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  1. The categories do need a bit of restructuring, but I don't think roads and bridges belong with decorations. They provide a very useful service.
  2. That's an interesting idea, but could be tricky. I do like the idea of friendly AI trying to link road networks with you, that one might not be too difficult.
  3. If I can get automatic building upgrades working well, then I'd likely add a limestone upgrade to roads and bridges in general.
  4. More decorations would be good.
  5. Silk is a rather involved process by design, mirroring the labor intensive real-world process of producing it. Some more resources in swamps might be a good idea though, as a reward for building in the difficult terrain.
  6. A rework like that is totally doable through a mod, but doesn't fit my vision for the core game.

Thanks for the suggestions!

Maybe you can found more use to raw silk?

Raw silk has a use in that it allows you to distribute silk production. Producing raw silk is only possible in swamps, and benefits from agricultural bonuses. Processing raw silk into luxuries is labor intensive, however, and benefits from industrial bonuses. Fully optimized silk production requires two settlements.

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Still you can make the silk and work with it in one structure don't you think?

Could the upgraded bridges have an added effect of allowing boats to travel "underneath" them?  I've had a few games where there's a river that i put settlements on either side of and put a bridge between.  Although, i always need to remember to put my shipyards beyond them so they don't get traped. 

Nice idea