I'm currently playing a game on a SVN from early January (it could be late December) so some of these things might be solved already. But anyway, here goes.
Human Sacrifice not working
So I created the Human Sacrifice Worldview, built my sacrifice altar(s) but I can't sacrifice Captives (in this case military captives), so I assume this is broken in the same way as Cannibalism (where you can create the worldview but can not eat people)
POW transport working for any unit
I built a horseman to use for transporting POW which works great (you know the upgrade looking like a chain) however I was a bit sursprised when I noticed that I could also transport general troops with the same unit. Seems a bit silly when I can take my Mammoth Ridersd and pack them onto my horsemen, isn't the promotion supposed to make it so that it is only possible to transport POWs?
Animals and Sleeping Great persons assassinated
This has happened to me before in other games as well, but I haven't bothered with posting anything. Recently I got an Exile in my capital and either in one strike or over the course of some turns he has assassinated (I think) almost all my animals (like 30) and a sleeping Great Hunter. I think it is cool that they can, but I have two issues with it. First of all I got no notification at all that it happened meaning that I can't pinpoint when it happened either. Secondly I've never had the possibility to do that same type of assassination (if that is what has happened) when I've had an Exile stationed in someone else's city so that has me wondering a bit on what happened.
Lurking criminals notification
I know that there has been talk about getting notified when a rouge criminal spawns in one of your cities. Would it also be possible to get a notification when the amount of lurking criminals in a city changes (either up or down), as it is now I need to (but don't have the energy to) check my cities defense info every turn to see if there's a criminal that has managed to get past my defenses (dogs) unnoticed. It would be really nice if I could get a notification whenever I get (or lose) a lurking criminal in a city
Autobuilding notifications
It might be that I am getting these but they are lost in the flow of events in the top part of the screen, otherwise I'd like to raise a request for getting notifies when Autobuildings related to tourism, Education, Crime and Disease are built or removed in my cities (like we already get with housing)
OP Cats
Cats are very very fun and I really like them as a unit. However I find it rather OP that I can merge cat into super cats, that doesn't really feel right?
Regarding notifications
a lot of the events that Civ actually tell you about are notified in the brief text in the top of the screen. While I understand that that works fine for most people I would really appreciate the option to get that info as popups in the start of my round instead (either one popup telling me all events for the turn or one popup per event). I don't mean that I want popups for stuff like my X killing unit Y when I initated that attack in my own turn but for stuff that are informed in the beginning of the turn (like city X growing or expanding culture or similar), especially since me and my friend plays with minimizedf AI turns which removes a lot of info on what happens between my turns and also that we hot seat (which means that only one of us actually get to see what happens between turns).
Notifications on finding resources
Some imporovements (most of them it seems) have a small chance of finding resources (for example a mine can find diamonds), as far as I've seen there is no information to me as a player when that happens though so I could go several turns without knowing that I've found a new and perhaps needed resource (especially in the case where the improvement finding the resource isn't the same type of improvement that harvests the resource).
Notifications on gaining/losing resources
In some cases you might gain or lose a resource without you being the cause of this (for example due to a cut trtade connection or a resource popping in a mine or similar). It would be really nice if I as a player could get notified when I gain or lose a resource.
Notifications on trade connectivity between cities and civs
It would also be nice to get notified whenever one of my cities gain or lose trade connectivity to the rest of my empire. And also be notified when my civ gains or loses trade connectivity to another civ.
And big thanks to all current, past and future modders of C2C, it is more or less the only game I play on my PC and I play it a lot!
Human Sacrifice not working
So I created the Human Sacrifice Worldview, built my sacrifice altar(s) but I can't sacrifice Captives (in this case military captives), so I assume this is broken in the same way as Cannibalism (where you can create the worldview but can not eat people)
POW transport working for any unit
I built a horseman to use for transporting POW which works great (you know the upgrade looking like a chain) however I was a bit sursprised when I noticed that I could also transport general troops with the same unit. Seems a bit silly when I can take my Mammoth Ridersd and pack them onto my horsemen, isn't the promotion supposed to make it so that it is only possible to transport POWs?
Animals and Sleeping Great persons assassinated
This has happened to me before in other games as well, but I haven't bothered with posting anything. Recently I got an Exile in my capital and either in one strike or over the course of some turns he has assassinated (I think) almost all my animals (like 30) and a sleeping Great Hunter. I think it is cool that they can, but I have two issues with it. First of all I got no notification at all that it happened meaning that I can't pinpoint when it happened either. Secondly I've never had the possibility to do that same type of assassination (if that is what has happened) when I've had an Exile stationed in someone else's city so that has me wondering a bit on what happened.
Lurking criminals notification
I know that there has been talk about getting notified when a rouge criminal spawns in one of your cities. Would it also be possible to get a notification when the amount of lurking criminals in a city changes (either up or down), as it is now I need to (but don't have the energy to) check my cities defense info every turn to see if there's a criminal that has managed to get past my defenses (dogs) unnoticed. It would be really nice if I could get a notification whenever I get (or lose) a lurking criminal in a city
Autobuilding notifications
It might be that I am getting these but they are lost in the flow of events in the top part of the screen, otherwise I'd like to raise a request for getting notifies when Autobuildings related to tourism, Education, Crime and Disease are built or removed in my cities (like we already get with housing)
OP Cats
Cats are very very fun and I really like them as a unit. However I find it rather OP that I can merge cat into super cats, that doesn't really feel right?
Regarding notifications
a lot of the events that Civ actually tell you about are notified in the brief text in the top of the screen. While I understand that that works fine for most people I would really appreciate the option to get that info as popups in the start of my round instead (either one popup telling me all events for the turn or one popup per event). I don't mean that I want popups for stuff like my X killing unit Y when I initated that attack in my own turn but for stuff that are informed in the beginning of the turn (like city X growing or expanding culture or similar), especially since me and my friend plays with minimizedf AI turns which removes a lot of info on what happens between my turns and also that we hot seat (which means that only one of us actually get to see what happens between turns).
Notifications on finding resources
Some imporovements (most of them it seems) have a small chance of finding resources (for example a mine can find diamonds), as far as I've seen there is no information to me as a player when that happens though so I could go several turns without knowing that I've found a new and perhaps needed resource (especially in the case where the improvement finding the resource isn't the same type of improvement that harvests the resource).
Notifications on gaining/losing resources
In some cases you might gain or lose a resource without you being the cause of this (for example due to a cut trtade connection or a resource popping in a mine or similar). It would be really nice if I as a player could get notified when I gain or lose a resource.
Notifications on trade connectivity between cities and civs
It would also be nice to get notified whenever one of my cities gain or lose trade connectivity to the rest of my empire. And also be notified when my civ gains or loses trade connectivity to another civ.
And big thanks to all current, past and future modders of C2C, it is more or less the only game I play on my PC and I play it a lot!