Spatzimaus
Mad Scientist
Great job Sparz, now you FORCED me to post this just to declare the fact that I DO know that modifiers stack linearly in Civ (that 50% + 50% is 100% and not 125%)
It's not a question of whether you know it, it's a question of how much +25% is really worth in the current game, as opposed to what it used to be worth in the pre-patch game. Back in Ye Olden Dayz of long-ago 2010, cities' base income was almost purely a function of its tile yields, so having a Commerce ability add 25% to your capital just wasn't worth a whole lot. But now that practically everything has a flat component to it, it's actually quite a bit better than it used to be, in terms of absolute gold increase. And with certain changes, specialists are a lot more desirable than they used to be, so there's even more gold.
The other problem, that I tried to allude to earlier, is how this interacts with the future eras I've added. Think about it; the Commerce branch can unlock in the Medieval Era, right? You'll probably have a Market in your capital, but you won't even have reached the Bank yet, so the Commerce +25% really will add a substantial percentage to your empire's totals. And the tile yield improvement tech increases won't have kicked in yet. But go until the Digital Era, and suddenly that +25% starts looking a lot less impressive now that you'll have four economic buildings adding to your city; you might take Commerce on the way up, while you're still in the Medieval, but you won't have much motivation to take it as your fourth or fifth branch down the road.
This is why I've tried to change certain Policies, to where they'll be universally useful regardless of whether they're your first branch or your last. I'd mostly focused on Piety and Order for this previously, I've tweaked Commerce a bit in v.1.04, and Freedom's really going to be the last one to be modified.
(I wish they'd made Commerce's 25% be TRULY multiplicative. That would have been fun to balance.)
At the moment, I've just made two changes to Commerce:
> Trade Unions: in addition to the road maintenance decrease, it adds +1 production in all cities. (Not all coastal cities, ALL cities.)
> Merchant Navy: instead of the +2 production in coastal cities, it's going to add +10% to trade route income.
(I'm looking to tweak a couple others, but this is a start.)
Between these, the impressive Finisher (+1 gold per specialist), my Super-Finisher (more gold), and the overall reduction in the Market/Bank/Stock Exchange/Energy Bank, I'm trying to make it so that anyone who really wants a significant income goes Commerce. (Similar to how anyone who wants good research goes Rationalism, anyone who wants culture goes Piety, and anyone who wants to bribe city-states goes Patronage.)
Anyway, this flat-vs-multiplier debate is something I've tried to keep a close eye on. If you look at my tech tree, you'll notice that things along the top half tend to have lots of flat bonuses (Children's Creche: +8 food), while things along the bottom are pure multipliers (Genejack Factory +50% production, Fusion Lab +20% science and +20% Gold). I'm still trying to see if this is too problematic.
One final thing: which would people like to see Eudaimonia as?
A> (The current version) +10 Happiness, +1 Happiness per Empath/repeatable tech
B> +5 Food, Production, Science, and Gold in your capital; +1 Happiness per Empath/repeatable tech.
Since the two preceding Tradition policies are heavily Happiness-based, I'm inclined to switch it to B.
Edit: Huh, thought it was the Civ4 -> Civ5 conversion that didn't work...
Yes and no. I'm definitely having problems translating the Civ4 animations over, but even the base models were having some issues with the IndieStone tool. I think I've got that almost straightened out, though.
What this means is that the first units to get new models will be those without moving parts. The Colony Pod, Needlejet, Gravtank, Skimmer, Vertol, Gravship, and the various satellite weapons. None of these require any complex adjustment to account for moving limbs, so the animations can be left out and they'll still look okay. I've been using the Colony Pod as my test case, as it's a VERY simple model, and I think it's close to working now that I've spliced in some code by hand, but I can't test it until I finish my current game.