first, this is really great
the concept is as far as i can measure really epic and perfect.
i`ve read through the main thread and the ideas about involving mythological things and diffrent winning conditions for the diffrent tipe of civs soulds really good
i`ve came upon the alpha only a few days ago and so far its really fun.
some things i really liked and some, i think, could use a change.
i must say in generall i`m not really into the map
it`s a real good map but i rather play on realistic earth maps, of course that is MY liking so i have to deal with that
some things on the map nonetheless:
- some city locations (specially egypt and the levante bur also in greece) could be changed to more accurancy
- some resources (like silver near Laurium or copper on cyprus) could be added for more realism
- if there will be another scenario map someday, maybe it could be more restricted to the mediteranean and the greece colonisation itself. oc couse this is depending on the timescale but the map now would suite a alexander and helenistic scenario more than an greek scenario.
a problem with the current sea exporation:
- the AI ships sometimes get stuck, while they can not enter ocean squares, but many searoutes only consit of a coastal tile bordered by land and ocean.
so i came often upeon two ai ships just blocking themselves and thus blocking the whole searoute.this might block routes to enemys or later settling spots since ships can not enter ocean (at least i found none for now)
so far there were two crash bugs:
- wonder splash of Shrine to menelaos
- wonder splash of lycurugus reform
both were missing
1st i`ve been playing as athens but since they are not finished and thus have no real tech tree i abondond that game since i cold not build useful units.
2nd i gave athens all the techs and unit abilities of the corinthan civ ( well i wanted to play as athens
) this was only a test how all might come out so i cheated in advancing the tech tree and buildings, i came upton the missing wonsplah bugs fixed them and checked out the overall gameplay.
-i really love the concept with the mytological beasts roaming the map, you have to defeat them to get a settling spot or make the land safe.
you could make some of them maybe immobile protecting special resources?!
- the concept of being allowed to build great wonders (Temples to greek gods) by first having to build an amount of shrines ( wich are restricted due to needed resources) to that god is also very great, plus the auto produced special units.
- the late ability for colonists ( settlers) is a bit anoying though, it takes quite a while to research the thech tree with that limited amount of cities.
maybe the palace (in addition with greeks ressource) could produce a colonist from the start but only every 50 or more turns.
so you will really have a goal to early explore the world and you`ll be able to get to new ressources, wich leads me to another thing
- there is no sea trade building?! I´ve checked in the editor but found none
maybe some sort of colony-harbour building going along with colonization tech, to enable seatrade would be good?
you must have special reasons to not include a seatrade option, but well trade is something of great importance, colonies were founded not only to deal with overpopulation but also to gain new materials.
i`m currently playing as corinth with no additons or test cheats and will report how it goes when i come to the first 100 turns.
turns lead me to the TIME between turns
as was already mentioned by Virote, the turn times are a lil pain...
my machine isn`t the newest but not that old either..
in the gbeginning the time between turns was 1-2 mins... later it came to 3-4 mins...
i guess specially huge india and persia have so many cheap worriro units by turn 100+- that they alone need almost 2 mins each
of virotes sugestions how to deal with the problem i would pick the pop cost solution.
making the first units more expansiv and maybe adding a 1-2 pop cost could solve at least part of the turn-time problem
and additionally they could criple the evolving of the larger empires a bit, for it will be though to keep up with reserach and military when you play a 4 city nation against a 20-30 city nation.
the pop cost thing could be restriced to the bigger starting civs like persia india and egypt, for the smaller civs have enough trouble keeping up as i mentioned before.
when corinth makes it`s first attempts to opress it`s neighbours i`ll wirte more

the concept is as far as i can measure really epic and perfect.
i`ve read through the main thread and the ideas about involving mythological things and diffrent winning conditions for the diffrent tipe of civs soulds really good

i`ve came upon the alpha only a few days ago and so far its really fun.
some things i really liked and some, i think, could use a change.
i must say in generall i`m not really into the map

it`s a real good map but i rather play on realistic earth maps, of course that is MY liking so i have to deal with that

some things on the map nonetheless:
- some city locations (specially egypt and the levante bur also in greece) could be changed to more accurancy
- some resources (like silver near Laurium or copper on cyprus) could be added for more realism
- if there will be another scenario map someday, maybe it could be more restricted to the mediteranean and the greece colonisation itself. oc couse this is depending on the timescale but the map now would suite a alexander and helenistic scenario more than an greek scenario.
a problem with the current sea exporation:
- the AI ships sometimes get stuck, while they can not enter ocean squares, but many searoutes only consit of a coastal tile bordered by land and ocean.
so i came often upeon two ai ships just blocking themselves and thus blocking the whole searoute.this might block routes to enemys or later settling spots since ships can not enter ocean (at least i found none for now)
so far there were two crash bugs:
- wonder splash of Shrine to menelaos
- wonder splash of lycurugus reform
both were missing
1st i`ve been playing as athens but since they are not finished and thus have no real tech tree i abondond that game since i cold not build useful units.
2nd i gave athens all the techs and unit abilities of the corinthan civ ( well i wanted to play as athens

-i really love the concept with the mytological beasts roaming the map, you have to defeat them to get a settling spot or make the land safe.
you could make some of them maybe immobile protecting special resources?!
- the concept of being allowed to build great wonders (Temples to greek gods) by first having to build an amount of shrines ( wich are restricted due to needed resources) to that god is also very great, plus the auto produced special units.
- the late ability for colonists ( settlers) is a bit anoying though, it takes quite a while to research the thech tree with that limited amount of cities.
maybe the palace (in addition with greeks ressource) could produce a colonist from the start but only every 50 or more turns.
so you will really have a goal to early explore the world and you`ll be able to get to new ressources, wich leads me to another thing
- there is no sea trade building?! I´ve checked in the editor but found none

maybe some sort of colony-harbour building going along with colonization tech, to enable seatrade would be good?
you must have special reasons to not include a seatrade option, but well trade is something of great importance, colonies were founded not only to deal with overpopulation but also to gain new materials.
i`m currently playing as corinth with no additons or test cheats and will report how it goes when i come to the first 100 turns.
turns lead me to the TIME between turns

as was already mentioned by Virote, the turn times are a lil pain...
my machine isn`t the newest but not that old either..
in the gbeginning the time between turns was 1-2 mins... later it came to 3-4 mins...
i guess specially huge india and persia have so many cheap worriro units by turn 100+- that they alone need almost 2 mins each

of virotes sugestions how to deal with the problem i would pick the pop cost solution.
making the first units more expansiv and maybe adding a 1-2 pop cost could solve at least part of the turn-time problem
and additionally they could criple the evolving of the larger empires a bit, for it will be though to keep up with reserach and military when you play a 4 city nation against a 20-30 city nation.
the pop cost thing could be restriced to the bigger starting civs like persia india and egypt, for the smaller civs have enough trouble keeping up as i mentioned before.
when corinth makes it`s first attempts to opress it`s neighbours i`ll wirte more
