Hi, great mod.
here are some bugs i found and other general comments. btw, this is my first contact with D&D barring neverwinter nights and baldur's gate if those counts.
just for referencing i'm playing at myrmidon level, so if you're a sid, dont laugh at how i utilize my guys.
civilclopedia bugs
- druid to temple of the druid link does not work
- temple of the druid does not have a description
- civilclopedia failed to mention that both bird of prey and star knights can cause golden age for heldanns
- hins can build a siege crossbow or the other second age bombard unit with 8.1.2 stats which was not meant for them. they dont have any 2nd age bombard unit stated in civilclopedia.
- athuagin description is too long and went off the screen.
i'm obsessed with civilclopedia and it really dissapoints me when most of the descriptions are empty.
some civilization feedbacks or advertisements depends on how you see it:
Izonda:the first civ. i clicked when i first started playing, my jaws dropped and my nose bled. has the best scout(dwarven scout, same goes for dwarven civs), can both farm and mine and have those good fliers(not really air units, i'm talking about griffins and pegasus riders etc).
Alphatia: my favourite. they have got the griffin and pegasus(why i like them so much is that they come out fairly early and spawns at a good rate) and also a good selection of mages, notably the wind mage, spawn rate of one every five turns which is awesome. Free 20 strength bombardment unit that can attack at 5 and rebase, lovely. and finally the alphatian airship, very good for achipelago and continental warfare, good for pangaeas too, just good all around as they help speed up your troops travelling speed and has powerful bombardment(20) rate(2). they also get griffins and pegasus which have respectable speed,this coupled with the airships can transport defense units while wind mages teleport, makes the whole army very mobile.
Heldanns: Agricultural is a powerful trait(in terms of early expansion and early game smackdown), and they have birds of prey which acts like the alphatian airship. birds of prey and alphatian airships own because they spawn quickly and can bombard unlike elven airships which comes out twice as slow and cannot bombard. Heldanns also have a very good late government, trade bonus, 1gold maintenance cost.
Orcland and Athuargin: and any other nomadic culture civilisations kinda fall back, esp. during later stages in the game as their government does not have trade bonus but have a 2 gold maintenance cost which is very bad. But it is just government, orcs get some good troops and athuargin, i dont know much about them, havent played them yet, but a 4\4\2 UU at first age is quite powerful. (EDIT: i made a mistake, they do have a trade bonus but suffer from war weariness, forgive me, but i'll still say its a lousy government, tribal councils...)
Rockhome: Dwarves including Duargor have the best government around. dwarf units get +1 hp which is quite good for rockhome as they are tailored to be more offensive than Duargor with a 4\1\2 second age infantry unit and get best final age artillery units.
Denagoth: doesnt have the best government around, but they have the shadow withch elf (6\2\2)[one every ten turn] which makes spectres (5\5\2) through enslavement and spectres can enslave making more spectres. very interesting to play and they have shadows (5\3\2) which makes more shadows but spawns at a rate of 30. the way i see it, why bother with shadows when you can get specters? of course you don't really need those, but i tend to challenge myself to make an army of specters
Hin: personally i do not find them overpowered as stated everywhere in this forum. stealth attack is no big deal since they have to get close to be able to use that, and infantry units can only attack once, after that once they're meat. well this goes for all other infantrys or maybe, MAYBE i have yet to realise the power of stealth attack.but they are good to use with the 8.1.2 second age bombard units
Wendar and Kwythellar: plating forest are fun. but to me their power lies with 4.1.2 elven archers(this would include minrothad which is a good civ too) that comes with outdoormanship and the second age 8.1.2. bombard unit. They get centaurs 6\6\4 which comes in very early in the game too. Kwythellar get offensive units all the way through the last age.Not much to say here but early conquest.
Kastelios: i never played these guys, but somehow they are always my neighbour and what makes it worse is that they have the best defensive units 1.4.2 for 2-3 ages which really hurts - loses a lot more men trying to take over them compared to any other civ.
Zuyevo: among my favourites, werepandas own. period.
Ethengar: special note about these guys, their calvary unit is quite defensive and highly mobile defensive units allows some interesting tactics.
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Respond to why improvements are so powerful
it helps to balance out the farmers, miners, duals and slackers (it helps farmers with production and happiness mostly and help miners with cash and food)
coastal cities being too powerful, i'll say this helps the miners nearly all the time and a lot more when the age is 5 billion yrs old and it helps the farmers at 3 billion year old maps. kind of balances things out too i guess. but its just my opinion, the real reason behind this ask the head honcho.
random things -
-Druids come in too late to be of any use other than some cheap defense but that is not their purpose is it?
-Seers are dandy but not handy, maybe increase their recon range 2 or 3 times, or maybe give them global recon to increase their usefulness
- small wonder spawn rate, anything above 12-15 turns depending on their usefulness, would not be worth it to me and anything less than five unless its some 1\1\1 warrior would be too much. suggestions - highly increase wonder shield cost but greatly reduce the spawn rate.
-give the giants ships in the first age, but my idea of giants can cross the sea without boats

, they are taller enough... but we'll get severe flooding is frosthaven decides to invade ostland across the sea

. maybe make those sea giants come earlier, but make them weak, cant move well in the high seas with all the water.
- the tech that has the satellite effect have some problems, i researched it, but cant buiild the hall of the immortals nor trade it, but i got the whole map revealed, but with fog of war which i thought is normal. please do check it out.
- can the adventurer's party be made to be unable to capture workers etc. i would think that adventurers party have some honor in them and would not attack defenceless folks.
- nithia have sind settlers, is this intentional?
- nithia also have the wolf scout, is this intentional? (not mentioned in civilclopedia)
- when am ettin or goblin becomes a vergbeeg(or however u spell these) or an amazon or gnoll become a dwarf is unsettling. (i'm talking about upgrade paths by the way)
that's it for now, i got some stuff to do, more stuffs next round if i remember what things are there that i have seen. btw i can beta test for you if you want to, but let me know the details first before taking me in.
cheers.