Asked for the latest complains here they are:
The following is what I would like to see corrected:
-> Change the name of the Portuguese city of Coïmbra to Coimbra (it's not a -ï- it is written with an -i-)
Most of the following I found mainly throught the game editor after I see something strange in game
-> The Portuguese in the Civilopedia under the Tribes description say that they are "expansionist and religious", but if you start a game with the it says that they are "expansionist, religious and seafaring"
-> After I look in the Civ3QEdit I saw that the Portuguese had bonus in:
Expansionist
Religious
Seafaring
Catholic
Land
Maritime
and Religious again (why the double religious bonus ?)
No other civs has so many bonus either.
I found this because the harbor cost was half of what I was expecting (well the seafaring now explains it)
-> I think that the previous (3A.2D.2M) "Cruzades" for 12 were already a bargain now at 4A.2D.2M I can say that they are at least broken.
And who would build Feudal Knights for 42 when you can have the almost same for 12.
(Ok they can't be upgraded and you must research the "Cruzades" tech)
But it takes 7 turns to Portugal to research Cruzades if you do the right trades in Demigod Level.
(Poor Muslims)
I also played a little Portugal in Deity.
Indeed if you do the right moves Portugal can also get Feudalism on the 1st turn and sell it for profit
You'll end with
lots of gold ~400 , 2 luxuries, 8 slave workers
(and a tribute of some civs 2-3, also be paying a huge tribute of 31-35 gold per turn)
By the way why does Aragon have 2 workers in Demigod and 4 workers in Deity (they end Portuguese slaves after Portugal sells Feudalism to them)
Valencia AI also gets more workers in Deity, but since Valencia starts with Feudalism and it isn't worth to pay gold for them (better to save the gold to research faster or buy Cruzade tech).
Ok there was a small price to pay (I stop playing after the Feudalism problem so I don't know if in Deity it will be to dangereous to give all the christian AI Feudalism once it gets corrected)
-> Who was been playing with Feudalism and doesn't complain that the unit cost is way to large ?
Well I found that Feudalism is horrible for unit support.
I noticed it right after the anarchy ended.
It's not 5.3.1. like it says in the Civilopedia.
The Civ3QEdit says it's 2.2.1
I stop playing after the revolution of the Early Monarchy to Feudalism
-> Workers can't plant forests.
One king in Portugal became famous because he ordered the plantation of a pine forest ("Pinhal de Leiria"), Some say that it was important for the subsequent naval expansionism.
My advise is to make it part "The Reconquista-2nd research window" so it only be available for a decently developed civilization (Portugal had already established its final borders when this happened late 1200ish I think).
It might not have a significant strategic use by that stage, but it will be cool in terms of history.