All of this will only affect anything if salt is currently not being placed enough to reflect its XML settings. Desert is one of the "emptier" terrains, and finding a desert spot to place some salt is usually not hard.
Not quite. It also means that the expected distance between the capital and the nearest salt source will typically be lower. With deserts restricted in latitude, and with scripts like Totestra being restricted to an even more limited geographical location (if there is a big continent and a smaller one, the smaller one will have little to no desert), even if salt spawning was multiplied tenfold it would still remain impossible to access reasonably for most civs. That's the gameplay reason against the current terrain restrictions - especially if access to salt is made more strategically important.
While salt lakes found in some deserts are a source of salt, they were very far from being the dominant one, since they were much more difficult to access and sources existed in many other places. Historical examples of salt sources found in hilly terrain and on grassland terrain abounds. That's the historical accuracy reason.
I'll just give a few examples:
- So-called Himalaya salt that comes from mountains now named the "Salt Range" -
https://en.wikipedia.org/wiki/Salt_Range It's also not desert, although I don't know if grassland or plain is the more accurate representation.
- One of the salt mines that was exploited the longest in history (with brine exploitation since the neolithic), located in Wieliczka in Poland, is located in an area that would definitely be considered "grassland" or "grassland hills".
- The ancient and major salt mine near Salzburg in Austria, which literally gave the city its name, is unambiguously located in grassland hilly terrain.
- The Varangéville salt mine in France, still exploited commercially to this day, is also unambiguously located in "grassland" terrain (also hilly I think).
Most major saltworks that exported their production widely have existed and continue to exist in areas where the XML restriction make their spawning impossible.
I am actually not quite sure how abundant salt as a resource should be. I definitely don't want it to be a case of "everyone gets one". I feel it has its own interesting niche as a commerce-boosting (rather than food-boosting as all others) limited resource. I can see a case for marshes though (and not just coastal - inland marshes with salt in them can basically stand in for salt lakes).
It should not be so abundant that it never takes any effort to access. Sometimes you might need to alter where you are going to found your next city, or need to make war to contest it from a neighbour. Sometimes, you might need to trade it (with the current amounts, it's very rare for a civ to have a surplus so it's basically impossible to get through trade). But if you decide to prioritize it (at the expense of other things), I believe it should always be possible to supply your cities with salt.
You didn't say anything about it so I guess my pickling tech idea didn't convince you.

Although I think there is a good case for it!
I'll see what I can do. Interestingly, when playing with separatism on, the player can get more data on their own war weariness than they would otherwise already, as it can basically be directly checked in the separatism screen via the war weariness separatism modifier.
I'll admit that I didn't even know war weariness had its own separatism modifier, mainly because it's all about icons in the city screen so while I understood the obvious ones (culture, disease, unhappiness, military presence), there were elements I didn't quite understand;
Do you feel it merits investigation?
I suppose it's low-priority. I'll see if similar things happen again in the future.
Heh, it is immune to gunpowder. Would make very little sense otherwise. Should be better sign-posted though, now that you mention it.
The civilopedia entry explicitly says it provides 25% defense "except against gunpowder units", which is why I mentioned it.
I agree that by default it should probably stretch itself to the whole width of the selected resolution, but I probably won't be touching it, at least not as a high priority, given that it's fixable as a DIY.
Agreed.
Then again, depending on the context, war trophies might constitute a very sizeable "technology transfer bonus" basically throughout the whole history - even recapturing your own city, you probably captured a lot enemy equipment and their temporary headquarters for the region.
That's somewhat true for military technologies, but when it comes to getting some artistic technology, it feels strange.
Perhaps check if the captured city has the "provisory government" building? At least reduces the size of the tech boost in that situation.
I'd like to draw everyone's attention again that "Avoid growth" buttons (and yes, in vanilla Civ 4 too) are not (just) AI settings to micromanage food (though they will redistribute away from food once the cap is reached). It is literally a button that prevents a city from growing even when there's surplus food available. It's not just an AI setting, it's a game feature.
I learned something new. If it prevents growth even with surplus food available, it would save me some micromanagement.
Actually, if it was possible to tweak the UI to make that section of the city screen bigger, that'd be great. These buttons are too small.
Eh, I'm not quite sure about it. To rack up a sizeable negative bonus, you have to basically completely screw someone over (like raze a dozen of their cities), which can reasonably be a cause for them to hate you forever.
In my South China game, in 1000AD, with Celts, 5 penalty for "you declared war on our friends", 9 penalty for "you didn't help us in times of war". That alone makes good relations impossible, although I was never directly at war with them. They really spammed the war help requests throughout the game even when they already hated me and it would have been impossible for me to get anything out of them diplomatically no matter how large the bribe or how overpaying I would be for ressources.
I liberated one of their cities because I could get it in a peace deal and it was cut off from my main territory, but they still hate me anyway.
Wasn't that how it all worked back in Civ 1-3 days? Costs from buildings rather than cities? IIRC it strongly encouraged wide gameplay, where actually developing your cities might have led to you being worse off.
Back in Civ3 it affected nearly every single building, and at the same time many of those buildings weren't really required to get a city pumping out military or being useful in some other way, so yeah sometimes developping a city was harmful. Developing distant cities was both very slow (because the hammer production was ruined) and often financially damaging. Since in Civ4 distant cities don't get their production/commerce massively slashed, however, there is more room for them to grow useful.
Something else that encouraged wide gameplay was that for the early waves of settling "empty" territories, the RoI was very high, and the earlier a new city was built, the earlier it could start to grow, produce money, etc. A city created later is a city delayed in everything, so growing "taller" on the very early cities meant being "shorter" on the further ones.
Barbarians are a good tool to make fast early expansion more difficult in theory, but in practice the incentives to bust fog-spawning means that staying more focused in your core area make you more vulnerable to major barbarian raids than expanding...
If you want to have a 4X strategy game spanning the whole of history, you should not expect to be able to even remotely recreate the Roman Empire when playing optimally, sad as it is
You make some solid points. I mostly pull up the example not to say I should be able to recreate a Rome-like empire (especially at high difficulties - there is always the possibility to play in a low difficulty for a power-trip fantasy), and more to highlight the deficient nature of the number-of-cities gold penalty.
What do you think of the idea of making cultural conversion slower that I proposed? I think this sort of mechanics would inherently make building large empires less attractive, without erecting a barrier such as the num-of-cities maintenance that create situations with those characteristics:
- All core cities have all possible relevant buildings
- All relevant tiles have been improved by workers already
- The civilization has a big standing army that has the military might to go seize land, or some newly explored unclaimed land available
- The best play is to sit doing nothing waiting for the next techs - not because the war might be risky or costly, but because winning it leads to a clearly worse position. Except perhaps if some tech can be obtained by conquest, I suppose, but releasing the city back possibly being the correct play.
I think another element that makes warmongering so attractive is access to raw resources. The Happiness and Health caps are a considerable constraint for most of the game, so expanding to get access to more resources increasing these caps is very attractive. A small civilization is simply condemned to be lacking a lot of health-giving and happiness-giving resources, especially since neighbours often don't have much surpluses to trade and half the time they get angry and won't trade anything no matter the price. So to some degree, in order to grow tall, you need to grow wider - to get the resources you need.
I think if there was more possibilities to trade for resources instead of going to war for them (I'm even imagining some contraband options that cost more but could bypass diplomatic refusal...), it would give more tools for smaller civilizations.