I sent a chunk of this off to Expired, but I wanted to open things up a bit. I think we can break this up into independent threads as there are objects that appear worth commenting to others.
Leaders
(most of these come from Eric's mod)
US - should give a large fixed amount for NASA (scaled for game speed/map size?)
Brazil - should have some earlier brazilwood camp features
Carthage - no free sailing, free harbor
England - two movement and a free or unique promo for ships seems fine over XP, nerf longbow?
indonesia - civilian embark
japan - samurai fix (28-29)
morocco - better kasbah
netherlands - unique harbor instead
sweden - fix free unit?
policies notes
Generally there's too much overlap between some of the trees and the late-game ideologies
When balancing this overlap should be considered, and possibly removed from the earlier game
Ideology tenets would be balanced on a somewhat different level than policy trees because of the tiering but they should both follow a "no duds" sensibility, with acceptance of cherry picking but not a quick and easy path to do so.
Liberty
opener +1 production and +1 culture - good
collective rule +25% settler in all - good
Meritocracy 200xera gold, -33% policy cost moved original effect to representation - good
republic - free defence building +1 production per defence building - consider putting a 10% building production here instead of +1 from defence buildings.
representation 1 happy connect, -5% unhappy per pop - good.
citizenship - no change (keep it at 1 worker free)
finisher - no change - good
part of the reason liberty is so powerful is that the bonus production is useful for any purpose (wonders, units) where it should be more about building up your economy. this should be more limited and focused on economic production rather than general production. Right now you can get +5 production per city very early on (+1 city/wall, and +3 from the engineer slot on the wall). Which is crazy strong. I'd remove both the production from the wall and the engineer slot.
Replaced bonus defence production with 10% to buildings.
Consider moving the free happy from piety to this tree (somewhere, it will need a location other than representation, citizenship, or collective rule. opener, meritocracy, or republic)
Consider replacing the free wall with a defence building production bonus(with no bonus production on the walls, but a production bonus to make all 4 defence buildings)?
tradition
opener - no change - good
aristocracy - no change - happy from 10th person in city is gimmicky though
landed elite 25% surplus food +2 food/city +1 food/4 pop in capital (tone down surplus to 15%)
monarchy - no change?
oligarchy - no change - needs some help- free archer?
mentors +5 science, 5% science on science buildings (?) I guess?
finisher +50% GPP 2x border expansion - GPP rate steps on ideologies, but is fine otherwise. Consider reducing it to 25% and raising the ideology ones to 50/75%
Consider merging and adjusting the garrison policies from tradition and honor.
Reduced surplus food to 15%
Reduced GPP finisher to 25%
honor
opener - (culture from barb kills increased, barb bonus decreased) - basically fine but weak
spoils of war 3x gold from kills and bonus to CS capture - combine with a pillage bonus or a food/production loot from kill/conquest effect spread like maritime CS yield
gladiators +1 arena happy 2 defence units at capital, 2 free units -arena bonus is lame. remove it and replace with a melee/vanguard unit combat bonus or move happy from barracks here and remove it from arenas
military caste - no change (+1 culture) - meh - i would knock the culture back down to +2 and combine with other effects, maybe the immediate move purchase effect or a bonus to barracks
discipline - GG +1 move, 15% adjacent - okay (citadel bonus?)
professional army -50% upgrade 15% unit production
finisher -1 happy barracks, units move immediately purchased (meh)
Needs a new finisher, replace happy on arena and/or barracks with temp "courthouse" building or national happy from kills/conquests (temporary?)
Consider putting +1 production per barracks line. (at present this is 1-2-3)
Barracks line production bonus (50% faster)
Consider a bonus to citadel. 2/2
Consider a reduction to puppet penalties
Consider a melee/vanguard combat bonus (10-15%, as in default)
Consider a free smith?
Should be no passive culture and no passive happiness in the tree but offer powerful activated choices instead.
