Leyrann
Deity
Figured it might be a good idea to create a separate thread for all the minor stuff, just collect it all in one spot.
UI stuff should probably go here instead.
-Jose Rizal's longer celebrations seem like more of a penalty than a bonus to me. I don't know exactly how progress towards a new celebration is measured, but I always get my new celebration on the very turn the previous celebration ran out, so presumably the game keeps counting happiness while a celebration is ongoing. Thus, if celebrations were shorter, I'd still have 100% celebration time, but now with more social policy slots. Alternatively, if celebrations were to be changed to refresh if you reached your next celebration before the last one ran out, this would also be fixed - although the longer celebrations would be pretty meaningless still.
-Treasure resources can spawn near lakes that have no access to the ocean, leaving no way for those resources to be used.
-Speaking of, it would be nice if there was a way to get treasure resources to the coast if the city that has them isn't inland. This would greatly reduce annoyances with AI city placement that might bar you from transporting them.
-A way to get resources from allies, allied city states or both would also be nice, and provide alternatives to conquest to obtain treasure fleets (which, after all, count towards economic victory, not militaristic).
-Please allow cities to swap tiles if they haven't yet been improved.
-It would be nice to have a few options for peace deals that aren't settlements changing hands. For example, war reparations, enforced open borders, free resources (without having to build a merchant and without the civ that provides them getting money for it), etc.
-Frankly the AI just needs to get better at settling contiguous empires. It's almost as if it just picks a random spot somewhere on the continent and settles there, in a way that can't be explained by resource richness and the like. Mainly it should better consider the value of shorter travel times between it's cities, e.g. if it gets attacked.
-Gold seems far too plentiful, although this may be biased by me starting as the Mississippians (who get a free gold adjacency from resources on every building from a social policy tradition). I'm sitting at thousands of gold despite liberally buying buildings and units, and I actually misjudged how useful towns are and am sitting at near-exclusively cities because the gold cost to upgrade them simply wasn't relevant (which has led to me having pretty slow growth rates in cities due to there not being any towns to support them).
-It feels to me like hostile independent powers are by far the most common, at a rate of 2/3 to 1/3 if not worse. Playing on Sovereign difficulty for this game (although I'll have to up it as I'm completely snowballing away from the AIs). I also noticed this on some of the pre-release content I watched from streamers but at the time I figured it might be a Deity thing. Oh yeah and they took the capital of an AI in my game. It's funny if it happens to PotatoMcWhiskey, but I'd prefer that the AIs get some bonuses to stop stuff like that from happening so that they can provide me with more of a challenge.
-There should be ways for borders to grow to touch each other if the city ranges just barely don't touch. Singular unclaimed tiles or strips of unclaimed land just look weird, and aren't worth settling (and in fact a settlement there would be severely harmed by the lack of expansion options due to the lack of tile swapping, as well as the number of tiles a settlements needs to be useful in the first place).
-There is an imbalance between city happiness and empire happiness due to non-local happiness sources. Although it's difficult to say as I'm playing Jose Rizal this game (see the first point), I suspect that this effectively leads to celebrations being permanent or near-permanent even if you exceed your city cap as much as possible without local unhappiness causing issues, making non-local happiness a near-worthless resource.
-There seems to be an imbalance between science and culture in the Exploration Era. Based on my science and civic progress, it appears as if that may be partially intended, as I've completed roughly equal percentages of both trees, so my higher culture numbers were necessary to get parity there (as there are more civics than techs). However, I originally made my decisions on the assumption I would require equal numbers for both, and as a result I prioritized science quite a bit stronger than culture (from past games in the franchise I have a tendency to view it as slightly more inherently valuable as well). For example, I would often build Observatories and (once unlocked) Universities quite early for cities, while usually only building Kilns later, if at all (I haven't unlocked Pavilions yet), and I'm not sure if I ever put in any policies that grant either (except for the Reformation ones), but if I did, it would've only been the science policy. With this discrepancy in priority, I would expect to be ahead in science, rather than even. I'm playing the Inca as Jose Rizal, so I have no science bonuses, and the only culture bonus is from narrative events, which I don't think is all that major. Oh, and I also have the free tech from suzerainty from a city state, which popped three or four times. Without that I'd probably even be slightly behind on science.
