This is just the 3rd time I try this wonderful mod, so I can't be sure what's intended and what's not. The below questions can be answered by all experienced RI players and not only by the developers.
My workers being able to remove jungle while building pasture but not anything else before Pump looks weird to me. Is it intended or a bug? What I intend to do is to exploit this bug (?) to remove the jungle with pasture and then build a mine there for the initial stages of a new city.
The following issue has to do with AI, so I realize the developers have limited control over it. What I've been noticing in this game (monarch) is the AI, one after the other, for 3.5 times in a row, declaring war on me, presumably for getting ahead, while I was considerably more powerful than any of them only to park an obviously insufficient stack by my city, wait for it to be destroyed and then, after it's destroyed, offer me gold for peace without me counter-attacking. This is how I got rich with Napoleon III surpassing everybody and giving me 200 gold for destroying his infantry stack with skirmishers and horse archers in 1 turn. What bothers me is that they attack me "knowing" I will be able to defend and then give me gold while I stay within my borders. In BTS, the AI apparently wasn't triggered into war by the player merely getting ahead and, when it declared, it always caused me way more troubles and damage at least by systematically plundering the land. In the end, I got quite some gold and quite some GG points while not even ruining my diplomatic relations with anyone.
P.S. Also, is the dedicated RI forum down for good?
P.P.S. I'm playing 3.57a.
P.P.S. As you can see, building grazing grounds isn't allowed as well.
P.P.P.S. I'm not sure that the way the AI targets a player that gets ahead on monarch at least is efficient: while it declares war, it sacrifices expansion, including conquering nicely placed contested barbarian cities. In the end, when it fails in its attack, the power disparity only grows due to this sacrifice the AI makes. The Ordu-Baliq city you see on the left was a barbarian city that Rome left for me to conquer after their failed attack on my tundra city also on the left.
P.P.P.P.S. What was the base production bonus of watermills before 3.55/3.57a? The 3 I see now looks overpowered to me simply as compared to BTS. It's true that, with just 1 in BTS, they weren't as useful, but sometimes they were. As I realize that there are no workshops in RI, and given that a watermill can be built on just one side of the river, 3 seems to be ok to make it a strategic rather than a niche improvement and to potentially balance poor terrain.