- Are the unique palaces for the Germans, Persians and Americans strictly cosmetic? It is nice that they independently exist for these civs, but since the bonuses appear to be equivalent both between themselves and with the default palace, I am unsure why these uniquely exist separately. Were these the only ones with individual art assets representing each civ, or were they part of an original idea that got abandoned for each civ to have its own? These three are just somewhat random to be the only ones having a unique palace.
- This may have been the case before and I simply didn't previously notice it, but the background music (Blizzard by Kai Engel) sounds a bit grainy at a relatively loud volume. The audio file itself is over 7 megabytes, so I assume there's not anything wrong with the file itself as that ought to be a normal size for that length of .mp3, but I just happened to notice this now.
- I couldn't consistently replicate this, but twice I encountered a bug where Totestra was outputting broken maps on giant, but only on that size, and not on standard. At first, it was making a giant grassland with swamps and rivers as the only features, then it did the same with deserts and oases. Something seems to be defective with the script at that size, but again, I couldn't get it to do this every time, but it did happen more than once.
- Relative to vanilla, I've noticed that the combat animations are fairly extended and lengthy, where units will fight at length and exchange several blows with mock deaths happening usually at least a few times before anyone actually dies, but playing vanilla, the whole animation is typically over in only a few seconds. I'm not necessarily for or against this difference, but I wonder if it is deliberate and when it was implemented.
- Fishing boats (even as early as the ancient era) have modern looking orange and white striped buoys surrounding the net, which is highly anachronistic. (Plain fishing boats still have the aforementioned waves surrounding them too, which I had thought were removed sometime back, as they were on the unique fishing boats.)
- I had a situation where a barbarian warrior captured a city of mine, and as I was en route to take it back, the revolt period ended and the garrisoned warrior immediately promoted into an archer. Is this a normal mechanic that I was unaware of, or did the barbarian simply upgrade the unit with gold the way that the player could in the same circumstances, as well?
- The Potter's Workshop and the Weaver's Shop should both go obsolete eventually, I think. I really like them in the ancient era as they have interesting use cases and flavor for that time, but at a certain point they feel tacked on and anachronistic. I would suggest a renaissance or industrial technology such as Textile Mill, for instance.
- In an attached save, I got a "Brilliant Carpenter" event which boosted production of a Sawmill in my city of Lille, but I actually didn't have the building constructed in the first place.
- The "Cigarette Smoker" event is happening in the classical era.
- Likewise, I got many instances of the flood destroying an improvement event consecutively, perhaps 8 or so times total and at some instances every few turns. While floods are a reality and I had several rivers on this map, I wonder if that's working as intended or perhaps is weighted too heavily. There's no entry for "flood" in the Events folder when I attempted to check, however, so I am not sure how this event is titled such that I could find it.
- I have mentioned this before, but I am almost positive that there is something akin to the "Gandhi bug" with war declaration likelihood in the case of "extremely unlikely to declare war," where it errors off the floor and instead rebounds to an extreme likelihood to declare war. In this game, Konrad Adenauer (who is supposed to be a complete pacifist) DoWd me when I had a 0.7 power ratio with him, which admittedly is weaker but not massively so, and then ceaselessly and relentlessly kept declaring war on me without remission. This has always been my experience with him as a leader, where peer-level power is totally disregarded and he fiendishly attacks me even when it's not always advantageous. In every game of mine that he's been in, I've had to just wipe him out or he would continuously do this. While 70% is concerningly weaker, it would be within the range where individual personalities should have bearing, and it seems that in this case, it's either totally irrelevant or actually broken and working the opposite of its nominal description.
- In regards to the perpetual war and enemy armies camping in your land without doing anything unless you move into their way or provoke them, how about likewise making the wounded soldier event which triggers peace in the event of phony wars to be more likely? The AI wastes money camping its army in your land, but that can still result in kingmaking outcomes which nevertheless alter the balance of power. Wars that aren't actually being fought should be endable, and Karadoc AI's logic will have them demand cities as the only concession for peace, and then simply attack you again, so effectively you have no real option or interaction here. If the event were made likely to fire after a certain amount of time without combat elapses, this problem would have some kind of alleviation.
- Does "Sit Rep" in the Military Advisor account for or know of war declaration likelihood from leader personalities, or does it only account for power ratios themselves? I'd be curious to know what goes into calculating this value.
- The flags in the Revolution menu are the default for your empire and does not match your dynamic flags displayed elsewhere.
- The unlimited Engineer ability from Labor Union should definitely be capped since Engineers were buffed to be strictly better than Craftsmen on an individual basis (near-equivalent

, as well as providing 1

and 3

!), and the number of "slots" for the latter is supposed to be a meaningful limiter of industrial capacity that has to be invested in. Being able to simply switch to a civic and spam as many Engineers as you want feels like it's at odds with the spirit of RI's industrial system. I preferred their having less utility than Craftsmen, as it was before, since they are an input for Great People.
- Human barbarians seem to be appearing immediately in the game alongside the animals. I saw several Warriors and Archers in the 3000s BC in a recent game, and the latter at least should not be spawning from huts. Were there any changes made to this recently?
- Unfortunately I didn't capture a save for this, but I had revolting slaves move towards a completely undefended city and then not attack it the next turn, presumably because there was
no garrison there, as when I did move a defender in place, they then resumed lemming and attacked the city.