UI stuff should probably go here instead.
-Jose Rizal's longer celebrations seem like more of a penalty than a bonus to me. I don't know exactly how progress towards a new celebration is measured, but I always get my new celebration on the very turn the previous celebration ran out, so presumably the game keeps counting happiness while a celebration is ongoing. Thus, if celebrations were shorter, I'd still have 100% celebration time, but now with more social policy slots. Alternatively, if celebrations were to be changed to refresh if you reached your next celebration before the last one ran out, this would also be fixed - although the longer celebrations would be pretty meaningless still.
-Treasure resources can spawn near lakes that have no access to the ocean, leaving no way for those resources to be used.
-Speaking of, it would be nice if there was a way to get treasure resources to the coast if the city that has them isn't inland. This would greatly reduce annoyances with AI city placement that might bar you from transporting them.
-A way to get resources from allies, allied city states or both would also be nice, and provide alternatives to conquest to obtain treasure fleets (which, after all, count towards economic victory, not militaristic).
-Please allow cities to swap tiles if they haven't yet been improved.
-It would be nice to have a few options for peace deals that aren't settlements changing hands. For example, war reparations, enforced open borders, free resources (without having to build a merchant and without the civ that provides them getting money for it), etc.
-Frankly the AI just needs to get better at settling contiguous empires. It's almost as if it just picks a random spot somewhere on the continent and settles there, in a way that can't be explained by resource richness and the like. Mainly it should better consider the value of shorter travel times between it's cities, e.g. if it gets attacked.
-Gold seems far too plentiful, although this may be biased by me starting as the Mississippians (who get a free gold adjacency from resources on every building from a social policy tradition). I'm sitting at thousands of gold despite liberally buying buildings and units, and I actually misjudged how useful towns are and am sitting at near-exclusively cities because the gold cost to upgrade them simply wasn't relevant (which has led to me having pretty slow growth rates in cities due to there not being any towns to support them).
-It feels to me like hostile independent powers are by far the most common, at a rate of 2/3 to 1/3 if not worse. Playing on Sovereign difficulty for this game (although I'll have to up it as I'm completely snowballing away from the AIs). I also noticed this on some of the pre-release content I watched from streamers but at the time I figured it might be a Deity thing. Oh yeah and they took the capital of an AI in my game. It's funny if it happens to PotatoMcWhiskey, but I'd prefer that the AIs get some bonuses to stop stuff like that from happening so that they can provide me with more of a challenge.
-There should be ways for borders to grow to touch each other if the city ranges just barely don't touch. Singular unclaimed tiles or strips of unclaimed land just look weird, and aren't worth settling (and in fact a settlement there would be severely harmed by the lack of expansion options due to the lack of tile swapping, as well as the number of tiles a settlements needs to be useful in the first place).
-There is an imbalance between city happiness and empire happiness due to non-local happiness sources. Although it's difficult to say as I'm playing Jose Rizal this game (see the first point), I suspect that this effectively leads to celebrations being permanent or near-permanent even if you exceed your city cap as much as possible without local unhappiness causing issues, making non-local happiness a near-worthless resource.
-There seems to be an imbalance between science and culture in the Exploration Era. Based on my science and civic progress, it appears as if that may be partially intended, as I've completed roughly equal percentages of both trees, so my higher culture numbers were necessary to get parity there (as there are more civics than techs). However, I originally made my decisions on the assumption I would require equal numbers for both, and as a result I prioritized science quite a bit stronger than culture (from past games in the franchise I have a tendency to view it as slightly more inherently valuable as well). For example, I would often build Observatories and (once unlocked) Universities quite early for cities, while usually only building Kilns later, if at all (I haven't unlocked Pavilions yet), and I'm not sure if I ever put in any policies that grant either (except for the Reformation ones), but if I did, it would've only been the science policy. With this discrepancy in priority, I would expect to be ahead in science, rather than even. I'm playing the Inca as Jose Rizal, so I have no science bonuses, and the only culture bonus is from narrative events, which I don't think is all that major. Oh, and I also have the free tech from suzerainty from a city state, which popped three or four times. Without that I'd probably even be slightly behind on science.