As a random suggestion, instead of the move on purchase, is there a way to have honor 2x the construction of a civ's unique units (or early game unique buildings)?
piety
charity - 25% gold +2 temple, +3 holy site,culture on holy site would help here
inspiration - great prophet, prior to finishing tree, so earlier than liberty
tolerance +1 happy religious, multiple religions effects (meh). (remove +1 happy on shrine)
unity GA, 50% less golden age - move this out of the tree.
mediation +1 faith shrine temple -33% faith cost (was 20%, combined two) Maybe fine at -25%
opener +4 happy +2 faith 2x shrine - should be +2 faith and 2x shrine/temple construction and at most +2 happy
finisher - reformation effect - fine in theory, beliefs need resorted though as they currently break beliefs.
consider a bonus to faith %? or a bonus to spread or resist spread mechanics
Consider a means to convert faith to tourism (.25?), either as a belief or via prophets/holy sites/mosques/pagoda/cathedral effect? More interesting than the golden age or more sources of culture at least
Move free happy to liberty
Replace multiple religion effect
Remove shrine happy bonus
commerce
opener - 10% production/gold (should go to 10-15% gold)
mercantile+2 non combat move, 25% city connections -25% cost road/rr (consider splitting off the road cost reduction elsewhere)
protectionism +1 gold village +1 production mine/mill (should go to 10% production, +1 mine/mill?)(should be village bonus plus cost reduction for roads)
Guilds/entrepreneurs GM bonus GM rate, 2x GM gold (add CH bonus)
caravans +3 gold per route 1.5 sea route, - increase to 4 and 2 (add a trade route or road cost reduction as in default)
maritime infrastructure +4 production coastal +4 gold coastal buildings (move to exploration, replace as purchase cost reduction)
finisher go back to happy from luxuries instead of market/smith? current finisher steps on both freedom and order ideologies.
Consider a bonus to CH.
Move +1 luxury happy here - replaced market/smith happy
Move cost reduction for roads back here
Move out production bonuses
Move purchase cost reduction back here
Consider a bonus toworkboat or plantation/camp gold?
Consider adding a trade route (or in exploration?)
Get rid of any free mercs effect entirely.
(I forgot that the mercantilism bonus here wasn't in the mod by default, I've had the mercs gone in my own version for a while)
patronage
opener +2 CS Trade route - remove reveal all CS, pair with something else
philanthropy - instant 20 influence 33% gold influence
special relationship -25% slower 10% faster other decrease (other decrease is annoying and I'd consider removing the effect)
consulates -20 resting point
scholasticism - 2/3 science friend/ally CS
cultural diplomacy - 10% GPP, gift GP
trade pact 2/3 production friend/ally CS
finisher - 2x resources from CS, bonus happy from CS luxuries (moved from CD)
Scholasticism and trade pact seem like duds, the opener too.
Reveal is lame and needs replaced.
aesthetics
opener 50% faster culture buildings (+1 culture on them?)
fine arts +1 culture from happy (ahriman's idea of .5 for culture and .25 for tourism is better here)
cultural center +2 NW culture, 33% WW cities
artistic genius GA 25% rate, free artist
flourishing +1 culture village 100% archaeology
ethics 2x theme 25% tourism effects
finisher - hidden antiquity? seems weak as a finisher give free archaeologist?
Replace culture from happy with combination of culture/tourism from happy
Consider moving the golden age effect from piety to this tree (better synergy with culture wins)
Consider +1 tourism on Great Works
Archaeology effects make more sense to keep here for synergy with GW effects.
exploration
opener +2 embarked/admiral +1 ship move - fine like that.
finisher +2 happy from luxury (move back to commerce)
naval tradition +1 happy sea buildings
mercantalism -25% purchase cost, -25% upkeep for buildings(fine, tone down slightly percentages) Moved both back out replaced as gold from sea buildings, buffed from vanilla
colonization 3 pop city, 2 settler, 2 worker, 2 defence appear - fine.
pioneer spirit civilian move +1, -50% road cost, 100% harbor build - replace road cost effect, bonus coastal production
homestead act - tier one buildings free (cut back on the buildings to 4 of the 6 monument, granary, library, smith, colosseum, caravan, and no barracks, stable, walls, lighthouse for free. Move some of these free buildings to ideology effects in order or autocracy)
There's way too much free stuff and way too much stuff from other later ideology trees here. Dial back happiness (free arena and all coastal buildings AND all luxuries?), and the number of free buildings. This tree is basically broken right now with a ton of freebies.
