However I found the mod through your sig about crossbows in the desert which sounded great, however crossbowmen and survivers seem to be obsolete to gaurdians pretty much straight away.[/QUOTE}
I agree totally with this.
I quite liked the idea mentioned earlier in the thread about having upgraded farms later on in the tech tree, so your cities stay quite small early on then allowing them to get bigger later, but somehow keeping the cities small to begin with, as i cant see vast cities forming 20years after nuclear war.
Again, I agree, although regardless of nuke war or lots of nuke plants failing, the problem is that there aren't a lot of farmers anymore. It takes time to reconstitute lost agrarian lore and machines as 'simple' as the mechanic threshers and the like. As I've posted many times, the book "Island in the Sea of Time" by S.M. Stirling shows this when the island of Nantucket gets thrown back to 1240 B.C. Not to mention but low tech agriculture tends to be very labor intensive and with low populations, it's going to take awhile before there is enough stability to have the people to make the tools as well as guard the farmers while they're doing their thing.
This is another reason why I think that raiding for slaves would be so important early on, so much so that I think raiding towns should give you a chance to get money or a slave, which might later on upgrade to a refugee or perhaps revolt into a barbarian.
One other minor gripe is having lots of cottages early on didnt add the the atmosphere, I felt that people would be trying to stick together in the early years in the face of all the monsters, not splitting up. Making cottages available later on is the obvious solution but then I guess that would just add the money problem people have. Maybe farms could produce a little gold to balance it out, and pursuade the AI to build them more? As im sure food would be one of the most important commodities after a nuclear war.
I agree again due to the same issues of safety.