xienwolf
Deity
Well the easy fix to that one is to make it so that the promotions which provide a better city come later in the tech tree, along with unique versions of the settler itself which naturally provide the improved cities.
Well the easy fix to that one is to make it so that the promotions which provide a better city come later in the tech tree, along with unique versions of the settler itself which naturally provide the improved cities.
As always with a big change, I'm posting the possibility of it here first to get some feedback. I'm also going to offer a compromise to those who may not favour the idea. I'm basically looking at ways to allow a player to block *any* civ (original, FF and later additions) from being present in the game. Effectively, you'd have the option of selecting the civs you do not want to be present in the random selection. If you don't like Lizardmen for example, you could just remove the Cualli and Mazatl and still have a random selection from the others. I don't have a reliable way to do this yet, but it should be possible based on the alignment code already developed.
By the way, i've got a balance issue for the mazatl's new system: with the -25% commerce from trade routes by lost lands, you now need atleast 2 commerce per trade route to get any gain whatsoever, since these numbers are rounded down. In other words: if you change to lost lands without having built barter houses and inns in most of your cities, you will suffer quite a big income hit.