Remove most/all of the free buildings to Order, if at all. A bonus for construction for some tier 1 buildings might be fine, ala the harbor (I'd say smith, granary, lighthouse, caravan, stable, monument would be candidates for this, but not all of them) - at present Homestead provides a 100% production boost to granary, lighthouse, caravan, stable, and smith, but none are free. They're just cheaper. Harbor bonus remains in pioneer spirit
Move the purchase cost, road cost, and luxury happy to commerce
Move the upkeep for buildings to Order
Consider extra trade route here (not commerce)?
Bonus to sea trade? (for now in commerce still)
Bonus to sea combat or naval unit production?
Bonus to workboat yield and/or isles?
Bonus to natural wonders? (encourages exploring)
Needs finisher replaced. (trade route would be nice there)
Bonus to camp?
knowledge
opener - free GS, I like the +4 science on National wonders from Eric too.
finisher - free tech is fine
revolution - +50% RA (no change) - I like the 2x GIs idea instead, but that steps on freedom ideology, a bonus to academy and/or GS rate seems fine here.
counterintel +25% spy +2 happy from constable/police/NIA and 2x speed - remove and rename, replace
humanism 10% while happy is fine.
free thought +1 science village +2 lighthouse - go back to university effect, or possibly bonus to food or science effects here on farm/village only, no bonus on lighthouse. I don't get that one.
secularism +4 specialist - good at +2, +4 is crazy
bonus to bulbing GS?
Bonus to Academy/GS rate
Needs science and happy from national wonders (change ideology NW tenets to be more interesting and actually good)
Consider a bonus to GE rate?
Ideologies
Freedom
Good
Capitalism - 3 happy for most cities.
urbanisation - 3 happy for many cities. Consider changing the water mill to aqueduct as a straight growth happiness effect.
space procurement
treaty organisation - interesting concept (influence for trade routes with CS)
civil society (1/2 food for specs) and 50% longer golden age
new deal - make it 2x yield to main yield for GIs? - buffed slightly, should also improve natural wonders and extra to landmarks
Avant Garde (bump the GP rate to 75-100%)
okay
Arsenal of Democracy (bump the CS influence or move out of Level 2?)
media culture (34% tourism with broadcast,bump it to 50?)
finest hour (33% city strength, could use some "draftees"?)
volunteer army (FL unit needs some adjustment?)
universal health care - boring as it's copied across all 3. Fine here as Freedom is taller but still boring. Could be changed to be more specific increases on cultural/production/science NWs. GEM version of Freedom tree had ~2x NW yields, which might be more appealing here to use
bad
covert action (2x CS rigging)
creative expression - (increase culture to +1 from more sources?)
economic union - +3 to trade routes late game is barely noticed
Consider a +1 to one or two of farms/pastures/plantations/camps/workboats in this tree.
Consider a bonus to landmarks (as part of GI buff)
Consider a bonus to natural wonders (as part of GI buff)
Consider adding specialist slot for cities? (per size x?)
Order
Good -
Academy of Sciences +3 happy for most cities
Iron Curtain - free courthouse, better internal routes (bump/replace that?)
