Grave:-
Just played all day with new patch (should be doing some work but meh)...
Some excellent ideas with civics, although maybe Slavery is a little too strong again, as no real downside plus +1

everywhere..
Also I doubt you'll ever get the ais to run anything but Bureacreacy with its bonuses (+100%

in Cap, +100%

and I think +50%

)
On another point, not entirely sure about the research times, 43 turns (I think it was anyway) on marathon off the bat for An Husb is an awful long time...it especially accentuates the effect of barbs--they now come much, much earlier in real terms--Makes for an interesting game, even though at one point I reached the dreaded "nothing to build, can't afford a war, and more cities or any more troops, so building and disbanding units" time..
Oh and barb galleys were quite ridiculous in said game, spawning everywhere and in large numbers---I had 8 barb galleys stalking 5 water side cities at one point, the ais had the same problems too...I
know this isn't your doing, but it makes it quite impossible (to my way of thinking) to have a "seafood capital"...the barb galleys will just pillage the lot. I even regen maps now, until I get an inland start....
Idea:- No barb galleys until at least someone has sailing..having them appear while your struggling to build first couple of cities is pretty much game breaking......even if you go for an early sailing, unlike other barb battles, you can't pick the terrain, and you
will keep having to replace the galleys all the time, whihc is damn expensive and city resource diverting..
Also, did you change maintenace/dist from palace, as I was getting crucified economy wise, from not that many cities? (ais were hardly building any cities either)The overall tech rate got slowed to a snails pace (which isn't necessarily a bad thing)..left the game at 500AD having just been pipped by someone yet unknown to COL (in 500AD!) previously if I didn't get the Senate done BC, I'd reckon I was probably going to miss it...
Anyways, overall a sound job as always
