthal Caves that get +1 Culture with Petroglyphs, but to get to Petroglyphs one has to go through Ritualism which in turn obsoletes the Neanderthal Caves.
(Edit: )- Oh, and the Cave Dwelling wonder gives +1 Trade Route which is redundant as you need Tribalism to get another city or Writing to enable trade routes with other nations. Both require Ritualism (obsoleting the wonder) to get to.
* Culture gained on a plot from combat (taking over someones city and razing it after for instance) doesn't follow the "realistic Culture" spread. The culture points count and one gets control of the plot when the city culture would have reached it if "Realistic Culture" spread wasn't on.
* Asatru is really Asatro though the followers of the religion didn't actually have a name for their beliefs. For them it just was. Once Christianity spread in the countries where the Nordic Mythology was followed they started refering to their old beliefs as (roughly translated) "the old ways", or "hinn forni siðr" (pronounced as "hin fourni sidr"). Today the religion has few followers but a group in Denmark that follow the same (roughly) old beliefs call their church ""Forn Siðr - Asa- og Vanetrosamfundet i Danmark".
- Suggestion is either change the name to Asatro (easiest for most players I suppose) or to Forn Siðr.
* At least on Eternity Game Speed the Early Merchants and subsequent caravan units are overpowered as they give more hammers than they cost to build. Using them to hurry production makes everything build that much faster, at least halving the turns needed, even closer to 2/3s reduction. Just place a Merchant unit on top of queue, end turn, use him to hurry production, set another on top of queue again, end turn, hurry production, and so on and on. Maybe they should give a little less bonus to hammers when hurrying...
* Love the system with the Goods, great idea to help newer cities grow faster via an influx of extra hammers, food, and culture. I do have some slight objections to the added gold and science though, especially since that is basically the main reason to the very high amounts of income and gold people have been mentioning as well as very high science output, something people haven't mentioned. Industrial Age and 7500 beakers per turn before year 0 is a lot.
- My suggestion would be to set those Goods that give gold and science have that removed and instead give a small percent increase to Trade Routes. That way the early gold influx will be curbed until cities get Trade Routes as well as making smaller cities not get as much out from having the Goods as bigger cities with higher base Trade Route income.
Cheers