Space Pioneers
young pioneers - +3 happy city.
hero of people (bump rate to 50-75%, leave the specialist 1/2 food bonus in freedom though)
5 year plan +2p/city and +1 mine/quarry (liberty and commerce steps on this, add a bonus to wells/mills/boats for starters and remove commerce bonuses)
party leadership - 1 most yield/city (meh?), add a 10-15% production bonus?
skyscrapers - 33% purchase cost buildings (makes little sense thematically here)
resettlement - 3 pop city (exploration destroys this, it needs replaced. Probably with some buildings moved here from exploration) - replace as building upkeep reduction
Okay
Cultural Revolution - tourism with order
Proletariat - tourism with less happy (good concept)
double agent - 2x spy counter on tech steal
Socialist Realism - +2 happy most cities, monument bump is meaningless though, needs something else with it (make it free monument in all cities and +1 happy)
worker faculties - 25% science on factory 2x factory speed. maybe put science from strategic resources (late), and/or decrease power plant costs?
bad
patriotic war 15% friendly strength
Universal HC - change it to do something else for NWs in Order (make them available easier/cheaper?, improve production NW yields?)
Several copied ideas went to exploration, so Order becomes often pointless. Either move them whole or in part to Order from exploration (ideally), or have some other effects replacing this.
I'd consider moving -upkeep on buildings pick here somewhere and several of the free buildings in exploration, for starters.
Bonuses from espionage buildings would be fine in here somewhere instead of in Knowledge, where it makes less sense.
Bonuses to non-GI tile yields
Bonus to production?
Move upkeep cost from buildings here
Autocracy
good
lightning warfare
militarism +6 happy/city (from XP buildings)
mobilization - 33% purchase cost units
nationalism -33% unit upkeep
police state +3 happy courthouse 2x courthouse speed
total war 25% unit production 15XP
okay
cult of personality (potentially lots of tourism, but likely with civs you already have some) tourism from conquests may be more interesting.
clausewitz
fortified borders +3 happy/city but from defence buildings, poor synergy
futurism - tourism per GW/GA/GM
gunboat (interesting concept)
third alternative 2x resources, small capital yields though
bad
elite forces (wounded unit bonus, weakened by combat changes in GK). Bonus healing promotion would help.
industrial espionage 2x tech steal - usually not needed
united front 2x gift from military CS - usually not needed
universal health care (change to make militaristic/industrial National Wonders better instead of just more happiness, leave the happiness effects here?)
Consider making a bonus yield on luxuries and resources (not happiness, gold or production).
Consider having a bonus yield on citadels
Consider a culture or tourism bonus from kills/captures (if not used in honor).
unit changes
Gatling gun line adjust.
Use expired-mod-mod upgrade path (arque-musket) instead of default mod path (arque-gatling gun)
Keshik and Camel Archer are not set (20/21 for keshik, 21/26 for camel?). Siege Tower may also be off.
Unique Dragoons would also need adjustment if Dragoons take over the skirmisher 1-range lancer role. Hussar especially because of its flank attack, which shouldn't work with ranged attacks. All would need a ranged attack or buff to melee attack (Commanche, Berber, Hussar, Cossack). I considering taking the ranged attack strength and make it the regular attack strength for the Hussar to preserve the flank strike. Cossack would also need to decide its value as ranged or melee. These are things that happen when unit lines are changed in function though.
I may have some more minor unit adjustments here as I look this over. Mostly relates to unit costs though, because of the bump upward a few versions ago. This may have more to do with errors on the spreadsheet I have, but it appears to impact frigates/subs/galleons/xcom and a few others. I will post a list of unit lines to see if there's some agreement.
I'd consider putting an intercept % on the carrier with a range of 2-3
I was okay with the unit upkeep formula from before. If it can be implemented.
Building/economy changes
Amphitheater back to +1 culture on resources. There is too much culture in the mod without equal adjustment to tourism, and culture is a more powerful yield in BNW that additional sources should be made carefully.
Factory +1 to modern resources. Barracks boost on iron/copper.
Remove engineer slot from wall. Move to something else, workshop would be fine.
+2 yield on scientists and engineers (-1)
75% requirement for National Wonders, or a way to reduce NW construction costs via policies.
Forest chop should be no higher than 40 production on standard.
Bump upkeep on all happiness buildings, as well as science and maybe growth buildings.
Remove palaces, replace with national yields?
