@JFD, honestly, an incredible mod. Love the enhancement of trade, introduction of tribes and the changes to explorations (particularly the attrition and "off-limits" jungles that keep areas and civilizations unreachable deep into the game!). Looking forward to your future enhancements, and would like to suggest a couple for your consideration:
* Introduction of Tin/Arsenic as a strategic resource. These resources should be sparse across the map and (thus) highly guarded and coveted. This should be coupled with the reclassification of Copper as a strategic resource. Copper, itself, should be made more plentiful across the map, not treated as something easily monopolized. These two raw materials would enable trade in the early game to foster Copper armies and/or Bronze armies (see next bullet). Copper retains value as a currency and then in the electronic age.
* Introduction of the Smelter as a Trade Building that produces Bronze, itself a strategic resource and enables copper and bronze weapons, or weak/cheap and moderate/moderate grades (less than iron and then steel). Bronze loses strategic value after iron, but continues as ornamental (jewelry?). Bronze itself should be tradable to civilizations that cannot access copper or tin.
Lastly, a couple observations/questions:
* seems the AI doesn't seem to value tribes highly when settling. More than once, I've seen them pick a typically valuable settling spot when if they settled one tile over they'd give up a sheep and get a tribe. Any others seeing this?
* on deity-level, huge, Communitas map (all other standard settings), the ratio of land resource improvable tiles are very high. I do like the variety and I know I can make the resources sparse, so just take it as more feedback as anything. Interestingly, I'd say the sea resources are comparatively rare.
Again, outstanding work and thank you!
* Introduction of Tin/Arsenic as a strategic resource. These resources should be sparse across the map and (thus) highly guarded and coveted. This should be coupled with the reclassification of Copper as a strategic resource. Copper, itself, should be made more plentiful across the map, not treated as something easily monopolized. These two raw materials would enable trade in the early game to foster Copper armies and/or Bronze armies (see next bullet). Copper retains value as a currency and then in the electronic age.
* Introduction of the Smelter as a Trade Building that produces Bronze, itself a strategic resource and enables copper and bronze weapons, or weak/cheap and moderate/moderate grades (less than iron and then steel). Bronze loses strategic value after iron, but continues as ornamental (jewelry?). Bronze itself should be tradable to civilizations that cannot access copper or tin.
Lastly, a couple observations/questions:
* seems the AI doesn't seem to value tribes highly when settling. More than once, I've seen them pick a typically valuable settling spot when if they settled one tile over they'd give up a sheep and get a tribe. Any others seeing this?
* on deity-level, huge, Communitas map (all other standard settings), the ratio of land resource improvable tiles are very high. I do like the variety and I know I can make the resources sparse, so just take it as more feedback as anything. Interestingly, I'd say the sea resources are comparatively rare.
Again, outstanding work and thank you!