Thomas SG, I had a brief look at 4.29G. Some first comments:
1.) The new earth screen (when a game is set up) looks awesome!!
(If you could add an intro like in Civ1 with a developing world/earth that would be fantastic!! But that will probably remain a dream.
)
2.) I had a closer look at the terrain. It is actually very similar to what I used before. Very nice! I will play with your art from now on.
3.) The restructured tech tree looks good as well. A few thoughts here:
- Perhaps you could add a +1 health to cure (and in turn reduce the health points the player begins with). Similar to what you did with fermentation. Adds an(other) incentive to research cure.
- It seems as if you want to add some of the promotions (more or all of them?) into the tech tree as well. Is that true? If so, seems to be a nice idea.
- I like the new concept of providing specialists with certain techs, but I do miss the "school" with writing... (You know I am builder)
- Why do we get a merchant with pottery? IMO, "Sailing" would be a better place for him (think about the Phoenicians), but then you might want to transfer the Great Lighthouse or something else to "Ship Contruction", otherwise Sailing gets too much.
- While I like the concept of revealing resources with new techs, I think that this calls for a stone age.
(I remember that you said you won't add one, but I had to mention it
)
- The tech tree is now already quite crowded. Do you intend to add more techs (please not too many more
) ? If so, would it be possible to draw the tech tree longer instead of putting techs in the space between? Just for a better overview (for example in AND it is sometimes a bit difficult to discern which tech leads where).
1.) The new earth screen (when a game is set up) looks awesome!!

(If you could add an intro like in Civ1 with a developing world/earth that would be fantastic!! But that will probably remain a dream.

2.) I had a closer look at the terrain. It is actually very similar to what I used before. Very nice! I will play with your art from now on.

3.) The restructured tech tree looks good as well. A few thoughts here:
- Perhaps you could add a +1 health to cure (and in turn reduce the health points the player begins with). Similar to what you did with fermentation. Adds an(other) incentive to research cure.
- It seems as if you want to add some of the promotions (more or all of them?) into the tech tree as well. Is that true? If so, seems to be a nice idea.
- I like the new concept of providing specialists with certain techs, but I do miss the "school" with writing... (You know I am builder)

- Why do we get a merchant with pottery? IMO, "Sailing" would be a better place for him (think about the Phoenicians), but then you might want to transfer the Great Lighthouse or something else to "Ship Contruction", otherwise Sailing gets too much.
- While I like the concept of revealing resources with new techs, I think that this calls for a stone age.



- The tech tree is now already quite crowded. Do you intend to add more techs (please not too many more