Camp/pasture/plantation/quarry should have freshwater bonus and non-freshwater bonus. Well have a bonus or be buffed slightly, on land it's often weak
Reduce academy, manufactory, landmark, holy site start value to +6 from +8. CH +9. bump each in policy trees +3, and/or 2x, or to a max of +15 for all but CH (18)?
Reduce culture from opportunities and beliefs
Reduce food from beliefs
Reduce just war to 20-25% for both
Belief resort- set them to default categories for now, but leave the added ones where they are as reformation bonuses or pantheons. Balance from there first and then see if some need to be re-arranged.
Leaders
(most of these come from Eric's mod)
US - should give a large fixed amount for NASA (scaled for game speed/map size?)
Brazil - should have some earlier brazilwood camp features
Carthage - no free sailing, free harbor
England - two movement and a free or unique promo for ships seems fine over XP, nerf longbow?
indonesia - civilian embark
japan - samurai fix (28-29)
morocco - better kasbah
netherlands - unique harbor instead
sweden - fix free unit?
policies notes
Generally there's too much overlap between some of the trees and the late-game ideologies
When balancing this overlap should be considered, and possibly removed from the earlier game
Ideology tenets would be balanced on a somewhat different level than policy trees because of the tiering but they should both follow a "no duds" sensibility, with acceptance of cherry picking but not a quick and easy path to do so.
Liberty
opener +1 production and +1 culture - good
collective rule +25% settler in all - good
Meritocracy 200xera gold, -33% policy cost moved original effect to representation - good
republic - free defence building +1 production per defence building - consider putting a 10% building production here instead of +1 from defence buildings.
representation 1 happy connect, -5% unhappy per pop - good.
citizenship - no change (keep it at 1 worker free)
finisher - no change - good
part of the reason liberty is so powerful is that the bonus production is useful for any purpose (wonders, units) where it should be more about building up your economy. this should be more limited and focused on economic production rather than general production. Right now you can get +5 production per city very early on (+1 city/wall, and +3 from the engineer slot on the wall). Which is crazy strong. I'd remove both the production from the wall and the engineer slot.
Replaced bonus defence production with 10% to buildings.
Consider moving the free happy from piety to this tree (somewhere, it will need a location other than representation, citizenship, or collective rule. opener, meritocracy, or republic)
Consider replacing the free wall with a defence building production bonus
tradition
opener - no change - good
aristocracy - no change - happy from 10th person in city is gimmicky though
landed elite 25% surplus food +2 food/city +1 food/4 pop in capital (tone down surplus to 15%)
monarchy - no change?
oligarchy - no change - needs some help
mentors +5 science, 5% science on science buildings (?) I guess?
finisher +50% GPP 2x border expansion - GPP rate steps on ideologies, but is fine otherwise. Consider reducing it to 25% and raising the ideology ones to 50/75%
Consider merging and adjusting the garrison policies from tradition and honor.
Reduced surplus food to 15%
Reduced GPP finisher to 25%
honor
opener - (culture from barb kills increased, barb bonus decreased) - basically fine but weak
spoils of war 3x gold from kills and bonus to CS capture - combine with a pillage bonus or a food/production loot from kill/conquest effect spread like maritime CS yield
gladiators +1 arena happy 2 defence units at capital, 2 free units -arena bonus is lame. remove it and replace with a melee/vanguard unit combat bonus or move happy from barracks here and remove it from arenas
military caste - no change (+1 culture) - meh - i would knock the culture back down to +2 and combine with other effects, maybe the immediate move purchase effect or a bonus to barracks
discipline - GG +1 move, 15% adjacent - okay (citadel bonus?)
professional army -50% upgrade 15% unit production
finisher -1 happy barracks, units move immediately purchased (meh)
Needs a new finisher, replace happy on arena and/or barracks with temp "courthouse" building or national happy from kills/conquests (temporary?)
Consider putting +1 production per barracks line. (at present this is 1-2-3)
Barracks line production bonus (50% faster)
Consider a bonus to citadel. 2/2
Consider a reduction to puppet penalties
Consider a melee/vanguard combat bonus (10-15%, as in default)
Consider a free smith?
