Khift
Prince
I know you've got alot to think about already, Rhye, but here's another thing that you might want to change.
In the standard civ game, Agricultural is by far the most powerful trait. It does four main things, with each listed in it's importance:
1. The extra food allows for a much greater chance of setting up a settler factory.
2. Large tracts of useless desert become nice and powerful cities.
3. Aqueducts and some modern improvements become much cheaper.
4. The extra food allows for a slightly better ratio of hills to grasslands worked in the later stages of the game.
The thing of it is, though, in your mod, Rhye, you get rid of the two main strengths Agricultural has - settler factories are utterly infeasible, and deserts can no longer be irrigated. Now, while I must say I fully agree with those changes, you can't deny that they take the Agricultural trait from first to dead last.
I honestly can't think of a good way to make the Agricultural trait a little more balanced, but I think it needs to be done.
In the standard civ game, Agricultural is by far the most powerful trait. It does four main things, with each listed in it's importance:
1. The extra food allows for a much greater chance of setting up a settler factory.
2. Large tracts of useless desert become nice and powerful cities.
3. Aqueducts and some modern improvements become much cheaper.
4. The extra food allows for a slightly better ratio of hills to grasslands worked in the later stages of the game.
The thing of it is, though, in your mod, Rhye, you get rid of the two main strengths Agricultural has - settler factories are utterly infeasible, and deserts can no longer be irrigated. Now, while I must say I fully agree with those changes, you can't deny that they take the Agricultural trait from first to dead last.
I honestly can't think of a good way to make the Agricultural trait a little more balanced, but I think it needs to be done.