[to_xp]Gekko
QCT junkie
We can use this to start discussing some Leaders changes so Thal already has some info already collected for when he starts the "official" thread alongside with work on this section of the mod.
mystikx21 already posted a couple related issues in the current version of the mod:
1) Austrian UB costs 450P instead of 220P like other workshops do
2) Persian UB has +20%G instead of +30%G like other banks though ( easy fix until it gets changed to market UB like VEM did )
I think somebody had posted a couple more similar issues lately but unfortunately I can't find those posts, please repost here so we can keep track of those
now a couple points I'd like to make:
1) Indian UA: Thal and Ahriman had an insteresting discussion about this not long ago. as one who loves to play as India, I'll give my 2 cents.
I agree with Ahriman that the VEM version of their UA didn't capture their "tall" nature like the vanilla UA does. however, the vanilla UA also has it drawbacks:
a) it's not fun. this is the only UA that comes with a penalty, and we all know people don't like those.
b) it's not synergic with the tradition opener, which is the first go-to policy tree for tall civs. as India, you'll get a lot less culture from it than everyone else.
I think a nice solution here would be to somewhat merge the vanilla and VEM UAs:
a) nerfed vanilla UA: either 4 unhappy per city and 0.75 unhappy per citizen, or 6 unhappy per city and 0.66 unhappy per citizen. I prefer the first. this encourages the player to go tall without limiting early expansion too much via un-fun punishing penalties.
+
b) nerfed VEM UA: remove population boost from granary, since this would benefit wide empires much more. if still too powerful, you can either also remove the boost from aqueduct UB ( I don't like this as I think a benefit from their UB is fitting ) , or remove boost from the food building right after the aqueduct.
I guess the ideal solution here would be to remove pop boost from granary only, and balance the "wide" flavour this gives with 6 unhappy per city and 0.75 unhappy per citizen. this should successfully give them a "tall" focus while keeping them flexible for those who want to try a wide India.
edit: actually I guess it could be enough to make their UA give 4 unhappy per city and 0.75 unhappy per pop and give the +1pop to the UB itself. I prefer this tbh
oh and btw: what is the reasoning behind having the war elephant be a horseman UU instead of chariot archer? it makes only sense to me to have a mounted archer replace a mounted archer instead of a mounted melee. in VEM India has no fast early melee unit which seems wrong. also why would I ever build chariot archers when I have war elephants?
2) Montezuma personality: I really dislike how right now he's a much different beast than all other leaders. I don't think this is a good choice at all, and feel his "lunatic" personality needs to be toned down a lot till it's in line with the other leaders.
it just seems wrong to have aztec AI handicapped by its weirdo leader personality. this does NOT improve gameplay, the personality of the leader is just a minor flavor aspect that should always be a lot less important than actual gameplay considerations.
if you like to have a weirdo Monty to add some fun to your game it's perfectly fine, but I really think that should be in a "Crazy Monty" modmod and NOT in the regular game.
mystikx21 already posted a couple related issues in the current version of the mod:
1) Austrian UB costs 450P instead of 220P like other workshops do
2) Persian UB has +20%G instead of +30%G like other banks though ( easy fix until it gets changed to market UB like VEM did )
I think somebody had posted a couple more similar issues lately but unfortunately I can't find those posts, please repost here so we can keep track of those

now a couple points I'd like to make:
1) Indian UA: Thal and Ahriman had an insteresting discussion about this not long ago. as one who loves to play as India, I'll give my 2 cents.
I agree with Ahriman that the VEM version of their UA didn't capture their "tall" nature like the vanilla UA does. however, the vanilla UA also has it drawbacks:
a) it's not fun. this is the only UA that comes with a penalty, and we all know people don't like those.
b) it's not synergic with the tradition opener, which is the first go-to policy tree for tall civs. as India, you'll get a lot less culture from it than everyone else.
I think a nice solution here would be to somewhat merge the vanilla and VEM UAs:
a) nerfed vanilla UA: either 4 unhappy per city and 0.75 unhappy per citizen, or 6 unhappy per city and 0.66 unhappy per citizen. I prefer the first. this encourages the player to go tall without limiting early expansion too much via un-fun punishing penalties.
+
b) nerfed VEM UA: remove population boost from granary, since this would benefit wide empires much more. if still too powerful, you can either also remove the boost from aqueduct UB ( I don't like this as I think a benefit from their UB is fitting ) , or remove boost from the food building right after the aqueduct.
I guess the ideal solution here would be to remove pop boost from granary only, and balance the "wide" flavour this gives with 6 unhappy per city and 0.75 unhappy per citizen. this should successfully give them a "tall" focus while keeping them flexible for those who want to try a wide India.
edit: actually I guess it could be enough to make their UA give 4 unhappy per city and 0.75 unhappy per pop and give the +1pop to the UB itself. I prefer this tbh

oh and btw: what is the reasoning behind having the war elephant be a horseman UU instead of chariot archer? it makes only sense to me to have a mounted archer replace a mounted archer instead of a mounted melee. in VEM India has no fast early melee unit which seems wrong. also why would I ever build chariot archers when I have war elephants?
2) Montezuma personality: I really dislike how right now he's a much different beast than all other leaders. I don't think this is a good choice at all, and feel his "lunatic" personality needs to be toned down a lot till it's in line with the other leaders.
it just seems wrong to have aztec AI handicapped by its weirdo leader personality. this does NOT improve gameplay, the personality of the leader is just a minor flavor aspect that should always be a lot less important than actual gameplay considerations.
if you like to have a weirdo Monty to add some fun to your game it's perfectly fine, but I really think that should be in a "Crazy Monty" modmod and NOT in the regular game.
