- I am 90% sure that this is a problem with my mouse and not the game, but I wanted to put it out there in case anyone else was experiencing anything similar. Single clicks are often resulting in double clicks in the game, which is annoying and can be problematic if it results in making an unintended decision which cannot be undone. (My Logitech mouse has had a faithful life of service for over 12 years of extensive use, so I hardly blame it.) I have noticed it once or twice outside of the game, but seemingly not as consistently. The reason I have an inkling of doubt, is that I also noticed that the tooltips in game are being "sticky" even if the cursor is in place (which should rule out any hardware being responsible). For instance, the unit upgrade icon often fails to pull in the tooltip displaying the price of upgrading the unit unless I click away and click back, even if I re-hover the cursor over it. I am not sure if anything was changed with respect to the UI but wanted to report these in case it is not just me experiencing this.
- This is a tentative idea (and suggested with some reluctance because it is in a good state of balance currently, even if it is often tedious and annoying) but the slave revolts are almost ridiculous when you have a large empire and are running slavery as a key engine of your economy. I am playing as Rome, admittedly, which is designed to thrive on this civic, but having more than 10 mature and thriving cities and having settled and conquered an extensive area, the revolts are enormous and happen quite regularly. The lemming is a little bit better I guess, but I am still consistently seeing large stacks turn around with their last handful of units uncommitted, and oftentimes there are multiple at once roving around and making me shuffle my workers and have to reorganize my cities' labor allocation once they're dealt with, only to repeat this again some few turns later. Even though this is a realistic feature, it's more irritating than fun I feel, especially since you can't do anything to manipulate their frequency or severity besides deliberately curbing your expansion, which seldom if ever would outweigh this in an individual calculus. What I would suggest alternatively is to replace slave revolts with a temporary "building" which takes effect on the same random probability but is temporary and has a 50% chance of ending every turn (vis-a-vis the epidemic), which reduces productivity or otherwise inflicts some kind of malus, and also provides a small amount of experience to units built while it is in effect. That would remove the tedious reorganization of your workers and tile management which I find to be the most "unfun" aspect of it as it is now, though I like the concept and strategic balance of how it works currently. It's just kind of annoying, sometimes so much so that I will intentionally run a sub-optimal civic just so that I don't have to deal with this every few turns for a vast span of the game.
- This is related to another suggestion I had made before, but I feel that the lumbermill comes a bit too late for what it represents, historically, especially since chopping has been marginalized as an alternative. In the very early game, an unimproved forest is a good source of
![Hammers :hammers: :hammers:](/images/smilies/civ4/hammer.gif)
(and I do like how in RI, the "passive" yield from base terrain is often more significant in this regard) but once you're deep in the classical era, it doesn't feel right that no improvement to the tile is available until you research guilds. Some kind of rudimentary improvement seems like it would be a better fit, perhaps even along the lines of the previous suggestion of making it like the old slash and burn farm, which increases
![Hammers :hammers: :hammers:](/images/smilies/civ4/hammer.gif)
output significantly but eventually would deplete and remove the forest completely, with a lumbermill representing a more sustained logging industry instead.
- Along those lines, why is Guilds a medieval technology when it (in European history, at least) represents an old Roman institution? Even the Pedia references this origin. It seems like it should more appropriately be a classical technology (both in terms of gameplay, as above, as well as historically speaking), so I am curious what the rationale for this is.
- It seems that the pasture is not producing the right amount of
![Food :food: :food:](/images/smilies/civ4/food.gif)
on a plains hill in my game (save included), but it is calculating correctly elsewhere on flat land. I am not sure if it is the terrain feature or type that is responsible (or however else to narrow it down), but I am pretty sure that this is an actual bug so I wanted to point it out. Look at the sheep pasture worked by my northern city, Sirmium.
- In the same save, I have a galleass that reflects damage even though it is fully healed. (Look in the bottom left corner of my coast, I believe.)
- This is perhaps inconsequential, but I noticed that the monastery does not allow one to run a priest specialist. Shouldn't it, though? The Christian monastic orders (even the pre-mendicant ones that weren't state-sponsored) attracted quite a large following which I feel could be plausibly modeled by their being a "priest" in game terms.
- The Pedia entry for the farm has "+1
![Food :food: :food:](/images/smilies/civ4/food.gif)
from Serfdom" coupled with another "+1" in the same line, while other individual modifiers are listed in their own line. Decoupling that would look a little cleaner.
- Giving my workers the command to automatically build routes seems to have them ignoring viable (if still low priority and likely to be untraversed) desert tiles within my cultural borders. I can include the save if you'd like to take a look and I'm not missing something here.
- The soundbite that plays for the powder mill sounds anachronistic. I recognize that it is shared with some other industrial building in the game, but it doesn't have a "renaissance" flavor which it seems that it should, since post-renaissance gunpowder units don't require the then-novel manufactured resource anyway.
- My revolting peasants (and I am not sure if this applies to both peasants and slaves, but I noticed it with the former) seem to be healing en route to their target city without stopping to properly do so (which, apparently, they're not supposed to be able to do anyway). Is this intentional, or am I missing anything?
- Does unit cost ever exceed +1
![Gold :gold: :gold:](/images/smilies/civ4/gold.gif)
/unit outside of the select few "special premium ones" that have additional costs explicitly mentioned in the Pedia entry for them? In my game, I am paying 202
![Gold :gold: :gold:](/images/smilies/civ4/gold.gif)
for 150 units in the early renaissance, when as far as I know, no unit has an additional cost such as is the case with industrial capital ships, modern armor and such.
- One aesthetic and purely non-mechanical detail that I noticed and really appreciate is how the technology Military Industry differentiates the look of line infantry, which is otherwise unchanged mechanically. Prior to researching this tech, they have a distinctly more 18th century look, often with a tricorn hat and thick woolen blazer, but afterwards they acquire an appealing Napoleonic visual which decidedly feels like it belongs to that era more than the former, even if technologically they were hardly different in the infantry. Along those same lines, I noticed that light infantry immediately debuts in Napoleonic form, which feels dissonant with the above and its peer units in the early flintlock era, even if it's not quite jarring either. Would it be possible to do something similar here, and have a "pre-Military Industry" light infantry that perhaps looks a little more rustic and informal? Going straight from armor-clad 16th century "explorer" to early 19th century standard-uniform and drilled light infantry feels like it's skipping something, and the change of appearance already takes effect with the line infantry anyway.
- On another visual note, I have to say that I think it would have been better to reposition the T-Posing grim reaper than to replace it with a hazy pile of skulls, for a couple of reasons. On the one hand, cities that are
![Yuck :yuck: :yuck:](/images/smilies/civ4/yuck.gif)
are the most likely to suffer epidemics in the first place, and they already get a conflicting visual "green haze" emitting from them which is likely to obscure the one thing that keeps the small bone pile visible. Secondly, the reaper carrying a scythe and an hourglass is cool and is a recognizable symbol of a classic emblem of death. My original comment had to do with repositioning it, but as a figure I think it is almost ideal. Putting it on horseback (
"And I looked, and behold, a pale horse! And its rider's name was Death, and Hades followed him") and making it appear more natural would be the better alternative in my opinion, as here:
https://i.discogs.com/hdkfmgqwfWzWx...E2MDg5/OTgxLTE2MDMyNDMy/NjMtMzY1Ni5qcGVn.jpeg