Originally posted by shultster
To start, I want to say this is a terrific mod. The author is a genius and has come up with some great ideas to make Civ3 a more enjoyable game to play.
Well, thank you. I think Genius might be going a bit too far (stop it, false modesty is so unbecoming

)
But seriously folks, I think Comen is probably right about the mining issue.
Originally posted by RobO
Food/Growth:
The implication here is that you need a bonus food resource or flood plains to be able to expand, or access to an improved government (which will take time), or you can go on a conquering spree.
I'm not sure this is a major problem, though it will stop an AI civ from expanding in a number of cases. Balancing growth and food production is very difficult.
This, IMO, is the hardest part of the game to reconcile. Trying to balance growth before and after the discovery of higher forms of govt.
I think the current system most accurately reflects the development of civilizations, and puts a premium on choosing where you are going to place those early cities. Much like in the early years of civilizations, only those nations that had the good fortune to be in a fertile location early were able to blossom. Indus River Valley, Nile River Valley, Tigris and Euphrates, Yangtze, etc.
Originally posted by RobO
The
Brave costs the same as a spearman and is better (2/2/1 instead of 1/2/1). Why should I ever build spearmen if I can build the Brave unit

I think something needs to change here - why not make the Brave 2/1/1 ?
Good point, you have to remember that the brave was first developed before the advent of the HP system. The brave should probably be 2/1/1 with +2 hp or he could be 2/2/1 with +1 HP but costs more than the spearman. Militaristic civs then have the choice, they can put a little more time and effort into producing a
Brave or they can go the cheap route and build the spearman.
Originally posted by RobO
Serfs/Workers at start are in many cases out of a job because several civs start with neither The Wheel (Commercial) nor Mining (Industrious) and Irrigation comes much later.
Yeah, that is a problem. One option is to just add them to your initial city. And build a worker later.
Originally posted by RobO
Mining can in a way be considered as an advanced technique, just as Irrigation is.
It is noteworthy that you can access strategic resources like Iron without having to mine them. I like to think of "Mining" as a kind of industrial exploitation that is probably available from late middle ages. So, I propose that the mining tech be (re)moved (and Industrious civs be given Masonry), and that "Mining" (preferably with another name) be moved into the middle age. It would also be appropriate to change the mine graphics to something representing a workshop.
I dont think I will remove the mining tech itself as I like it as a prereq for bronze and then iron working, plus it allows copper and iron to become visible on the map even if you cant make any units with them yet. But I do like the idea of removing the mining ability to the industrial era, available with steam power to represent the improved drilling tools and techniques available after the invention of the steam engine. I am reminded of the story of John Henry the Steel driving man.
A concern would be that workers would really have nothing to do now and you wouldnt be able to log forests. So, in order to keep some utility for the worker units I dont think I will do this. If only we could add worker jobs.
Originally posted by RobO btw, why not rename Irrigation to Farming?
Very Good Point. This will help clear up some of the confusion we have been seeing as to just why it is not available until after crop rotation.
Originally posted by RobO
Startup:
Serf should be replaced with a warrior. The Serf will only be useful if you have roadbuilding, and it would also serve to slow expansion down even more.
I really like the serf unit. I think the serf is more valuable than you give him credit for. The industrious civ basically gets the laborer two eras ahead of anybody else.