Or perhaps the Jurassic (Triassic ?) map ? Does it have the same problem as the world map, or are the Civ starting position more spaced out (and is the map overloaded in ressources too, or normal amount ?)
Triassic map is
big, so there is a bit more space, but the central region still gets quite crowded. Basically, the further you go from the centre, the more space you have, so you can pick and choose how crowded you want to be (the southern parts of the former Gondwana are a total wild west). Europe scenario is better in that regard, as civs are rather evenly spaced, with plenty of space for each.
More niche bonuses. Right now most bonuses are just +% STR and +X First Strike/Chances. It would be nice if spearmen and pikemen provided a bonus against mounted units, etc. This helps alleviate the "aid outdoes stack penalties" problem, since it would reduce the general STR bonuses from melee and cavalry units, which are the cause of that problem, and add more situational aid, which you might not want in that particular stack.
The specific suggestion doesn't feel right, as this is already handled by the respective units being the best defenders against mounted - why would they make others better defenders? But overall, I hear you.
Units that provided unique bonuses. There's some of that at the moment, with national units that provide fear or inspiration, but there's a lot of room for national units or limited units that provide specific or interesting bonuses. For example, the Gulyay Gorod, instead of being a unit that defends strong itself, can be a unit that provides a defense bonus aid and immunity to first strikes aid. Helepolis, instead of having massive bonuses to city attack, can give units 5% collateral damage when attacking cities (if it's possible to limit it in that way--I don't think I've actually seen that before). I don't actually think these would be good examples to follow through on, but they're practical illustrations of what I mean.
I'd like to try not bloating the number of different aid types, at least not until later in game. Technically adding those wouldn't be much of a problem, but I'm not sure having players keep track of a dozen different aid types would make for good gameplay.
Funnily enough, I recently put that back in for my local RI.

Or rather, I thought I did. But what I actually downloaded, from Christopher Tin's own website, were the "Rehearsal Instructions" for Mado. So when I started RI, the main menu soundtrack was an audio recording of Japanese rehearsal instructions
For the sake of not turning this into a novel, here's what else I took notes on during the game, in plain, unelaborated note form:
- Consistent happiness too abundant
- Every happiness early on is a win
- Later on it’s an “oh that’s nice”
- happiness gain outweighs growth gain
- Buildings that provide happiness don’t obsolete until way after discontinued
- More buildings going obsolete earlier on and requiring replacements puts more pressure on building choices and priorities
- Feels like doing a Windows update rather than sustaining an empire
- Could be more interesting if there were more ephemeral happiness bonuses that vanished after an era or two, and fewere consistent sources of happiness, requiring constant look out for next sources of happiness
- Buildings like Bread and Circuses
- Temporary tradable resource generation (eg glasswork if glasswork only lasted 200 turns)
- Allows different civs to have the resource throughout the game
- Encourages more trade and diplomacy connections
- Resources that obsolete fast (like Whales, which currently aren’t worth it, but would be if there were much fewer happiness resources and knowledge that there would be more temp resource later).
Opportunity to remove the unhappiness/unhealthiness from era progression and instead obsolete baseline happiness resources as they become normalized by society through tech research.
As others indicated, I kind of like the "vibe" of the industrial era; it definitely is more about building and rebuilding stuff, and about numbers going up, but I guess I'm one of the people who enjoy looking at numbers going up. I hear you somewhat on the happiness bit, but I would probably rather frame it by having more unhappiness sources inherent to the later eras. Not currently high on my priority list, mind you, as my focus is on medieval for the near future, but something I'll keep thinking about for the future.
I like the mid-late game, too. However I have also modded the modern age to use the Civ3 modern tracks instead of the John Adams depressionscape. I should probably upload that edit as a little modmod, it's not a file that sees a lot of change across RI versions anyway and maybe others like that too. For me, it has certainly made a huge difference in my modern era enjoyment.
Please do! As I play with music off, having someone devote attention to it would be a godsend, or it'll probably never change at all (caveating this with the fact that I do have "revisiting leader music" on my to-do list).
I noticed a possible bug: The pistoleer variants Don Cossacks, Zaporizhian Cossacks, as well as Anishinabe, Comanche, Taino, Aniwaya, Seneca Tupi and Morochuko Mounted Braves do not need black powder, unlike other pistoleers (while still wearing pistols). Additionally, neither does the Dakota Mounted Brave, but this one is wearing a spear/lance.
