The AI is not a factor in this game and can be ignored. I have already pretty much taken out the Netherlands, and I guess someone is soon taking care of Portugal... And if we start a game with 4 players, we will probably combine Netherlands + Portugal (+ a bit of Spain?) into a fourth human-controlled nation and play completely without AI.
Interesting point about the batteries, didn't notice so far.
Edit: well, I just remember, I did notice so far: I already used that feature against the Dutch! Coastal batteries have blitz, so the "movement 4" was added to the unit, so they can shoot 4 times per turn. (I used it to damage the attacking Dutch ships at Plymouth quite badly...
) So I guess we should
not remove the movement, even though the unit is "immobile"!
Regarding the Civilopædia: no of us is capable to modify it, so we pretty much agreed on using the biq file as our source of information. (I should have done that
before building the Slave Markets...
)
Regarding the broken taxation: what do you mean by this? In the biq file it looks ok:
Very Low Taxes: 2 happy faces, 2 maintenance
Low Taxes: 1 happy face, 1 maintenance
Medium Taxes: no effect (so same effect as not building any of these "buildings")
High Taxes: 1 unhappy face, +50% gold
Very High Taxes: 2 unhappy faces, +50% gold, +1 shield in every water tile
By the way: an idea that I just had: some of the things we decide here, can be turned into a "house rule" for our currently running game. E.g. as we don't have City Defenders in the Pirate Islands, we could make it a house rule that the pirate bases (the two towns they start with) must not be attacked by anyone? (Towns captured later can of course be taken back.) Of course only for Peglegs and Swashbucklers -- the job we started with the Undead, I would like to finish...