I dont know if you guys allready know it but as it has appeared
several times to me now I wanna tell you about it:
if a city has many buildings the forge may disappear from the list, although once built. Not only that its not listed anymore, its not re-buildable either (as you might suspect it was destroyed by fire eventually, which i would have missed perhaps), like in other cities, which still can build it, if they havent done that yet.
That sucks sometimes very much because some (national) wonders or other buildings require the forge.
Same thing with shipyard. In a city where I once wanted to build magellans voyage, which requires a shipyard, and allready had built a drydock, too, only the drydock was still there, the shipyard had disappeared from the list and wasn't rebuildable.
And one thing about the crusader unit (you need a special tech - fundamentalism - you need the King Richards Crusade - you need gold, silver and gems, otherwise its pretty expensive to produce
plus you can only produce it in the city where king richards crusade was built):
Give it the ability to build fortresses, like elephants can do!
And one more thing:
Give fortresses a zone of control, please - or at least some kind of opportunity fire, or a better chance for opportunity fire if a siege unit is stationed in it....
Regarding this I would like to see a graphical "frontline fortification improvement", one ancient one (like limes) and one modern one (like trenches). Perhaps forts standing side to side could form a special kind of graphic.
As mentioned in the other thread, just because cottages are too powerful..
...or the farms are not powerfull enough... I personally never build any farms anymore, and workshops neither, not that i have built them ever before...
- Found religions only with great prophet. The pre-requisite tech have to be known.
(for example, polyteism would allow a great prophet to discover hinduism but would not automatically found Hinduism)
- We can even imagine that the prophet becomes a missionary after the religion is founded! or maybe that a new GP could spread the religion in 2 or 3 random cities of the continent..
- Scientist could discover bonuses that could be used for military (special kind of steel for better swords..) or discover special resources to help your cililization (health,..)
Great idea!
P.S. in another thread I read about decomissioning troops as an idea for a mod. Instead of only destroying a troop you could re-settle it in a city, perhaps contributing to the output of food, science, military strength of new units etc. Of course it must be prevented that spamming cheap troops to abuse the bonusses for settling them in a city etc.
P.P.S. one last thing: the AI way of researching the tech tree is too similar, as well as their choice of civics is: this leads to a very slow progress in the early renaissance age, when I always get miles ahead (even playing at higher difficulties like monarch), just because i mostly avoid to have too many civics with -25%, -10%,
etc. The AI does not calculate that really well.