I've been trying to get through reading this thread for days now. It covers too much in one thread, while so many of these ideas deserve their own! But, to touch on a few points. Praetyre, your timeline is fantastic! Absolutely a brilliant piece of work! Hydro, not so sure about this embassy concept. I mean, in some ways I like it, but in others, shouldn't embassies be limited to the civilizations you know? But then that kinda goes against what it appears your trying to do, which is a nice concept for reworking UUs and UBs. I would propose an alternative, which is to melt down the UU and UB system entirely. Remove the whole concept of it mattering what 'civilization' you pick. Make it just a name. Keep some open slots unfilled for UUs and UBs. Then, take every UU and UB we have and really analize what it is about that civilization that gave that civilization access to this unique thing. Then make a very complex chain of requirements for each UU and UB that determines whether we may add one to our limited list of selected UUs and UBs. These should not be easy to qualify for, most out of reach of any choices, relying more on some random factors in the map generation, such as: if capital city has two sources of iron and produces more than X starting experience, then that nation may select Praetyres to fill one of its UU slots. This might be a bit more complicated from a programming angle, but I think it could be done. Embassies, could then become a way to establish a link to another nearby civilization and adopt one of their selected UUs or UBs. This way, we never have the same civilizations represented twice. Gone is our limited concept of playing those civilizations that developed on earth thanks to earths unique features, replaced by the completely unique civilizations that will rise on our new worlds. I also disagree that having a starting wandering camp is a bad idea. I think its absolutely necessary to a good model of the starting eras. If we make it so that the camp itself is rather tough, and if every time it moves it collects the resources from the tile it just moved onto (rather than limiting it to what it can get from 'goody huts') and make it so that it can use gathered production to 'purchase' units and upgrades (proxy buildings that are parallels to the ones you would build in that era and when the camp finally becomes a settlement those buildings are granted immediately to the city) and gold funnels directly into research, than we should have a very realistic Paleolithic and Neolithic era. If anyone has ever played the Barbarians mod that came stock with Warlords, you will know what I mean. I think it could all be done in python as well. I'm sure there's more to comment on given so many discussions here at once, but I'll leave these for consideration for now.