Back from a longer trip through Morocco, where I got to see both the Berber Civilisation's unique improvement and unique building

Certainly makes me play this civ in my next match. But looking at the Berbers, Sahel and Carthaginians in depth also raised some design questions I hadn't noticed before:
- Berbers have the Barbary Corsair ships as unique unit, Carthage has the Barbary Pirate melee unit as unique unit - what's the idea behind this split?
- Sahel have Tuareg camel riders as unique unit, why them instead of the Berbers that the Tuareg are part of?
Just the very... flowery writing style. Sorry if I offended you.
Forgot to mention this in the last post, but keep in mind that there is Notre Dame, a world wonder that gives +1 happiness and +1 health to all cities on the continent (so less than the effect listed above and with some restriction), and the wonder comes at the opposite end of the medieval era. I think the effect above being available at Guilds is far too strong.
Good point. It would be too much. Perhaps just the health and epidemic chance, then.
I agree this one is basically a "win more", and the effect is rather uninspiring. I'll keep an open mind for its effects, but I have to tell people once again that inflation is not a gameplay mechanic in Civ 4. It is not something that players meaningfully interact with at any moment in the game. It's simply a linear adjustment to all costs as the game progresses that could be simply called that ("time adjustment") rather than a name that evokes something much more meaningful and complex.
I wouldn't even call it a win more. It is most likely not going to give you anything beyond the -1 epidemics chance, since you're already drowning in health and happiness under welfare state. Hence why I think it should do something, anything, else that actually gives an immediate impact. Even just reducing the +25% maintenance from welfare state to +20% would be good.
Regarding inflation: Good to know, wasn't really aware - I'll keep it in mind for the future. I'm curious though, do you know by chance whether it is per person or global? In FfH2 there is an event that can either raise or lower inflation by 3%, and now I wonder whether that affects just the player it triggers for or everyone.
Of course! Thanks for reminding. The button is even already there, I just need to point to it.
Just saw it in the latest SVN, thanks!
How about sending a Great Merchant on a trade mission in a far-away city? around the middle-age this can yield ~3k gp which I find enormous. I usually use the gold to upgrade like 20/30 units instantly, which can turn the tide of a difficult war as well as boost the overall power ratio, and this without affecting the science research %. Best use of the GM I find...
I think many people (including myself here) that don't play at the highest level tend to favour the long-term options of GPs over the instant, one-time effects and therefore overlook the huge potential those can have. You have a very good point there.
I’m also curious about other players’ preferences. After a lot of experimenting and months of testing on massive maps I’ve come to realize that it’s possible to go too far with map size. These days I still play on fairly large setups, but I’ve found a sweet spot that balances realism, performance, and fun.
I am a sucker for scenario maps, and a big fan of the world maps and europe map in particular, especially for single player I like them more than random maps, probably playing 20% RM to 80% scenario. In multi player, we're about 60% RM to 40% scenario. Here we tend to play on standard to large maps for random maps, going through different scripts and never really finding something to settle for. Again referring back to FfH2, there we really love ErebusContinent and WorldOfErebus and probably have played 60+ matches on those two collectively, but for a more "real life" setting like vanilla or RI, none of the random maps really do it for us long term - not sure why.
I think I personally love detailed maps with plenty of smaller islands that still feel worth settling, such as Crete and Cyprus on the Europe map, or Austronesia as an archipelago chain that's still great to settle - while also having huge landmasses in other areas of the world. I think this level of detail, with vastly different types of terrain placement, while they are all viable in their own ways, is hard to replicate within a random map script.
Talking about RM -
@Walter Hawkwood do you think it'd be possible to have an option that allows non-hunter-gather unplayable civs to be selected in RM for AI players? Such as having the Mesopotamians or Nubians appear natively in place of a normal playable civ here and there sometimes.
