1. Any civ can take part in wars, is doesn't matter if the civ's focus isn't Military because a good player is a good player and will use what they have to fight a war well. So it doesn't encourage wars from a trade civ, it instead just gives it as an option. Your Clibanarii generates GG points, so early wars with city states or other civs can give you those citadels that will last the rest of the game.
2. Wars can be declared by the enemy, so you can gain GGs from defense too.
3. the UA isn't ENTIRELY dependent on the AI. Heres a few points that you can use to get AI to trade with you or through your territory.
- Expand your borders, purchase tiles or get culture. Settle more cities, build wide.
- Get trade buildings like the East India Company that benefits both sides of the trade, the AI is more likely to send Caravans your way.
- Build roads for foreign caravans to use, that go through your territory.
- Citadels. Expand your borders even further than just the usual borders. After a war, your GG can be expended to make your territory expand into a location where you see caravans often.
4.
WHAT THE **** DO YOU GUYS WANT FROM ME?
"too militaristic"
"not militaristic enough"
"no happiness for the UI"
"i like the happiness"
"no culture from great people"
"bring back the culture from great people"
"Clibanarii should generate great generals"
"Clibanarii should generate great merchants"
"Fresh water from citadels! make use of the great generals from the clibanarii"
"TOO MILITARISTIC"
"Palmyra isn't mercantile"
"Palmyra isn't military"
"Palmyra is a trade civ"
"this doesn't represent Palmyra"
This is you guys. The UA IS FINAL. Klisz coded it, he did a damn fine job. Once i fix Pridelands for TPangolin, i'll be compiling it all together.
Leave it. If you don't have something to input into the build of the mod, rather then the ideas, then forget about it and leave.