Two separate groups of units here - tribals, who aren't expected to have access to gunpowder at all, and cossacks, for whom it's their gimmick (they are kind of the "bring your own gun" units).
And a random idea for a tiny bit of integration across unique mod components: What about some stability measures also affecting epidemic chance? For example, curfews greatly reducing it and a lenient governor slightly increasing it.
Hm, maybe.
Now to bug Walter again : I noticed that the Crossbowmen don't upgrade to Arquebusiers. Is that intended ? Both looks kinda the same thing to me : ranged, not as good defenders as the archery units, but boost in attacks so good to bring on the battlefield... I'm using my first gunman as support for my stacks, just as the crossbow did it the past. I was quite surprise to see that it wasn't an upgrade option.
They used to upgrade that way, as it was indeed the logical thing to have, but from the game mechanics point of view, it led to the stupid effect of them never going fully obsolete; that mean that a civ without access to powder/guns would inevitably revert to crossbowmen, and that was definitely not intended and cluttered the production lists. Having them upgrade to irregulars puts a definite end to the age of archery once those are unlocked.
I agree with all of the above words about the modern era, but when you play a long game with a player (in my case, with my brother), when you get to a nuclear bomb, he throws it at me first
Unless your brother is open source, I'm afraid I can't adjust his AI.
Yep I realized germans now lack pauldrons, and the helmet looks more stylized (at least in the pedia, I didn't check them ingame). They look a bit less intimidating without them but the helmet sure compensates.
As I wrote, more technical than visual. The unit used to consist of several small bits stitched together and over a dozen textures for all that (and that is one figure, so x3!) - I brought it down to just 4 textures and a much slimmer model file, bringing the number of files per figure down to 5, and the total size down by almost 50%, with no loss in visual quality. This is something I do a lot these days to older clunkier units.
Yeah playing in the world map with Brits now I kinda get why they usually lose to the Celts... it gets ouf of hands quickly for them because of the lack of balance. Only real way to beat a Celtic player in high difficulties seems to wait till medieval age where you have better options to counter their MASSIVE bonuses in that terrain (that the English lack) I had to make a damn truce and start conquering mainland Europe instead of them because my war with them was a disaster.
England on world maps is the bane of mine. If you don't pile pressure on them, they are easy mode, simply sitting there hoarding all wonders; if you pile too much pressure, they simply die, as they're not the most militarily proficient civ. I hate trying to balance England (and Japan, though to a lesser extent, as AI Japan is inevitably more adventurous and doesn't just turtle up).
Such a good financial position (that must come with lots of effort and a time consuming career) and yet you have the time and patience to work on this with such excellent results? Very admirable
Well, at some point it was my outlet from the effort and time-consuming career; at this point in my life it's still tough at times, but I can definitely afford myself more leisure than in my youth. Getting older has its perks if you bother getting wiser along the way!
Darn it, I must have done something wrong then. Next time I'll make sure this is up to date. Do you publish any changes made to the SVN with every update in any sort of document?
Not specifically, but
https://sourceforge.net/p/civ4mods/code/commit_browser
Also, from what I understand, you can subscribe to getting SVN notes by email. I know I used to, back when we had several people uploading. I don't recall how, though.
Also, yeah I noticed the new Horsemen... heh, I'm gonna miss that awesome looking cavalry with it's full armour and those red and black robes... But the new unit looks very nice, and I'll certainly make the best out of it once I learn how to use it. Will the Cataphract at least receive the old Medium Cavalry graphics once reaching the medieval age? I haven't gotten there yet, but that would be very nice. Even though in the first turns of that age it surely would look out of place... which makes me question, is there a way to change an unit graphics besides era or promotions? Something like researching a certain tech.
The old medium cavalry was a terribly generic "European medieval unit" with some reds thrown on. It was boring, uninspired and a placeholder, and I'm glad to be rid of it. So no, it's not coming back.
Ah just a last thing, how did you estimate such thing?

I'm just curious because I don't expect there to be enough data to have a precise estimate of that, but maybe you can prove me wrong.
I have access to download statistics over the years, and I know the user base penetration stats for donation-driven monetisation (from which I can arrive at $ per user). So it's really quite a simple matter of multiplying one by the other. Obviously not very accurate and gives you one-two orders of magnitude margin of error, but even the generous upper margin gives me very underwhelming results that would
at best allow me to have a pint each week.