A bit of a hot take here, but recently I've been losing patience with resources that aren't visible right away but are revealed in the ancient era. While there's an enjoyable dopamine hit from having those resources become revealed, there's a much more impactful disappointment when you found a city and ten turns later finish researching Stonecutting and regret not settling that city 1 tile to the right. They're all revealed early enough that getting visibility isn't a balance issue (as may be the case with resources revealed in the classical era or later), so unfortunate placing of ancient era cities feels like being the butt of an unfunny joke. Nobody gained anything, we just lost something.
Is there any possible way to hint at tiles that have resources? Maybe tiles with copper and limestone have +1

before being revealed (and subtracted from the post-reveal hammers so the end value is the same), so that we know
something is there, just not what and which technology reveals it. I imagine there isn't anything like that, or even if there is, that there isn't any intention of delivering the feature, which is understandable. I'll likely just modify my local setup to remove these resources being hidden in the first place.
I agree to AspiringScholar here. I can't really agree to your complaint - the research order you go for in the ancient age, and whether you go for early settlers, all play a huge role in the early game regarding your settling locations. I think the system is very interesting as it is, and quite like the tradeoffs and decisions it entails.
In my very first test after enabling the “ahead of time” penalty, Christianity is finally founded before Islam! I think that never happened in my like last 20 games when this option was off - Islam was always founded first.
Still, it’s not entirely historically accurate - there was only about a one-century gap between their founding dates in this run (Christianity in the 5th century, Islam in the 6th).
But is historical accuracy completely desirable anyway? I feel like the modmod Rhye's and Fall - Dawn of Civilization attempts this to a level that feels a lot like railroading, at which point I wonder why I am even playing the scenario rather than watching a documentary, as so much of it is taken out of gameplay decisions and instead forced by predetermined scenario constraints. A big draw of the Civ game series are the historical what-ifs - such as what if religion X was founded before religion Y.
As for this particular case, I think that the respective technologies just offer a different value to the researcher, and the Islam religion is arguably the strongest in the mod. So it makes sense for the AI to value religious law much higher than theology, and thus favour an earlier founding of Islam compared to christianity.
Allowing myself to quote myself from before, a resource that everyone has is a resource that might as well be removed entirely. Resources exist to exert pressure on players to procure them.
Fully agree here.
I've been thinking about another "QOL" thing. The technology Dualism does absolutely nothing for anyone but the first researcher, and Polytheism is the same once the Temple of Artemis has been constructed. Later on, Elephant Taming becomes entirely useless once war elephants are phased out of usefulness. Yet, they remain researchable and will always be the first techs you'll conquer from an enemy. This always feels disappointing, gaining some beakers on a completely worthless tech. And when not gaining them that way, they remain dead options presented to you on every new research selection. My suggestion would be to very simply give their research or conquest a tiny purpose in that they remain a prerequesite to a later tech. For dualism and polytheism, knowledge of both of them could be needed for Humanist Thought. For elephant taming, it could be needed for Biology. This way, when you conquer any of the three, you'll know that you at least saved yourself 1 turn later on down the line, or you can choose to research them yourself earlier on (such as during a time of most techs costing +50% or more due to reaching a new era) as you know it'll have some use. (And it cleans the tech selection list which won't have Dualism stuck on it forever.)
Here are some other minor notes/questions:
- What does the "person" icon mean in the separatism causes? It seems to give around 2-9 separatism in each city, but I don't know what's behind it.
- Hussars don't need horses, while Cuirassiers and Pistoleers do, why is there a difference between these units that all come at Cavalry Tactics?
- Should the Mayan Football Stadium be a distinctive building? Given as it's only a later continuation of the Ball Court. (Like it is done for Rome with the Arsenale?)
- I think Moneylenders should be substantially cheaper. Usually, civic-dependent buildings like slave markets, hunter's cabins, imperial cult, local bureaucracy are pretty cheap, but for plutocracy, the building starts at 160 hammers on realistic speed compared to 60-80 for the others.
- Should loyal administrators reduce local separatism like the forbidden palace?