All quotes from SourceForge for the 5396 commit:
- "Communist countries (running Planned Economy civic) now get mutual diplomatic penalty with those that don't, for a more dynamic late game; the amount of penalty depends on particular leader's personality (can be seen in Pedia)
Many leaders will now be more or less willing to adopt Planned Economy and, to a lesser extent, other leftist civics (can be seen in Pedia)"
This seems like a fantastic change! The AI in general already wasn't averse to adopting the "leftist" civics in my games, but the ideological appraisal of them resulting in a diplomatic drift should make for some more definitely exciting late game play. Functioning psychologically as an analogue to how this already applies to religion in the front half of the game seems entirely appropriate and warranted, since secular political affiliation often manifests emotionally and behaviorally the same way anyway, replete with its own crusades and moralizing coercion.
Any breath of fresh air into diplomacy is going to top my list of what I am pleased to see added or improved.
- "Consistency: land units can traverse normally impassable terrain features (forests/jungle/swamps) in friendly territory, same as naval units with ocean. Also coincidentally resolves a reported infinite loop"
Does this mean that I can walk over mountains if they're within my borders? Forests, jungles and swamps were never impassible in the first place, so I am not quite sure what this means.
"Privateers (and Heavy Privateers) now limited to 12 per game, so it is possible to kill them all off for good. Once 12 Privateers have been killed, no more can be built by any player in a given game. Also, now both normal and heavy Privateers limited to 3 per player (was 4 for normal, 2 for heavy)"
Great idea, but should this not scale with map size?
As it is, it creates an interesting incentive to rush and hoard all of the available privateers, which should make the "age of piracy" more exciting and acutely felt, as well as nullify the annoying and anachronistic pirate ships showing up in the modern era, which are nothing but a nuisance at that point, but can still require some tedium to deal with replacing fishing boats and putting up one defending ship in far off islands which otherwise don't warrant having naval protection.
- "Removed unreachable victories (space & diplomatic) in Deluge and Crusades scenario. Should results in better AI priorities."
I love the medieval period, so I find this scenario quite interesting (especially since it represents much of the Old World, not just Europe), and every time I play it, the Mongols (which have a special unit just for this scenario designed to be an absolute menace to most of the whole world) never do anything. What I tend to notice is that they just adopt Taoism and remain peaceful with China. Hopefully this puts the bloodlust in them!
One suggestion I have for it (which, I feel, will be somewhat offensive to your efforts and inspiration) is to flip the map back to a north orientation. I doubt that that's even possible outside of completely redrawing the map, but every time I play Crusades, I Shift + Right Click so that it's at least halfway north-adjusted. I get the historical reason for modeling it on a T&O map, and that medieval people generally had a loose sense of geography for the most part so this might be truer to the world as they experienced it, but I just can't get over the fact that east is functionally what is seared into my mind as "north." Knowing the approximate political geography of the historical world at the time and then having to "translate" it to this in a scenario map which is supposed to represent these correct locations feels like trying to write with my left hand.
- "Naples can no longer break free of Austria in the Deluge scenario (it is more of an administrative subdivision than a separate country at the time)"
They tend to do well against the other Italians anyway, so if they're unable to declare their own wars, this would probably be good for balance as well.
- "Slaves are now guaranteed to die when building an improvement (75% chance might as well be 100%), but build twice as fast as normal workers (thought about them building improvements instantly, but not sure if too powerful)"
This is interesting, though I am curious how it will play out (as worker utility is a rather large factor in expansion pace and economic growth as it is). With the changes made to increase improvement construction time based upon underlying terrain in 3.6, especially, building improvements with slaves has felt almost inconsequential (especially since revolting city slaves will "free" them en route, which requires a lot of shuffling around and micromanagement which is more tedious than fun).
This does go against the original idea of having them be less efficient by design. From a historical standpoint, however, this makes me wonder which idea is more correct: being worked to death and producing an improvement faster, or producing it much more slowly because you're unskilled and unrested/underfed and (still likely, and now certainly) dying afterwards? Is there much of an argument from history in addressing this question? I can see that one plausibly going either way, honestly. From a gameplay standpoint, it's probably more "fun" that they be faster and more useful, though the balance implications are hard to gauge on paper.
- "Slave/serf revolts will only spawn where they can reach the city of origin (no more spawning on a one-tile island or the other side of a strait)"
Nice. Having to either deal with a big thorn in your side revolt that will meander around to another city or hear a misleading marching sound notification every turn if it's not worth it or doesn't matter should improve the playing experience. Do they still spawn with the same distance from the home city logic, as you explained earlier?
- "Pedia lists additional clarifications for some obscure mechanics, such as farms requiring 1 or more food on a tile to be built, and cultivations explicitly mentioning replacing fertile soil with a resource"
This is a nice quality of life improvement! I also have been keeping a note on some text edits to some clunky entries the Pedia in general, which I can start listing here if you'd like. (I recall you saying that text edits for such things are always welcome, since the breadth of the whole thing is both too large to fully quality-control and also pose no functionality risk to change.)
This is a nitpick, but why does sea ice show that it has a

cost of 16, but is also impassible? Perhaps that line should be omitted.
Also, this was something that you actually mentioned in my first feedback post years ago, but hills don't currently have an entry in the Pedia as it is. I feel that including them (if possible) would be in step with the spirit of this change.
- "New set of cultivation icons, matching current icons for the relevant resources"
Beautiful! I particularly like how they share a common and sleek ear of grain to signify what it does against the image of the relevant resource you recognize already. I don't even remember what they looked like previously.
- "Roman ballistae come a bit later (with Siegecraft) but are now able to bombard city defences"
Thank you for making a tweak here! Both of those seem sensible, though it did make enough sense to me that launching a giant spear at a wall probably isn't going to be a great way of bringing it down. Scorpions wouldn't have been able to, of course, but were large Roman ballistae otherwise generally capable of this?
- "Some leader and unit art updates"
I have noticed this for a while and have been meaning to ask: are virtually all of these new leader art updates AI-generated? There's a certain "look" that AI art typically has, at least by default if not otherwise specified (unusually vibrant, very high contrast, a preference for warmness in the color palette) and these seem to be the stylistic traits for just about every single new leader portrait I've seen, as I've recognized that they were different.
I don't necessarily dislike that, personally, but (were I the curator of the mod) would lean more into the actually extant and most authentic depictions and representations of the leaders from real history instead, and as it is, there is still a bit of artistic inconsistency (which you are likely already aware of and addressing to your taste anyway), for instance: Hayam Wuruk has a nice portrait, but it definitely makes him look more like a cartoon character than true to life, which is rather dissonant with a lot of these glowingly luminous and "realistically toned" new ones.
Some have a slightly ashy color-pencil texture (which I actually rather like and think stylistically fits Civ 4's UI the best, particularly with the original tech icons, such as my avatar here), while others look more like watercolor. Some also look like oil canvases. What I am curious about is whether there is supposed to be an underlying "type" for all leader portraits or if this is either deliberately or approvably miscellaneous, because basically all of the new ones have the same style, and look apart from the existing ones, and I would hope that the already good leader portraits wouldn't need to change to conform to a new uniform style for that reason alone.