I've played a few games on 1.20 now and I'd like to post my thoughts on game balance. This seemed to be the best thread for it.
ANCIENT ERA
Balance Issues
- Two base happiness per city can be quite harsh if you don't have readily accessible happiness resources near your capital. Traditional leaders get a free pass, as they can grow their capitals to over three times the size of their rivals at game start.
- Monarchy civic is the one right choice for the early game. In almost every situation, any research path other than Agriculture-Pastoralism-Monarchy or Pastoralism-Agriculture-Monarchy is suboptimal.
- Fishing is clearly the worst starting technology. The others enable improvements or happiness buildings. Fishing lets you work water tiles, which are generally inferior to land tiles, and reveals a resource that you should be able to see anyway. (Why can you see Silk and Tea at game start but not Fish? People have been catching fish forever. Heck, bears have been catching fish forever.)
- More to the point, because Fish is a sea resource, you may accidentally settle your cities such that you will never be able to work a Fish tile. Losing a high value food resource in that way is very frustrating. In general, food resources should always be revealed at game start. If there is interest in slowly revealing resources in the Ancient Era, it should be left to luxury and strategic resources.
- Tribalism Camps are too strong. A Plains Forest Tribalism Camp, which you can build almost immediately, is equivalent to a Grassland Hill Redistribution Mine without the health penalty. Grassland Forest Camps beat Agrarianism Farms and Pastures. In general, Camps create a production glut in the early game and delay the adoption of Agrarianism or Slavery far more than is reasonable. Forests are plentiful on most map scripts so it's quite possible to retain Tribalism until Industrialism!
Suggested Fixes
Technology
Fishing:
Work Boat,
Fishing Boats, can work water tiles
Sailing:
Reveals Whale,
Harvest Boats, enables trade along rivers
Seafaring: Galley, enables trade along coast
Gunpowder: Bombard, Galleas,
+1 production from Camp
Civics
GOVERNMENT
Despotism
Low Upkeep
+1 happiness per military unit stationed in a city
Theocracy
Medium Upkeep
can train Missionaries without Monasteries
+2 happiness per city with state religion
+25% military unit production with state religion
Aristocracy
Low Upkeep
unlimited Spies
+25% production from trade routes
+2 happiness from Castle
LEGAL
Proclamation
Low Upkeep
+3 happiness in largest cities
+50% espionage in capital
Authoritarianism
High Upkeep
+1 espionage per specialist
+50% Great General emergence in own borders
no maintenance from number of cities
Codification
Low Upkeep
+100% growth of Cottage, Hamlet, Village
+50% culture in capital
Jurisdiction
Medium Upkeep
no maintenance from distance to palace
+2 happiness from Courthouse
+2 health from Civic Square
LABOUR
Tribalism
Low Upkeep
+100% units with free upkeep
+1 commerce from Camp
+1 production from Harvest Boat
Slavery
Medium Upkeep
-1 happiness in largest cities
+1 commerce from Plantation, Quarry
can sacrifice population for production
ECONOMY
Reciprocity
Low Upkeep
+5 commerce from Palace
+1 commerce from Fishing Boats
+20% city defense
MILITARY
Warrior Code
High Upkeep
+25% military unit production
+2 happiness from Barracks
short Golden Age with Great General emergence
Notes
- The early tech tree is reworked to enable Fishing Boats at Fishing.
- Despotism, Theocracy, and Aristocracy are strengthened to open up more choices in the Government column. The old Authoritarian bonus is a good fit for Despotism; it needs no penalties since it has to compete with Monarchy. The Legal column undergoes some changes as a result. It now has a clearer focus on culture, espionage, and city maintenance.
- The Camp commerce and production bonuses at Tribalism and Gunpowder are switched. Camps are no longer the best source of production; you must build Mines and Quarries. The Slavery penalty has been changed from health (which should really be at Industrialism) to happiness, and can be offset with Proclamation.