Maybe its just me, but I've found Kuriotates to be very difficult to play at Emperor difficulty. The extremely limited number of cities along with the low happy-cap is crippling at the beginning.
A few suggestions:
1) Lower the cost of the Tailor and Jeweller (sp?) by at least half. These buildings have the potential to help out with the happy-cap early into the game, but are much too expensive.
The impact of these buildings is also often delayed since the resouces are often in forests (Silk), jungles (Dye, Gems), or completely inaccessible (Pearls). Allowing these buildings to be built early on at a very cheap price will not give the Kuriotates an overpowering advantage.
2) Allow players to change their Adaptive trait at shorter intervals. Or better yet...
3) Allow players to change their Adaptive trait at the time of their choosing via a menu. Abuse can be prevented by implementing a minimum amount of turns between trait switches (much like the minimum 10 turn wait between revolutions).
The final suggestion applies for all civs/leaders (except Elves, of course):
Allow Lumber Mills on Ancient Forests. If Ancient Forests with Lumber Mills are considered too strong:
- adjust GoN civic to give -1 food to lumber-mills on Ancient Forests; or
- adjust lumber-mills to give -1 food on Ancient Forests
I don't know if lumber-mills can be adjusted as per my suggestion, but I hope so. Come mid/late-game I have to either let Ancient Forests sit as they are, or I can chop them down, Bloom the tile, wait for the New Forest to grow into a Forest, and then build my Lumber Mill.
A few suggestions:
1) Lower the cost of the Tailor and Jeweller (sp?) by at least half. These buildings have the potential to help out with the happy-cap early into the game, but are much too expensive.
The impact of these buildings is also often delayed since the resouces are often in forests (Silk), jungles (Dye, Gems), or completely inaccessible (Pearls). Allowing these buildings to be built early on at a very cheap price will not give the Kuriotates an overpowering advantage.
2) Allow players to change their Adaptive trait at shorter intervals. Or better yet...
3) Allow players to change their Adaptive trait at the time of their choosing via a menu. Abuse can be prevented by implementing a minimum amount of turns between trait switches (much like the minimum 10 turn wait between revolutions).
The final suggestion applies for all civs/leaders (except Elves, of course):
Allow Lumber Mills on Ancient Forests. If Ancient Forests with Lumber Mills are considered too strong:
- adjust GoN civic to give -1 food to lumber-mills on Ancient Forests; or
- adjust lumber-mills to give -1 food on Ancient Forests
I don't know if lumber-mills can be adjusted as per my suggestion, but I hope so. Come mid/late-game I have to either let Ancient Forests sit as they are, or I can chop them down, Bloom the tile, wait for the New Forest to grow into a Forest, and then build my Lumber Mill.