Removed the -50% culture that Hunter-Gatherers had. And no, I have no idea on how exactly that caused CTDs. Still, managed to isolate that by diligently narrowing down the CTD source. Will probably do the same with those later CTDs now that I have the saves. Thanks, will try to troubleshoot these ones as well, and hopefully fix them. Thanks, again, the more saves the merrier. Yeah, I agree with your general line of thought. Unfortunately, at the moment it is pretty impossible for me to code something like that, especially if AI is also to make use of it. I was thinking of tying the amount of revolt risk to actual usage of slave/serf labor (for instance, to the number of slave farms and slave markets in the cities), but I'm afraid that will cause many more calculations if calculated on a per city basis. Also, it would require the display of the per city revolt chances in cities, so that would be more interface work. Democracy is supposed to be the late-game "tall" civic, and it is better than Republic in every aspect. It just manages to be better than Monarchy as well As for thematic differences between autocratic and democratic empires, I would also very much like to see some meaningful differences there, but so far I've had no brilliant ideas on how to differentiate those better. Well, the idea was that "Democracy" is unitary democracy, while "Federalism" is federal democracy. It was just a bit too lengthy to spell out. So both are equally "free", and are just two different forms of modern democracy. That is a very real problem, and that is the main reason Federalism was split out of Democracy in the first place. There aren't enough different "-ocracies" that humans have invented. Explained above. Basically levee can be used as a means of getting water over the hills. Couldn't find a decent name for it yet that isn't period-specific. I am well aware that "South China" is very clumsy as far as civ names go, especially on random maps where it may well spawn to the North of actual China. I am hoping to have dynamic civ names one day, and as soon as I have them, it will become much less awkward, because period-specific names for both parts of China are plenty. Yeah, I am thinking about that. Actually if Josh implements one tweak to resource production logic I long wanted to see, this will definitely become a reality. Yeah, I also don't like how there is no real competition to Federalism late game. I hope to change it one day. I think the issue with "liberating" wrong cities might very well be a vanilla civ bug. At least I saw it reported for vanilla game. It is definitely some kind of a bug, but I have yet to see anyone offer a meaningful solution to it. There is always the desalination plant for those seaside cities with no rivers. But a modern fresh water wonder actually sounds like a good idea to me; I'll keep that in mind. Hmmmm... I should systematically look into balancing various diplomatic memories at some point. Never been done before in RI.