It is possible with some effort, but the main issue, as usual, is not really coding it in, but rather making AI understand and make use of it. We'll see if it's really workable. If either side has slavery, there is a possibility of slaves being captured in combat, liberated immediately if the capturing side is not running slavery. I see no need to buff republic. It works better than Despotism/Monarchy in the exact situation it is intended for - in small civs. Given how players expand better and are usually a larger civ, Republic becomes a somewhat "non-player civic", but, again, it works for what it is intended. Oh, indeed they are annoying, I will agree with you there. But surprisingly, they work. All these years they worked quite well as a gameplay element. While the particulars (such as randomness, frequency and severity) can and probably will be tweaked, the concept works, and for now I see no other factor representing both an opportunity and a risk to include in their place, were they removed. Well, you're not saying anything new here. This is an effect we've been trying to fight for years now, with varying degrees of success. As for the largest civs having the tech lead, I would be interested to see the settings you play at - this is just a question of balancing the per city malus in a particular circumstance. Well, this is more or less by design - Medieval era quite purposefully does not contain new mechanics, breakthroughs and such. While it is not a "Dark age" in which you are regressing, it should feel like you are making less progress than in the previous and following eras. Yeah, AI may be placing a bit too little emphasis on food. Though in case of civ-specific Roman latifundias, the other bonuses offered by them are probably big enough to stick with them longer than other civs. AI is very happy to trade maps with each other, and it is a rather valid gameplay tactic, as it's gaining something for basically nothing. Within several turns of contact, many AI civs have common map knowledge. Though in case of tribal minors, I guess a special provision can be made for no map trading. Good point. Generally speaking, Christian religion is more centered around regular mass gatherings of people than most others, especially with communions, cross/icon kissing etc. Those are known to have impacted spread of disease. Also, from gameplay point of view, each religion needed at least some form of a drawback. Christianity is such a major religion with lots of difference across eras and branches, that both a positive and a negative case can be made in its case for probably anything - healthcare (hospitals vs epidemic spread), education (monastic learning vs suppression of "heretic" thought), economy (prosperous monastic land-owning vs tithes and anti-usury stance) that it is almost a moot point. Building production speed and paved roads, mostly. It isn't a hard requirement for anything other than paved roads, but it helps build lots of stuff. Hey, that's not fair! In most cases it should show relevant info, especially in parts where it is automated instead of relying on texts, such as showing stats, costs etc. Well, the only parts that really require an update are the pedia texts. So you may help by either just pointing out the texts that you feel need an update (or perhaps removal altogether if they are no longer relevant), or write new ones and post them here (or to me by a private message) so I can quickly update them in the xml.