@Paeanblack
A Military Science requirement is an interesting possibility, and would be easy to do, given the relative position of the two on the tech tree.
@Ahriman
All techs in Civ V have links for 'and' requirements, none overlap or cross-link from other locations. It would be possible to do an 'and' requirement and indicate it in the tech tooltip, and might be possible to have links overlap, though these would be a little out of place compared to the rest of the tech tree.
I don't remember the exact amount and there doesn't appear to be a place to alter it in the xml files, but Research Agreements do go up in cost each time you complete one. I think it's +50
each time on Epic speed. Something to remember is these replace tech trading, which did not increase in cost with era... though there's the point advanced civs get a bigger bonus now than they could in IV. Afforess's
Tech Diffusion helps with that somewhat.
You're right that Cavalry have 3
, that's interesting.
The first thought that comes to mind is context: at the time of Cavalry, roads are generally all built up and are faster than in the classical era. There's still a lot of terrain without roads when horsemen are around, and the road speed bonus doesn't come until mid-medieval period. The movement difference might be to compensate for this, giving "mobile" units about the same mobility in both eras. Though it doesn't apply to slow units, probably because of the second problem:
A tricky thing about changing movement speeds is its coarse granularity. Even -1
to horsemen is a 25% nerf. In my first pass at attempting unit balance I'm trying to keep changes in the small 10-20% range... though if needed I could go with a larger change.
You're right about the possibility of a separate farm improvement for hills. It would be a serious pain though... lots of xml entries, and linking in with the AI too. Another thing to consider is consistency... there's advantages to finding solutions that retain consistency with similar game concepts (like finding a solution to the tech tree oddities re. riflemen/infantry/mech mentioned above without crossing links).
A big reason for changes to farms and food resources is to make a specialist economy viable. In the vanilla game specialists are very underwhelming for yield purposes, yet I didn't want to solely boost them alone, so I spread the bonuses across several areas of the game (farms, resources, buildings, policies, specialists, GP tile improvements).
You have a point that rivers might be too powerful, though they seem more common in Civ V than in IV (and you almost always start next to a river) so it doesn't seem quite as much of an issue. Rivers also got a nerf since the watermill improvement was removed from IV, and replaced with a weaker building version. Still, I'll think it over and see if there's an alternative way to improve farms.
A big reason for a mine bonus at Engineering is to provide more variety than TP spam. TP spam somewhat trumps production, especially since a TP on a hill gets a double bonus out of golden ages. In addition, another reason is to address concerns over production rates being too slow in the early game. A third reason is to provide a more viable alternative to the civil service slingshot route, on the lower half of the tech tree.
One thing to consider about GP tile improvements in the early game is the exponential effect of early gains for late-game potential. A quick, instant wonder or tech amplifies your empire dramatically, especially in the first one or two hundred turns.
Still, you have a very good idea to buff GP improvements incrementally at various points in the tech tree, I think it's an excellent idea.
Something to consider about Mandate of Heaven is
from happiness does not affect borders, and isn't affected by modifiers. In addition, even if your civ has 30
excess in the Industrial era (shortly after Theaters become available), the vanilla Mandate of Heaven provides with less culture than a single cultural CS ally, a few percent of overall culture in a culture-victory game.
Regarding Landed Elite, a common feeling seems to be the Tradition tree is underwhelming compared to others. Specialists in general could also use some benefits to make them a viable alternative to direct yields, as mentioned above, since in the vanilla game they are significantly worse. In addition, a specialist economy is not very effective until the medieval period or later, so the early-game usefulness of this policy is limited. This is a corollary to the earlier point about the exponential effect of early-game benefits - since the effect is not terribly useful until mid to late game, it's not as powerful as other effects at the same tier in the Liberty and Honor trees. Production, culture and happiness bonuses are useful immediately, and the upgrade cost reduction can provide early gold savings when upgrading to Knights or Longswordsmen.
In addition, a
bonus to specialists in the Tradition tree helps smaller empires keep up with research compared to large ones, due to the reasons discussed in depth
here and elsewhere (primarily, this bonus can best be utilized by a non-rex, non-conquering game opener).
Another reason for this is it lessens the relative value of Scientists and Great Scientists, since other specialists can provide research bonuses.