Suggestions and Requests

China shouldn't have penalty in acquiring the silk road company. They should enjoy every silk road bonus from Dunhuang to Kashgar. Those places are just desolate nowheres on the current map, and there is little reason to occupy them -- no food, no production, no commerce, high maintenance and abundant barbarians. There should be some point in trying to control those places as China in game, which Han and Tang China tried to do in their prime.
 
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True, I'll instead only apply the penalty to the region of China.
 
Holy Rome needs a greater inclination to convert to Protestantism. I've tried several games and they stay Catholic more often than not.
Spoiler Protestantism founded in Frankfurt but only England and Vikings converted :

They stayed Catholic in real life. What's your point?
 
Holy Rome is the most volatile civ regarding the reformation. They are slightly more prone to Catholicism but can go protestant more often than other historically Catholic civs, reflecting that it's religious status was fought over during the religious wars of the 16th and 17th century. This also means that they are most likely to choose tolerate which means Catholic state religion but protestant presence in its cities, which is the most historical outcome imo.
 
Holy Rome is the most volatile civ regarding the reformation. They are slightly more prone to Catholicism but can go protestant more often than other historically Catholic civs, reflecting that it's religious status was fought over during the religious wars of the 16th and 17th century. This also means that they are most likely to choose tolerate which means Catholic state religion but protestant presence in its cities, which is the most historical outcome imo.
It make sense in that way. But it is also reasonable to expect Holy Rome to join the war, either as a reformist or its counter.
 
They stayed Catholic in real life. What's your point?
In real life Holy Rome was not a sovereign state, was it? The northern part of it mostly turned Protestant. My point, game-wise was that for example there's no related Catholic wonders for Holy Rome, so going Protestant isn't too bad for them. Additionally, if Holy Rome stayed Catholic in game, then the Old World and New would be dominated by Catholicism (England and Vikings suck in game militarily), making Congo UHV 1 too hard if not impossible(I guess this was my initial point).
 
Perhaps Prussia should spawn earlier (in 1618?) to represent the German Protestants. Would represent the history of Central Europe a bit better than Protestant Austria/secular Prussia anyway
 
Make the Kalhu copper appear only after 844 BC? I tried 8 Persia regent/normal starts, and 7 times the Babylonians settled Kalhu on top of the copper, and all 8 times they have spearmen ready. This makes the Persian conquest basically impossible.
 
So I have finally grit my teeth and played to late industrial era. Unhealthiness is simply ridiculous with coal plant often its 12 -18:yuck: with no possibility to counter it. I mean I played as huge India to max :health: and even with 40:health: in cities I still had -11:food: loss due to :yuck:. I shudder to think what civs without access to that much :health: resources fare. Even limiting :yuck: to two per power building would improve situation a bit.
Secondly inflation starts to get stupidly large in later game, so much that most of my income goes straight to servicing it. Perhaps some national wonder to limit inflation? National Bank for example -X% inflation when build.
 
So I have finally grit my teeth and played to late industrial era. Unhealthiness is simply ridiculous with coal plant often its 12 -18:yuck: with no possibility to counter it. I mean I played as huge India to max :health: and even with 40:health: in cities I still had -11:food: loss due to :yuck:. I shudder to think what civs without access to that much :health: resources fare. Even limiting :yuck: to two per power building would improve situation a bit.

As of yet I've only played Russia past the industrial era so take this with a grain of salt, but I quite enjoyed the steepness of unhealthiness. Russia of course has forests to counter that but that means you have to limit your chopping. But I like that it sort of forces you to not build production buildings in growth cities unless absolutely necessary. Science lab requiring power might be a compelling reason but ever forge will have to be a conscious decision.
 
Your possibility to counter unhealth is not to build buildings that create it, including by consuming power.
 
But then what is the point of including such buildings? You build them to increase production, but gain unhealth and lose food, and thus citizens, and so you end up with less production. It might still be more than what you started with in the end, but it doesn't seem like a proper trade-off?
 
That would be true if your sources of energy and health always remained the same.
 
One thing I dislike (there are many things I enjoy of course) about the current version is that you're encouraged to an imperialist because you can never acquire resources through a fair trade once you have a number of cities. The algorithm used to decide AI opinions makes them too greedy, or should I say stupid in offering trade deals. I think they value player gain/loss far higher over their own, i.e. "if a whale makes your 30 cities happy and a fur makes my 3 cities happy, you are going to pay me an extra 100 gold/turn". IMO that is just ridiculous, everybody considers their own interest to be of utmost importance and it should really be the same case here. At least the extra gold needs to be balanced.
 
I concur with Fresol, additionally inability to trade animal and sea food resources before refrigeration means that you will conquer to gain them.
About coal power could you reduce :yuck: to two per powered building? Coal power plant has 2:yuck: for power so logically only those two should count as power :yuck: for other buildings.
 
But then what is the point of including such buildings? You build them to increase production, but gain unhealth and lose food, and thus citizens, and so you end up with less production. It might still be more than what you started with in the end, but it doesn't seem like a proper trade-off?
Mid-sized cities that work ~15 tiles can benefit from such buildings more than mega-cities that work every tile in their BFC. See it as a nerf to mega-city if you will.
 
New Meritocracy effects:
+50%:science: in capital (old effect), +2:science: per statesman specialist(synergy with Taixue), reduce expansion stability penalty for non-colony historical cities(which is not a useful one for its purpose, better ideas?), severe stability penalty if running Caste System(merit vs. caste) or City States(needs strong central government).

With the new effects, there's a better reason for China to run Meritocracy instead of Centralism, though the latter is still superior I suppose.
 
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Some ideas/suggestions:
Park and Public Transportation should also give :).
PT could also regain it's old effect and give :health: also from oil.

New effect for Temple of Kukultan:
Can use the Great Prophets as Great Statemen.
Pagan temples provide a free priest.

"At Chichen Itza, Kukulkan ceased to be the Vision Serpent that served as a messenger between the king and the gods
and came instead to symbolise the divinity of the state." -Wikipedia
 
Amsterdam (600 AD start) does not have a market, wharf or lighthouse. I think they should as a trading center. :-) Perhaps also add jail, uni and weaver. (The UHV is doable without all this.)

Two general impressions from my games in the last weeks:

France is weak and gets often vassalized by spain or at least loses Marseille. France is never the renaissance powerhouse it should be. Perhaps add brest?

The european civs are very unhappy in medieval times (no luxuries) leading to a lot of long lasting instability due to unhappiness. This leads to early collapses, when they should start building their empires.
 
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