Should be no passive culture and no passive happiness in the tree but offer powerful activated choices instead.
As a random suggestion, instead of the move on purchase, is there a way to have honor 2x the construction of a civ's unique units (or early game unique buildings)?
piety
charity - 25% gold +2 temple, +3 holy site,
inspiration - great prophet, prior to finishing tree, so earlier than liberty
tolerance +1 happy religious, multiple religions effects (meh). (remove +1 happy on shrine)
unity GA, 50% less golden age - move this out of the tree.
mediation +1 faith shrine temple -33% faith cost (was 20%, combined two) Maybe fine at -25%
opener +4 happy +2 faith 2x shrine - should be +2 faith and 2x shrine/temple construction and at most +2 happy
finisher - reformation effect - fine in theory, beliefs need resorted though as they currently break beliefs.
consider a bonus to faith %? or a bonus to spread or resist spread mechanics
Consider a means to convert faith to tourism (.25?), either as a belief or via prophets/holy sites/mosques/pagoda/cathedral effect? More interesting than the golden age or more sources of culture at least
Move free happy to liberty
Replace multiple religion effect
Remove shrine happy bonus
commerce
opener - 10% production/gold (should go to 10-15% gold)
mercantile
protectionism +1 gold village +1 production mine/mill (
Guilds/entrepreneurs GM bonus GM rate, 2x GM gold (add CH bonus)
caravans +3 gold per route 1.5 sea route, - increase to 4 and 2 (add a trade route or road cost reduction as in default)
maritime infrastructure +4 production coastal +4 gold coastal buildings (move to exploration, replace as purchase cost reduction)
finisher go back to happy from luxuries instead of market/smith? current finisher steps on both freedom and order ideologies.
Consider a bonus to CH.
Move +1 luxury happy here - replaced market/smith happy
Move cost reduction for roads back here
Move out production bonuses
Move purchase cost reduction back here
Consider a bonus to
Consider adding a trade route (or in exploration?)
Get rid of any free mercs effect entirely.
(I forgot that the mercantilism bonus here wasn't in the mod by default, I've had the mercs gone in my own version for a while)
patronage
opener +2 CS Trade route - remove reveal all CS, pair with something else
philanthropy - instant 20 influence 33% gold influence
special relationship -25% slower 10% faster other decrease (other decrease is annoying and I'd consider removing the effect)
consulates -20 resting point
scholasticism - 2/3 science friend/ally CS
cultural diplomacy - 10% GPP, gift GP
trade pact 2/3 production friend/ally CS
finisher - 2x resources from CS, bonus happy from CS luxuries (moved from CD)
Scholasticism and trade pact seem like duds, the opener too.
Reveal is lame and needs replaced.
aesthetics
opener 50% faster culture buildings (+1 culture on them?)
fine arts +1 culture from happy (ahriman's idea of .5 for culture and .25 for tourism is better here)
cultural center +2 NW culture, 33% WW cities
artistic genius GA 25% rate, free artist
flourishing +1 culture village 100% archaeology
ethics 2x theme 25% tourism effects
finisher - hidden antiquity? seems weak as a finisher give free archaeologist?
Replace culture from happy with combination of culture/tourism from happy
Consider moving the golden age effect from piety to this tree (better synergy with culture wins)
Consider +1 tourism on Great Works
Archaeology effects make more sense to keep here for synergy with GW effects.
exploration
opener +2 embarked/admiral +1 ship move - fine like that.
finisher +2 happy from luxury (move back to commerce)
naval tradition +1 happy sea buildings
mercantalism -25% purchase cost, -25% upkeep for buildings
colonization 3 pop city, 2 settler, 2 worker, 2 defence appear - fine.
pioneer spirit civilian move +1, -50% road cost, 100% harbor build - replace road cost effect, bonus coastal production
homestead act - tier one buildings free (cut back on the buildings to 4 of the 6 monument, granary, library, smith, colosseum, caravan, and no barracks, stable, walls, lighthouse for free. Move some of these free buildings to ideology effects in order or autocracy)
There's way too much free stuff and way too much stuff from other later ideology trees here. Dial back happiness (free arena and all coastal buildings AND all luxuries?), and the number of free buildings. This tree is basically broken right now with a ton of freebies.
