- Tikal city of el Peru starts isolated from the others by FoW (seems a bit weird).
Not so much a bug as an oversight. Same will apply for Calakmul's Cuello. I'll get around to editing the FoW.
- altar uses bank pedia (I just saw the pedia updates). Does it work as a bank or as an altar ala MesoAmerica Conquest ?
Bugs (most are pedia related and might have been covered in the pedia updates. Besides they don't prevent the playing of the game at all).
Black obsidian uses silk
Cacao uses grapes
Jade uses furs
Precious feathers use ivory
Not in the game, just in the pedia. BTW you could change the resources index icons as oil looks a bit out of place. Just nicer but not dramatic.
That's just 'cos 'pedia for buildings and resources isn't finished. Yeah, I know, I'm lazy. The Altar just gives one culture - no economic benefit.
Note : the army looks really out of place here. If someone could make a Amerindian one, that'd be swell !
Hopefully, Steph will convert one for me. I've requested one, but he's the only one who've even hinted he might do one. If you know of a generic "primitive" army graphic, that could be worth checking out.
438 : scout get 25g from a PAcific coast Indian village north of the Yucatan (sic !)
North of the Yucatan? What, in the sea?
Anyway, I know the names of barbarians from goody huts are messed up. I even know how to fix them, once I conjure up the motivation; it'll be alot of tedious work.
It shouldn't take 40 turns to research Corvée as Tikal, not on Monarch at any rate. In fact, it seems it took you 27 turns to research it. The early game goes faster if you start researching Trade or Stoneworking, and then swap it for Corvée with an AI.
The Mexicans, for reasons that should need little explanation, starts out with the tech The Teotihuacan Connection; it's just that it only shows up to you once you've mastered trade. Do buy Green Obsidian if you can - the Mexican Ally units is good value early on (2/3 the cost of a Javeline Thrower, but can't enslave).
Re: the whole "slow start" issue, I originally put it in because i) the Early Classic
was a period of exploration and colonization, ii) I wanted to keep the scen from becoming too purely a slaughterfest, and iii) I feel better if the player splash down cities in ahistorical locations than if I do it in the editor (many of the cities in the city lists lay too close to one another for historical placement). I wanted it to be closer to the Epic game than what your typical "The War of X" scenario is. I've moved a bit towards the "preset" side over development - originally, Copán started with just settlers, frex. Reactions have been mixed.
I could continue tweaking to give you more to do early on - Scouts were mostly added to spice up the early game, frex - but I suppose I ultimately have two options; keeping things mostly as is, with a "slow start", or move the start date forward, give some starting techs (two first-tier techs per civ, say), and place more cities and units. Maybe I should do both - provide a "slow" and a "fast" biq.
I don't get your comment about the balance of the civs. What is negative?
Armies, as you've noticed, are quite vulnerable here. What do you like this Army format? Personally, I think it's great (I would, wouldn't I?

), but some people find them too wimpy. Of course, I could up the HP bonus to make them harder without destroying the AI's ability to use them, but I think the present way forces you to be more careful, and therefore places a higher premium on tactical skills.
Yeah, and you'll appreciate that the Armies aren't tougher if/when the Mexicans start throwing Toltec Armies at you.
