Ahriman
Tyrant
Playing 9.9:
DoF gives too much research bonus given that they have no gold cost, especially with Rationalism and the Porcelain tower, this can really get out of control. It also severely punishes you if your nearby neighbors are aggressive (and have no interest in DoFs). It is also still a bit too hard/non-transparent to figure out how to get a DoF; I have never been able to get a DoF that the AI didn't offer to me, and them offering them is non-transparent to the player.
I would suggest removing the PT and Rationalism effects and getting other ones instead (eg a flat bonus), as they get really nasty if you have lots and lots o fDoFs.
City healing is too slow. It shouldn't take me 15+ turns to heal a single catapult shot on my city.
I think we're back to defensive buildings being far too weak and not worth building, because city defenses are very weak, and your army is the only thing that can really save a city.
I would have walls increase city healing to 2 per turn.
I'm still undecided on Vanguard line. The promotions feel a bit weak.
I'm also not sure about the AT/AA gun units now. Specialist defensive units feel a bit weak, particularly in the AI's hands.
Engineers and artist specialists give too much hammers/culture.
I also really dislike the reduction of speicalists to only 2 GPPs. As I argued before, I think specialists should be more about great people and less about yields. You have done the reverse, which makes them too similar to tile yields, and makes terrain and improvements too unimportant.
I would prefer to lower yields and boost GPP income.
Some of the great improvements feel too weak. Only 5 gold for a customhouse?
It seems you're almost always better off to use them for a CS.
I worry that fascism is underpowered, but I need to test more.
*edit*
Also, policy costs seem too low. Some AIs have 25+ policies very early on.
DoF gives too much research bonus given that they have no gold cost, especially with Rationalism and the Porcelain tower, this can really get out of control. It also severely punishes you if your nearby neighbors are aggressive (and have no interest in DoFs). It is also still a bit too hard/non-transparent to figure out how to get a DoF; I have never been able to get a DoF that the AI didn't offer to me, and them offering them is non-transparent to the player.
I would suggest removing the PT and Rationalism effects and getting other ones instead (eg a flat bonus), as they get really nasty if you have lots and lots o fDoFs.
City healing is too slow. It shouldn't take me 15+ turns to heal a single catapult shot on my city.
I think we're back to defensive buildings being far too weak and not worth building, because city defenses are very weak, and your army is the only thing that can really save a city.
I would have walls increase city healing to 2 per turn.
I'm still undecided on Vanguard line. The promotions feel a bit weak.
I'm also not sure about the AT/AA gun units now. Specialist defensive units feel a bit weak, particularly in the AI's hands.
Engineers and artist specialists give too much hammers/culture.
I also really dislike the reduction of speicalists to only 2 GPPs. As I argued before, I think specialists should be more about great people and less about yields. You have done the reverse, which makes them too similar to tile yields, and makes terrain and improvements too unimportant.
I would prefer to lower yields and boost GPP income.
Some of the great improvements feel too weak. Only 5 gold for a customhouse?
It seems you're almost always better off to use them for a CS.
I worry that fascism is underpowered, but I need to test more.
*edit*
Also, policy costs seem too low. Some AIs have 25+ policies very early on.