Suggestions and Requests

The Mayan game might need a bit of rebalancing again with the nerfs to cities over size 10. Size 20+ Yax Mutal used to be the beating heart that kept your empire together, but it struggles now to reach those heights and your expansion and economy suffer as a result. Going to try a few times playing a more condensed empire with higher sliders and see if that does better, but right now things are looking pretty bad.
 
Another note - when the Hittites collapse, all of their cities are razed, not just Hattusa. It's not common, but if they manage to get a big empire in the middle east, they can leave the whole region bereft of cities. Which is kinda cool, in a bronze age collapse sorta way, but I imagine Assur and Babylon probably shouldn't just be evaporating into plumes of smoke and rubble because their occupier got got.
 
It just got changed again, funnily enough.

Additional :commerce: is finally the better option, though I still think some synergy with the Trading Company (additional :gold: in addition to the :commerce:?) would make sense.
 
Having tested some more Maya games - yeah, the nerf to large cities really hurts them. Good news is that Europe was pretty much on time, usually hitting around 1500. Bad news is that it took me until the mid to late 1500s to get a caravel out.
 
Would it be possible to add some extra production around Tripoli/Oia please, as the place is incredibly production-poor?
Ideas (not necessarily all at once):
- a couple of non-coastal desert hills further south
- move the camel on top of the existing hill for some early boost (though this is a nerf in the long run)
- adding islands feature on the water tile just north of the wheat, to symbolize the islands of Djerba, Sharqi and the various tiny peninsula there (would also help out Carthage)

Speaking of that wheat, it's super frustrating how the only way to get it irrigated is by giving up the sheep pasture further north in order to build a row of farms leading to it, which is super sub-optimal as long as Carthage exists. I assume this is intentional, but if not, then simply moving the existing oasis one tile north fixes this beautifully.
 
A question of curiosity, but what does decide the starting visibility of most civs ? Currently it seems to be linked to... something with varying results, sometimes to extreme degrees. The most obvious one is when playing Norse : there are starts where you have absolutely no sight and you need to pray to Freyr that Dublin has been founded and that the cottages are where you think they are, others where the entirety of Europe, North Africa and the Levant is revealed and you have so much information you cannot really screw up. Surely there could be a middle ground where you get some of the necessary coastlines revealed (the Nord Sea, the Baltic and Europe up until Spain ? Gibraltar ? Rome ? Constantinople if we're feeling really generous ?) while still keeping some of the objectives hidden.
It applies to other civilisations where you are on the clock for conquest or trade : playing Persia with the Levant, Egypt and Anatolia revealed is much more intuitive. The Malay could get a head's up as to which of their key trade partners are still standing. The Tibetans really need to know the state of the basin for these 6 cities, but a full map of Asia indicating exactly where to send the Missionaries makes it trivial.

On an unrelated note, realising that Rome is on the list of possible Norse core targets makes it difficult to ignore. Every time I beeline to it, the city is guarded by practically nothing, it has 1 or 2 Great Generals parked and it's in the perfect position to start further raids and snowball by buying more Huscarls with the plunder. In the usual Civilization scenarios where you play the viking fantasy, getting into the Mediterranean feels like a high-risk high-reward proposition, but here Rome really is the perfect prize for everything — even helping you with the Great Artist depending on the improvements/buildings. Why bother with England or Ruthenia or anywhere with crossbows ? Are the cores of Poland even possible, considering they spawn a few turns before the deadline ?
Maybe the first UHV should be a number/population-size of coastal-outside-the-Scandinavian-and-Baltic + Ruthenian cities instead of a "get cores", so as to keep the "choose-your-own-adventure" of the UHV without giving it a clear answer.
 
It depends on what is revealed to the other civilizations currently in the game. I don't agree with your characterisation of it being a make or break outcome. All UHVs are designed assuming that the relevant regions of the maps might not be revealed. You can always send someone to look.
 
Ah, thanks for the answer. It makes sense.
I did not mean to make it feel as make-or-break, for I don't think it ever makes any UHV impossible, but I do believe that starting visibility can have some influence on starts past the classical era.
When you need to split a starting army for early conquest, it is not the same thing to do it blind or knowing how much each group is going to have to do and how much they will need to be reinforced. Similarly, knowing whether or not you will need extra settlers/workers to make up for missing cities/improvements can change the way you think in the first turn, as you are switching civics with the free revolution. It will never decide the game on its own, but it does play a role.
 
That's fine, it adds to replayability.
 
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