Suggestions and Requests

There is one leader that absolutely needs a revision.
I know he is in the game since Vanilla CIV, but a legendary Ragnar leader is not worthy of this accurate mod.
Moreover he is wearing a horn helmet, which is an absolute historical aberration.
I'll suggest to, at least, rework the character (as it had been done with Alexander or Catherine). But I'd rather see a more historical Viking early leader, such as Harald Bluetooth, Sven Forkbeard or Cnut the Great.
 
There is one leader that absolutely needs a revision.
I know he is in the game since Vanilla CIV, but a legendary Ragnar leader is not worthy of this accurate mod.
Moreover he is wearing a horn helmet, which is an absolute historical aberration.
I'll suggest to, at least, rework the character (as it had been done with Alexander or Catherine). But I'd rather see a more historical Viking early leader, such as Harald Bluetooth, Sven Forkbeard or Cnut the Great.
I agree, this was something I forgot to include in my Norse thread.

My vote is Harald Fairhair if the capital is in Norway and Harald Bluetooth if the capital is in Denmark, if that would be possible. If not, I think Sven Forkbeard would be a good overall choice as a quintessential Viking leader.
 
CASE FOR MALARIA
Malaria has deeply influenced human history, impacting demographics, migration, warfare, and genetic evolution by conferring resistance through traits like sickle-cell anemia. The disease spread with human populations, contributing to societal changes and the fall of civilizations, such as ancient Rome. Its effects on population health have also driven cultural adaptations and even influenced economic phenomena like the transatlantic slave trade.

The disease, then called "Roman fever," was so prevalent in marshy regions around Rome that it contributed to declining agricultural productivity and may have even played a role in the fall of the Roman Empire.
The disease traveled with human populations and trade, spread by soldiers and merchants, influencing settlement patterns and the development of human communities. The relative resistance of Africans to malaria compared to Europeans and indigenous populations increased the profitability of the transatlantic slave trade, significantly shaping the racial landscape of the Americas.

Malaria has been a significant factor in many wars, often causing more casualties than actual combat, affecting military campaigns and contributing to broader conflicts and population movements.

Many historical games represent malaria, for example Victoria. We have jungle unhealthiness (partially due to malaria, I would imagine), but I feel like it's a little boring and not enough. DoC can come up with some cool effect also. Perhaps the easiest would be to simply deduct -10% health from any unit in Jungle tile adjacent to Marsh. Units cannot travel on Marsh tiles and we want to exclude cold region marshes.
 
Rando Idea: Gold income from Obsolete Wonders. Subject to whatever details like Tech Requirement (e.g. Tourism), Age, Build Cost, Type etc. Idk I'm just working my hardest to throw more crap at Leoreth ya know.
I'd love a UN resolution related to UNESCO that bumps up the culture output and maybe tourism-related income generation from obsolete wonders.
 
CASE FOR MALARIA
Malaria has deeply influenced human history, impacting demographics, migration, warfare, and genetic evolution by conferring resistance through traits like sickle-cell anemia. The disease spread with human populations, contributing to societal changes and the fall of civilizations, such as ancient Rome. Its effects on population health have also driven cultural adaptations and even influenced economic phenomena like the transatlantic slave trade.

The disease, then called "Roman fever," was so prevalent in marshy regions around Rome that it contributed to declining agricultural productivity and may have even played a role in the fall of the Roman Empire.
The disease traveled with human populations and trade, spread by soldiers and merchants, influencing settlement patterns and the development of human communities. The relative resistance of Africans to malaria compared to Europeans and indigenous populations increased the profitability of the transatlantic slave trade, significantly shaping the racial landscape of the Americas.

Malaria has been a significant factor in many wars, often causing more casualties than actual combat, affecting military campaigns and contributing to broader conflicts and population movements.

Many historical games represent malaria, for example Victoria. We have jungle unhealthiness (partially due to malaria, I would imagine), but I feel like it's a little boring and not enough. DoC can come up with some cool effect also. Perhaps the easiest would be to simply deduct -10% health from any unit in Jungle tile adjacent to Marsh. Units cannot travel on Marsh tiles and we want to exclude cold region marshes.
Checking the Civilpedia, it looks like Marshes give 0.4 :yuck: to the nearby city, and they can already only be entered by Civilian units. Maybe there's an argument that the :yuck: penalty can be increased a little. We also do have the Plague in the mod already, and as for the military penalty... My main concern would be how the AI handles it.
 
Currently, Epic and Marathon speeds are broken for The Polynesians, even at easier difficulties.

I've found a strategy to beat the game on paragon/normal that doesn't work when playing on Epic or Marathon on Monarch.

Reason being the cities won't expand their cultural borders to the next available tile, instead, they skip the first 2 rings and go straight to the island located on the third ring.

Sometimes, they don't even expand at all, sort of a bug.

On this run, I was playing Monarch/Epic, superb start and even managed to research literature and slided 100% to culture. Even with this godtier campaign I wasn't able to beat the first UHV, could only settle by 832AD

Check Averia (the city that gives access to New Zealand) which was settled around 100AD heavily focused on culture since the first turn and still far from giving me access to NZ.
 

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Reason being the cities won't expand their cultural borders to the next available tile, instead, they skip the first 2 rings and go straight to the island located on the third ring.
Can you tell me more how to reproduce this bug? Does it show up when settling Avarua and gradually adding more culture? Or is another city more representative? And this is on Epic speed, correct?
 
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