- Though I cannot remember if this was by design, the American ranch does not receive the equivalent buff that the pasture gets in being able to be built over a resource without the terrain-clearing improvement. In the case of the pasture, for instance, Woodworking is not necessary in order to build on a source of livestock even if there is forest or savannah on the tile, as well; so if the American unique improvement is supposed to be strictly better, it should plausibly retain this ability as well.
- Relatedly (and I legitimately am unsure on this one, so am just checking), the camp, by contrast, does not provide the resource at all, but rather, only the yield from the tile. Is this intentional, or was it supposed to only be a means of retaining the terrain feature with the improvement, if one desires?
- On the note of earlier flags, I particularly like how the ancient/classical "American Empire" flag looks, with its simplified design. It always felt strange seeing the modern and ornate federal seal when playing as the "Proto-Civ" for them, and this design looks clean, simple and plausible.
- The tooltip for free barbarian wins seems to be geared towards offensive losses only, as it advised me that I had two remaining after having just died defensively and burned one of the mulligans a couple of turns before. (If this isn't easily reproducible, I can link a save, though I don't remember off-hand which SVN build it was under.)
- [Y] beat me to the punch on this already (even after I had already made a note to mention it) with respect to the French, but it's applicable to the Greeks as well: the Gymnasium, requiring Philosophy rather than Tolls and Taxes to build, effectively worsens it as a unique building inasmuch as it delays the happiness one can activate from having wine. While in the French case, the anecdote about classical wine importation is fascinating and apt, I don't think the Greeks should suffer the same, given the commodity's centrality to their culture easily as early as their archaic period, well before "philosophy" as such would have been researched. I would suggest moving their unique building back to the default for the Tavern which it replaces, or perhaps something even earlier, since ancient Greeks not making merry with their wine until Epicurus tells them to doesn't seem correct.
- Likewise, the Tenemos pagan temple for the Greeks shares an icon with the (if I am remembering correctly) default National Academy, before it was changed to the image of Plato and Aristotle from Raphael's School of Athens. Admittedly, only in writing this now did I realize that they aren't strictly the same, but perhaps something a little more toned down for the Greek temple would be a better fit? Several of these wouldn't have been as extravagant as the image makes them out to be, whereas we already have a "Great Greek Temple" wonder in the Parthenon, Temple of Artemis and Statue of Zeus, so the default temple could probably stand to appear more humble, in my opinion.
- In SVN 5512, I noticed that the Greek galley reproducibly retained cosmetic damage after returning to full strength. Save provided below.
- Is there a way to exclude barbarians from "Show Enemy Moves"? Large slave revolts can make viewing all of these tedious, even if it is often important to leave toggled when at war, otherwise.
- The Kitab-i Bahriye medieval great work of science currently doesn't require a coast to be built, but I believe that this should logically be a requirement since its bonus effect is strictly maritime in providing Navigation I to units built in the city, which becomes worthless when founded inland.
- It would be a small quality of life improvement if the tooltip for immunity from epidemics after having just sustained one in a city listed the turn count that this will last for. (I actually don't even know what the rule for this is, and it would be useful to see clearly.)
- I am enjoying the rebalanced calendar dates extending the nominal length of the late medieval/early modern eras, but it might be better if it could be slightly tweaked such that prior to the count being one year intervals, key dates wouldn't end on an odd number. As it is, you have 1BC rather than 1AD (which isn't such a big deal, of course, but it is an iconic date that is often used as a reference point for progress, so seeing it be something else appears a little dissonant), and otherwise, centuries and decades often end on the 9th year, which doesn't appear as clean or satisfying as even numbers and centuries beginning on their actual incipient year. Overall, I like this change, but if it could just be adjusted so that it fit my deeply-ingrained human desire to see clean numbers with even units when not a factor of five, it would be even better.
- Minor text error: the strategy entry for the National Stock Exchange references that merchants generate an additional two gold, but this must be a vestigial reference, as it is actually only one (plus an additional for great merchants).
- I believe this is the case that they do, but does the AI have full "fog-lift" at all times, or are is their intelligence of your units' positioning contingent on what they have nominal visibility for, as a player would? I know that in Civ 3, they did, and I am unsure if this was changed. A couple of times, they chased my ships out deep into the ocean and (presumably) far away from anything else that could have spotted them, which makes me think that they can see every unit on the map at all times; but on other occasions, I've been able to escape this way, so I remain not completely sure. The tactics are/would be a lot more fun if they can't see what's in the dark.
- Are land units supposed to be able to destroy ships using forts as canals/ports? In nearly twenty years of playing Civ IV, I don't think I've ever seen this happen, but I was able to destroy an enemy's ship this way. I can link a save if this is in fact some kind of revelatory mystery and not something well-known that I am simply very late to finding out.
- EDIT: One additional point that I hadn't written down but nevertheless made a mental note to recount: the tech pace in this Greece game (now closing in on the mid-industrial) was rather fast. (I was far from the first to line infantry, and got them myself in the 13th century, for instance.) Admittedly, in this game, there was something of a religious love fest under Islam lasting several centuries which bolstered trade and tech sharing, but not unequivocally, and there was still plenty of war and overextension going on for both the AI and myself. The change to the AI's build preference for units likely has some bearing on this (or the date shifting vis-a-vis the turn count), so I am just providing feedback. This game could have been an anomaly, but its rate of research has felt about 20-30% too fast relative to the calendar date, so if more games feel like this and others have a similar perception, a tech cost rebalance might be in order.