Suggestions for Balance:
+1 food/coast for Lanun is unbalancing on water maps, we've taken to banning them in multiplayer water maps. I would suggest perhaps giving them +1 food per fish/clam/crab, if that's easily done. Or a bonus to these resources from harbour or lighthouse
AI seemed to play very well on pangea, but was very poor on water maps, primarily due to the AI not chopping it's forests or jungles. Can this be partly fixed by changing the flavours of these techs to encourage more growth?
A player whose farmland is covered in forests has a problem, and starting on a tropical peninsula or island is a death sentence. Perhaps perhaps allow chopping forests at crafting (Indians used stone axes to cut trees for teepees and to clear land for cultivating), and allow chopping jungles at bronze working instead, or at least allow both at bronze working.
Windmills and watermills are end-game researched techs, but really don't give any end-game economic advantages compared to mines/cottages/farms. Perhaps make them available sooner (like at smelting or iron working?) and then improve their bonuses at engineering or machinery.
Bigben34
+1 food/coast for Lanun is unbalancing on water maps, we've taken to banning them in multiplayer water maps. I would suggest perhaps giving them +1 food per fish/clam/crab, if that's easily done. Or a bonus to these resources from harbour or lighthouse
AI seemed to play very well on pangea, but was very poor on water maps, primarily due to the AI not chopping it's forests or jungles. Can this be partly fixed by changing the flavours of these techs to encourage more growth?
A player whose farmland is covered in forests has a problem, and starting on a tropical peninsula or island is a death sentence. Perhaps perhaps allow chopping forests at crafting (Indians used stone axes to cut trees for teepees and to clear land for cultivating), and allow chopping jungles at bronze working instead, or at least allow both at bronze working.
Windmills and watermills are end-game researched techs, but really don't give any end-game economic advantages compared to mines/cottages/farms. Perhaps make them available sooner (like at smelting or iron working?) and then improve their bonuses at engineering or machinery.
Bigben34