Remove most/all of the free buildings to Order, if at all. A bonus for construction for some tier 1 buildings might be fine, ala the harbor (I'd say smith, granary, lighthouse, caravan, stable, monument would be candidates for this, but not all of them) - at present Homestead provides a 100% production boost to granary, lighthouse, caravan, stable, and smith, but none are free. They're just cheaper. Harbor bonus remains in pioneer spirit
Move the purchase cost, road cost, and luxury happy to commerce
Move the upkeep for buildings to Order
Consider extra trade route here (not commerce)?
Bonus to sea trade? (for now in commerce still)
Bonus to sea combat or naval unit production?
Bonus to workboat yield and/or isles?
Bonus to natural wonders? (encourages exploring)
Needs finisher replaced. (trade route would be nice there)
Bonus to camp?
knowledge
opener - free GS, I like the +4 science on National wonders from Eric too.
finisher - free tech is fine
revolution - +50% RA (no change) - I like the 2x GIs idea instead, but that steps on freedom ideology, a bonus to academy and/or GS rate seems fine here.
counterintel +25% spy +2 happy from constable/police/NIA and 2x speed - remove and rename, replace
humanism 10% while happy is fine.
free thought +1 science village +2 lighthouse - go back to university effect,
secularism +4 specialist - good at +2, +4 is crazy
bonus to bulbing GS?
Bonus to Academy/GS rate
Needs science and happy from national wonders (change ideology NW tenets to be more interesting and actually good)
Consider a bonus to GE rate?
Ideologies
Freedom
Good
Capitalism - 3 happy for most cities.
urbanisation - 3 happy for many cities. Consider changing the water mill to aqueduct as a straight growth happiness effect.
space procurement
treaty organisation - interesting concept (influence for trade routes with CS)
civil society (1/2 food for specs) and 50% longer golden age
new deal - make it 2x yield to main yield for GIs? - buffed slightly, should also improve natural wonders and extra to landmarks
Avant Garde (bump the GP rate to 75-100%)
okay
Arsenal of Democracy (bump the CS influence or move out of Level 2?)
media culture (34% tourism with broadcast,
finest hour (33% city strength, could use some "draftees"?)
volunteer army (FL unit needs some adjustment?)
universal health care - boring as it's copied across all 3. Fine here as Freedom is taller but still boring. Could be changed to be more specific increases on cultural/production/science NWs. GEM version of Freedom tree had ~2x NW yields, which might be more appealing here to use
bad
covert action (2x CS rigging)
creative expression - (increase culture to +1 from more sources?)
economic union - +3 to trade routes late game is barely noticed
Consider a +1 to one or two of farms/pastures/
Consider a bonus to landmarks (as part of GI buff)
Consider a bonus to natural wonders (as part of GI buff)
Consider adding specialist slot for cities? (per size x?)
Order
Good -
Academy of Sciences +3 happy for most cities
Iron Curtain - free courthouse, better internal routes (bump/replace that?)
Space Pioneers
young pioneers - +3 happy city.
hero of people (bump rate to 50-75%, leave the specialist 1/2 food bonus in freedom though)
5 year plan +2p/city and +1 mine/quarry (
party leadership - 1 most yield/city (meh?), add a 10-15% production bonus?
skyscrapers - 33% purchase cost buildings (makes little sense thematically here)
resettlement - 3 pop city (exploration destroys this, it needs replaced. Probably with some buildings moved here from exploration) - replace as building upkeep reduction
Okay
Cultural Revolution - tourism with order
Proletariat - tourism with less happy (good concept)
double agent - 2x spy counter on tech steal
Socialist Realism - +2 happy most cities, monument bump is meaningless though, needs something else with it (make it free monument in all cities and +1 happy)
worker faculties - 25% science on factory 2x factory speed. maybe put science from strategic resources (late), and/or decrease power plant costs?
bad
patriotic war 15% friendly strength
Universal HC - change it to do something else for NWs in Order (make them available easier/cheaper?, improve production NW yields?)
