Just 2 questions I've been thinking about.
1) Marines. Are they good for anything? By the time I have Marines, most of my cities are protected by Infantry. And since Infantry get a (correct me if I'm wrong) +25 vs gunpowder units, the 24 vs 20 strength doesn't seem to be enough reason to use Marines over Infantry. Plus they cost 20 more hammers, which in anything but your military production cities will mean 1 more turn to complete. Perhaps if they had 2 movement instead of 1 I can see them being useful, but since they only have 1 movement, I don't see how they're much better than Infantry. Their amphibious trait could come in useful for declaring war, landing, AND attacking all in 1 turn before the enemy can reinforce, but beyond that I don't see their purpose. That is, unless their +25% vs artillery also lessens the amount of collateral damage inflicted upon you when the enemy attacks your stack with artillery. If so, 1 or 2 of these units in your assault stacks could help you, I suppose. Does the +25% vs artillery lessen collateral damage? And also, by the time you have Marines, having researched Industrialism you have tanks, which are much better than Marines. What is the use of the marine?
2) I've never asked another civ to stop trading with another civ. When you do so, do they stop trading techs, as well as resources? And how long do they not trade for? If you ask a civ to declare peace, or to declare war, they will do so for a certain amount of time, but after a while they could declare war, or make peace on their own later. So to summarize, how long do they stop trading, do they not trade techs as well as resources, and do you get any negative diplo multipliers from the civ you've asked them to stop trading with?
1) Marines. Are they good for anything? By the time I have Marines, most of my cities are protected by Infantry. And since Infantry get a (correct me if I'm wrong) +25 vs gunpowder units, the 24 vs 20 strength doesn't seem to be enough reason to use Marines over Infantry. Plus they cost 20 more hammers, which in anything but your military production cities will mean 1 more turn to complete. Perhaps if they had 2 movement instead of 1 I can see them being useful, but since they only have 1 movement, I don't see how they're much better than Infantry. Their amphibious trait could come in useful for declaring war, landing, AND attacking all in 1 turn before the enemy can reinforce, but beyond that I don't see their purpose. That is, unless their +25% vs artillery also lessens the amount of collateral damage inflicted upon you when the enemy attacks your stack with artillery. If so, 1 or 2 of these units in your assault stacks could help you, I suppose. Does the +25% vs artillery lessen collateral damage? And also, by the time you have Marines, having researched Industrialism you have tanks, which are much better than Marines. What is the use of the marine?
2) I've never asked another civ to stop trading with another civ. When you do so, do they stop trading techs, as well as resources? And how long do they not trade for? If you ask a civ to declare peace, or to declare war, they will do so for a certain amount of time, but after a while they could declare war, or make peace on their own later. So to summarize, how long do they stop trading, do they not trade techs as well as resources, and do you get any negative diplo multipliers from the civ you've asked them to stop trading with?