owain, i'm enjoying your map a lot! vikings up to 550 a.d. regent level, actually one of the best civ games i've ever played. monarch with this mod is just too much for me, i'm not such a good player that i can keep up. i think regent with this mod is basically monarch in regular conquests.
i seriously need a faster cpu or something, here at 550 a.d. it's like 5 minutes or more between moves while the computer figures everything out for the ai's. when i settle a new town now i click the settle button and no joke it takes like 90 seconds or 2 minutes for it to actually draw the new city haha, it just sits there like it's locked up for that long.
edit// and i want to say again how much i like the mod. again, it's the subtle things in it that i really like, having levels of knights from horseman through a number of riders up to cavalier, etc, and creating wind mills and things for relatively small increases in production. playing the mod gives you a feeling like you have a lot more choices, which i really like, i'm sure everyone does. i'm a relatively sloppy player most times, i automate my workers sometimes, don't trade most of the time, etc ... but with this mod i've found a new desire to micro-manage everything, i think it's because there just so many interesting things to build, etc, you want to squeeze out that extra shield of production to get the things you want your folks to have. the same for techs, i find myself doing all kinds of horse trading to move myself along the tree towards what i want, more than i normally would. it's a lot of fun.
there are things i find myself wishing c3c had in it. (1) when trades of resources end it would be nice if there was a popup saying, hey, your stuff is available again. the trades go on long enough that with only a few resources you just don't feel like checking every turn to see if you can make new trades. another thing (2) that i wish c3c had was some indication on the main map that one of your cities had more unhappy faces than happy ones. i know i can open the advisor and look, but if you have a lot of cities it's a hassle to scroll through the list and count faces every turn just to make sure your folks aren't going to start tearing up the city. sure that's part of the game, keeping your folks content ... but it doesn't have to be a giant secret that folks in one of your cities are unhappy. for this mod specifically (3) all the stuff about what vessels can traverse what kind of bodies of water isn't real clear to me in the mod. maybe i just read it wrong. i remember some of the pedia entries would say things like ... such-and-such can't end it's turn in an ocean square. or enter an ocean square ... etc, it's not really clear. i was going along doing something and suddenly realized my longboats could do things that i didn't understand they could do from reading the pedia entries. and i think it was the cogs that i accidentally figured out could carry passengers. and i learned from someone here on this thread that ancient ships won't traverse ocean squares even if you have magnetism, which is great ... but it's not obvious from reading the pedia entries, at least it wasn't to me. and another thing (4) i wish c3c had in it is a change to the trade window. of course right now if another civ has 2 wool and you don't have any you can trade something for one of them and help out your folks. but why can't you trade for both of them ? sure your folks only need one of them but then you could use the other one for putting together deals of your own. maybe that isn't possible with the way the game works since it could maybe bring up some odd things if trade routes get messed up or if a war breaks out, etc, i don't know.