Ok, some new thoughts, after playing a game with Persia on immortal.
The AI acts very different, it almost never attacks, which gets a bit silly. Also the AI can't handle the unrest well, and often end up with -50% strength for it's units. This results in an enemy AI declaring war, moving his horsemen around my cities and me being able to kill them off way too easy (even a scout would win).
The specialist system is interesting, but it feels like it doesn't get used to it's full potential. As it is, you can't sacrifice one city population to work toward a specialist at start, because food is scarce. After a while you can, and build up your first few specs, improving your close grain field or such. All these are built from the capital, most likely. The 6th spec i built was a veteran archer, and after that it felt like too high cost (700+) compared to just letting your city population work the tiles. Ideally, you would have separate specialist timers for every city, so that every new city would start at 100, meaning that all cities had a chance to improve nearby tiles.
Gold income is too high, i had several thousand, even after buying all CS on my continent to allies. The building that gave wine in city radius +5 food and +5 gold (sorry, forgot name of the building) seems overpowered. My capital had 3 wine spots, and i went from really struggling with economy and growth to a powerhouse city.
Few minor direct bugs:
*The farm bonus from Civil Service doesnt affect grain fields (works on regular farms as usual)
*As stated above, you can build fur trapper (and all buildings saying you need a resource nearby) even though you don't have the resource in your city radius. Clearly the mod uses the globally available resources. If you do build that fur trapper and it was your only/last source of fur you would loose the +1 stability bonus. (Even though it's still listed in the stability overview menu, it would for example say +5 stability from resources, but list 6 resources, where fur is one)
*Cobbler's workshop has info saying it gives 3 hammers and 2 of something else, doesnt say what.
*The word "happiness" is still used in the golden age timer and the next policy timer (top of the screen menus). Also in the menu for annexing/puppeting new cities.
Still, very interesting mod! That it needs tweaking isn't a surprise, when you introduce so many new aspects.
I uploaded my last savegame, in case you want to check something.
Thanks again!
ps. Will have a new go at another empire, but might fire up a game of PWM first. Just as a comparison, as it is another great mod
pps. I hope you (and Alpaca aswell!) have the time to update your mods for the upcoming patch as soon as possible.
The AI acts very different, it almost never attacks, which gets a bit silly. Also the AI can't handle the unrest well, and often end up with -50% strength for it's units. This results in an enemy AI declaring war, moving his horsemen around my cities and me being able to kill them off way too easy (even a scout would win).
The specialist system is interesting, but it feels like it doesn't get used to it's full potential. As it is, you can't sacrifice one city population to work toward a specialist at start, because food is scarce. After a while you can, and build up your first few specs, improving your close grain field or such. All these are built from the capital, most likely. The 6th spec i built was a veteran archer, and after that it felt like too high cost (700+) compared to just letting your city population work the tiles. Ideally, you would have separate specialist timers for every city, so that every new city would start at 100, meaning that all cities had a chance to improve nearby tiles.
Gold income is too high, i had several thousand, even after buying all CS on my continent to allies. The building that gave wine in city radius +5 food and +5 gold (sorry, forgot name of the building) seems overpowered. My capital had 3 wine spots, and i went from really struggling with economy and growth to a powerhouse city.
Few minor direct bugs:
*The farm bonus from Civil Service doesnt affect grain fields (works on regular farms as usual)
*As stated above, you can build fur trapper (and all buildings saying you need a resource nearby) even though you don't have the resource in your city radius. Clearly the mod uses the globally available resources. If you do build that fur trapper and it was your only/last source of fur you would loose the +1 stability bonus. (Even though it's still listed in the stability overview menu, it would for example say +5 stability from resources, but list 6 resources, where fur is one)
*Cobbler's workshop has info saying it gives 3 hammers and 2 of something else, doesnt say what.
*The word "happiness" is still used in the golden age timer and the next policy timer (top of the screen menus). Also in the menu for annexing/puppeting new cities.
Still, very interesting mod! That it needs tweaking isn't a surprise, when you introduce so many new aspects.
I uploaded my last savegame, in case you want to check something.
Thanks again!
ps. Will have a new go at another empire, but might fire up a game of PWM first. Just as a comparison, as it is another great mod
pps. I hope you (and Alpaca aswell!) have the time to update your mods for the upcoming patch as soon as possible.