- Major Bug: I don't know what triggered this (whether it was a civic combination or something else, I'm not sure), because it eventually stopped, but in a game as Transoxiania, food was not functioning as a production input for settlers, workers and irregulars. In the ancient era, this was quite debilitating, but at some point later I noticed that it wasn't replicating. I don't know what caused it or if it was a true edge case anomaly, but that constitutes a massively broken feature however it came about. See the attached save for reference.
- This is more of a suggestion for aesthetic consistency than anything functional or gameplay-impacting, but I recall reading that the tech tree was divided such that all vertical rows of techs would belong to the same era. Meditation is uniquely (and I believe the only example of this) in a row of all classical techs but is itself ancient. Is this intentional? I also recall in the official release one of the arrows leading between techs running through the listing for the tech itself but could not find this in the SVN, so perhaps this is the result of fixing that.
- I had a worker stop building an improvement randomly but there was no enemy in sight. Rightly, it turned out, I judged that it detected a 2
barbarian scout that was poised to kill it the next turn even though it was in the fog. I moved the worker away and sure enough, a primitive scout showed up out of the unexplored land onto that tile. Should workers be able to "wake up" when detecting a unit the player should have no knowledge of because it is in unexplored land?
- This is in favor of a "rebuff" following the original nerf that it got years ago, but I feel that The Great Library should provide a scientist slot or two, even while it retains its more bland +10%
. The former +2 free scientists (and the GP points that they accrue) is rather more powerful in RI given the great works of science, I'd agree, and a nerf was probably in order, but having the ability to run more scientists seems entirely natural (seeing as how they literally kidnapped itinerant scholars in real life, anyway) since you will have to pay an opportunity cost with your population for it and it would require surplus
to make full use of, and that additional scientist slots beyond the 1 from the library are virtually nonexistent until renaissance. The static bonus is kind of lame on its own.
- What is the reason for incense as a resource only providing
via a religion, when its aromatic properties seem like they would constitute an ancient luxury on their own in the absence of one, much as several other luxuries in the game that provide
independently? Especially since RI softly models an effect from more informal religious practices with
both paganism and animism, it seems appropriate to me that incense should either provide happiness through pagan temples as well or simply do so through the market as with most of the other unfinished luxury goods that aren't metals and already do so through the jeweler.
- I believe this is a documentation gap, but I was somewhat surprised to see an interesting looking cavalry unit for Persia called the Zhayeda, which I then found was a national unit that wasn't referenced in the national unit list for Persia in the Pedia. I am not sure if there are other NUs that didn't get linked to their main civ page, but this seems to be the case here. I might have tried Persia again more recently had I seen something to recommend them outside of the very early game.
- For Transoxiania, why is the Nogai Rider classified as a range mounted unit when it wields a lance? I had founded the chivalry doctrine intending to promote them alone that path, and was surprised to find that they were ineligible for it, until I found out that they were another ranged mounted unit just like the late horse archer I was intending to pair them with. Is this for balance reasons, or is there some historical argument for this? Visually, it seems like melee light cavalry (well, for its high
anyway, even though it is powerful), which should be charge mounted.
- I find it somewhat strange that resource trades do not trigger a mandatory peace treaty as some other deals do. Why is this the case, when signing open borders (which, I would think a sanctioned and predetermined flow of goods across borders is effectively the same in this regard) already does this on its own? I think this could have a good gameplay effect as well. Have you considered implementing this?
- Likely bug: I had a pirate trade ship (not transoceanic) cross an ocean tile and start pillaging my seafood. It didn't have a promotion enabling this, so I don't know how it managed this. (Save provided.)
- I think it's kind of silly that generic explorers get a rather immense bonus defending in the desert, especially when their predecessor (the skirmisher, outside of civ-specifc flavoring) doesn't. I can see the reasoning for forests and jungle (and skirmishers have one of the most uniquely long shelf-lives and depreciation arcs of any unit in the game, so their long-awaited replacement being effective makes sense to me) but a +50% defense bonus in
desert doesn't really make sense to me. They're already an 8
unit with great mobility for lacking horses, and deserts are supposed to be inhospitable for everyone. I would suggest modifying this to oasis or flood plains exclusively, to make it more plausible that any amount of standing military forces could meaningfully operate in such an environment to receive such a bonus.
- Why is the holy palace not listed in the Pedia page for each respective religion? It is documented in the prophets' great works page, but it would be more natural if it was linked to each religion, as well. Also, it might be a good idea to verbally tag each holy palace as a holy palace instead of only with its exclusive religious name (much as with the new 3.6 unit name scheme), since the tech unlocking the holy palace only refers to this generically and each specific example is not explicitly labeled as a holy palace.
- Along the lines with the comment about incense above, why are dyes unique in providing
without any additional infrastructure
in addition to more with the theater, when other luxuries only provide
any alongside some kind of building? Are they meant to be more potent or valuable somehow, by design? I don't mind this being the case, but am simply curious why they're an exception in this regard. As it is, spices (providing dual
and
with the relevant infrastructure) and dyes (providing double
) seem to be the "premium" goods for much of the game's timeline. That could make sense, but I don't know if it's intentional that luxury goods be stratified.
- Likely bug: the Pedia states that rocky islands provide a 10% defensive bonus, which should be on top of the existing 10% defensive bonus provided by coast itself, but the tooltip only identifies a total of 10%. Is this not summing correctly or otherwise broken?