@Alekseyev_ You're right, number of cities is greater than distance typically. I think I tend to see them as more even because the number of cities gets discounted as early as Bronze Working, and I tend to defer the Forbidden Palace, but once merchant families and the palace are both in effect, yeah, it shows how much more maintenance derives from number of cities
Thanks! This helped fix a nasty oversight on my part. If you'd like to continue the save in question, replace the culprit python file with the one attached.
Thanks for the fixed file! I was enjoying the game and exploring Korea, so glad I can continue with it.
If there is a civ whose culture is the highest (and higher than the civ's that currently holds it) in the city that leads the revolt, then either that civ will come back, or if the civ in question is still alive, the city defects to it. If there isn't such a civ, a new one forms instead. Barbarians are a fallback, they are usually invoked if the game already has the maximum number of civs present (including dead ones).
In my current game, India had two different civs spawn as rebels using the same defecting cities. I think, at least. Fog of war made it difficult to see exactly what was happening. But there were definitely two different civs there (Mughals and Transoxiana).
Not anymore as of the next revision! In a general drive towards more consistency, all distinctive units now have the same strength as their default variants. It'll lose the land tactics promo though, so the effective strength will be almost the same.
RIP Horon skirmisher dominance. Long you reigned!
World map scenarios are absolutely NOT designed for barbarian civ option to be on.
It happens on large maps in general.
I no longer consider using a Great Prophet to build the religious temples a worthwhile expenditure. The temples generate much less gold than a settled prophet (in my current game, with presence in 13% of the world cities in the late medieval, it still generates a meager 6 gold per turn), and the increased religion spread is very intangible and unreliable. Even with the temple of solomon, only 1/3 of my cities had judaism until got access to rabbis to spread the religion manually. The two priest slots are the most useful feature, but a very double edged sword, as it becomes more difficult to get other types of great people, and the value of the great prophet diminishes as the game goes on (6 gold in the renaissance era is peanuts whereas 6 gold in the ancient era is a huge bounty).
I know you don't want missionaries to be accessible too early, but what if the great temples allowed the creation of missionaries for that religion? That way generating missionaries requires a holy city and an expended great prophet, so possible for each religion, but with very narrow and inflexible investments. It wouldn't be something that each civ can do, as at best, there would be 6 cities in the world that can create missionaries early, and only one for each.
Would you consider switching Great Merchants from +4

to +10%

? This way they're still very much weaker than Great Merchants early on, but scale much more meaningfully into the mid and late game.
I know it's a big ask, but is it possible to get secondary leaders for derivative civs? On large maps it's very common to end up with a very long roster of living civs, and it's always the same faces once derivative civs are in play. It would be very appreciated if there was more variety to their personalities and dynamics.
I’m curious to know what kind of starting resources other players consider decent. Specifically, which resources within your initial city’s 21-tile radius make you decide to keep the start instead of regenerating the map (without checking in WorldBuilder).
For example, in my case, I prefer to avoid spawning too close to the poles or the equator, so I also use resources as an indicator of my general latitude. Personally, I want to have Horse plus at least one of the following food resources: Wheat, Corn, Potato, or Sheep.
Do you have similar preferences? Which resources do you consider essential for a good start?
Pigs. There's nothing better for the big cross of your founding city than pigs. You can build a camp on them as soon as you discover toolmaking, without needing to chop down a forest or jungle, and the camp gets extra food from both an archery range and a smokeshop, and an extra commerce from hunter's cabin. This makes them efficient at generating food, hammers (from forest and/or hill) and commerce (from cabin and/or adjacent river). That's incredible output for a fledgling city. And since the founding city is usually the city churning out settles (at least 1, most likely), having that output available is a huge advantage, especially if you got 3-4 of them in the cross.
Second to pigs is prime timber. It generates good hammers very early in the game, allows you to construct carpenters. Founding cities also tend to be collection spots for wonders, so having all those hammers available early on makes for very competitive wonder building in the ancient era.
Other resources are relatively equal as starting resources. Good things to have but none of them will make or break the game for you, and are generally quantity over quality.