Several copied ideas went to exploration, so Order becomes often pointless. Either move them whole or in part to Order from exploration (ideally), or have some other effects replacing this.
I'd consider moving -upkeep on buildings pick here somewhere and several of the free buildings in exploration, for starters.
Bonuses from espionage buildings would be fine in here somewhere instead of in Knowledge, where it makes less sense.
Bonuses to non-GI tile yields
Bonus to production?
Move upkeep cost from buildings here
Autocracy
good
lightning warfare
militarism +6 happy/city (from XP buildings)
mobilization - 33% purchase cost units
nationalism -33% unit upkeep
police state +3 happy courthouse 2x courthouse speed
total war 25% unit production 15XP
okay
cult of personality (potentially lots of tourism, but likely with civs you already have some) tourism from conquests may be more interesting.
clausewitz
fortified borders +3 happy/city but from defence buildings, poor synergy
futurism - tourism per GW/GA/GM
gunboat (interesting concept)
third alternative 2x resources, small capital yields though
bad
elite forces (wounded unit bonus, weakened by combat changes in GK). Bonus healing promotion would help.
industrial espionage 2x tech steal - usually not needed
united front 2x gift from military CS - usually not needed
universal health care (change to make militaristic/industrial National Wonders better instead of just more happiness, leave the happiness effects here?)
Consider making a bonus yield on luxuries and resources (not happiness, gold or production).
Consider having a bonus yield on citadels
Consider a culture or tourism bonus from kills/captures (if not used in honor).
unit changes
Gatling gun line adjust.
Use expired-mod-mod upgrade path (arque-musket) instead of default mod path (arque-gatling gun)
Keshik and Camel Archer are not set (20/21 for keshik, 21/26 for camel?). Siege Tower may also be off.
Unique Dragoons would also need adjustment if Dragoons take over the skirmisher 1-range lancer role. Hussar especially because of its flank attack, which shouldn't work with ranged attacks. All would need a ranged attack or buff to melee attack (Commanche, Berber, Hussar, Cossack). I considering taking the ranged attack strength and make it the regular attack strength for the Hussar to preserve the flank strike. Cossack would also need to decide its value as ranged or melee. These are things that happen when unit lines are changed in function though.
I may have some more minor unit adjustments here as I look this over. Mostly relates to unit costs though, because of the bump upward a few versions ago. This may have more to do with errors on the spreadsheet I have, but it appears to impact frigates/subs/galleons/xcom and a few others. I will post a list of unit lines to see if there's some agreement.
I'd consider putting an intercept % on the carrier with a range of 2-3
I was okay with the unit upkeep formula from before. If it can be implemented.
Building/economy changes
Amphitheater back to +1 culture on resources. There is too much culture in the mod without equal adjustment to tourism, and culture is a more powerful yield in BNW that additional sources should be made carefully.
Factory +1 to modern resources. Barracks boost on iron/copper.
Remove engineer slot from wall. Move to something else, workshop would be fine.
+2 yield on scientists and engineers (-1)
75% requirement for National Wonders, or a way to reduce NW construction costs via policies.
Forest chop should be no higher than 40 production on standard.
Bump upkeep on all happiness buildings, as well as science and maybe growth buildings.
Remove palaces, replace with national yields?
Camp/pasture/plantation/quarry should have freshwater bonus and non-freshwater bonus. Well have a bonus or be buffed slightly, on land it's often weak
Reduce academy, manufactory, landmark, holy site start value to +6 from +8. CH +9. bump each in policy trees +3, and/or 2x, or to a max of +15 for all but CH (18)?
Reduce culture from opportunities and beliefs
Reduce food from beliefs
Reduce just war to 20-25% for both
Belief resort- set them to default categories for now, but leave the added ones where they are as reformation bonuses or pantheons. Balance from there first and then see if some need to be re-arranged.