Ahriman
Tyrant
The yield from chopping forests is much too high - it lets you chop out settlers and wonders in the early game very quickly.
The Piety opener is much too useful as an opener and doesn't really make sense for Piety.
Religion is dull and there isn't good stuff to spend faith on with most most the good belief picks moved to the Piety finisher; a player who wants to play religiously is forced to finish Piety - though a military player is not forced to finish honor, an expansionist player is not forced to finish liberty, a city state player is not forced to finish patronage, etc.
Barbarians seem lackluster: the only thing that is annoying are the ships, which show up very early and can heal while moving.
The Republic policy (free defensive buildings) is weak and not very useful. Representation (+1 happy from trade connections) feels weak because trade connections give so little gold that they are not worth pursuing - buildling a road network is a waste of time until there is nothing else to do with your workers.
2 workers from citizenship is too much, and the free settler from collective rule comes too soon (there should probably be a pre-requisite policy, early expansion is too easy).
In Piety, Meditation is good (extra faith from shrines and temples and reduced faith costs), while Unity (golden age) and charity (% gold from temples) are dull and weak.
Villages giving 2 gold while other improvements all give 1 is very odd and makes villages too good. Their freshwater boost also comes early, so they can be giving 3 yield while other improvements give 1.
I like the "Mercy, Wrath" etc labels on city capture, I think that has great flavor. It's slightly confusing that they all seem to give the same warmonger penalty though - when something is displayed across the three different options, that would make you think that different options would give different penalties, but that didn't seem to be the case.
[edited for clarity]
Playing as Greece, when I captured a city it converted people to my religion. Is that meant to happen? I don't see anything I have that would cause that - I presumed that would be a result of some UA or religious belief or whatever, but I got the bonus anyway.
Are there really large AI experience bonuses somewhere? A Danish composite bowman seemed to have indirect fire very early on (shooting over hills) and a Danish berserker seemed to have 3 movement points early on.
Though I don't like the idea of a Patronage policy revealing all city states, that effect also didn't seem to work (I had the opener, but didn't see any new city states other than the handful I'd discovered).
Gold from pillaging seems very high - could we move this to the Honor tree? Otherwise raiding is really really good: it heals your unit, weakens your enemy economy *and* gives a ton of gold. Moving the heal from pillage to Honor tree might also be interesting. In wartime it's very profitable to bring a worker along with me to repair the enemy's improvements so that I can pillage them again.
The hoplite's phalanx promotion says it gives +50% vs mounted units, but when I attack a horseman, in the combat preview I only seem to get +10% vs mounted units.
As Greece I seem to get Landsknecht at Civil Service rather than Pikemen, and my hoplites can't upgrade to the Landsknecht.
[Oh wait, it looks like Pikemen have been moved to metal casting.]
The Bireme has a +50% bonus vs cities. I don't think that is desirable for an early game ranged ship - it is as good as a catapult, and more mobile, no setup, and lower tech. And it has access to another promotion which gives a further +30%.
The early game techs are crowded with stuff - except pottery, which now has nothing except the granary.
Missionaries seem very expensive, which devalues faith as a yield.
AIs seem to be really racing ahead in tech, perhaps too quickly.
Engineer gives 2 production but merchant gives 3 gold: why?
All lumbermills are boosted, whether they have fresh water or not, at machinery. Why? There needs to be a coherent design for improvement yields but there doesn't seem to be one.
The Piety opener is much too useful as an opener and doesn't really make sense for Piety.
Religion is dull and there isn't good stuff to spend faith on with most most the good belief picks moved to the Piety finisher; a player who wants to play religiously is forced to finish Piety - though a military player is not forced to finish honor, an expansionist player is not forced to finish liberty, a city state player is not forced to finish patronage, etc.
Barbarians seem lackluster: the only thing that is annoying are the ships, which show up very early and can heal while moving.
The Republic policy (free defensive buildings) is weak and not very useful. Representation (+1 happy from trade connections) feels weak because trade connections give so little gold that they are not worth pursuing - buildling a road network is a waste of time until there is nothing else to do with your workers.
2 workers from citizenship is too much, and the free settler from collective rule comes too soon (there should probably be a pre-requisite policy, early expansion is too easy).
In Piety, Meditation is good (extra faith from shrines and temples and reduced faith costs), while Unity (golden age) and charity (% gold from temples) are dull and weak.
Villages giving 2 gold while other improvements all give 1 is very odd and makes villages too good. Their freshwater boost also comes early, so they can be giving 3 yield while other improvements give 1.
I like the "Mercy, Wrath" etc labels on city capture, I think that has great flavor. It's slightly confusing that they all seem to give the same warmonger penalty though - when something is displayed across the three different options, that would make you think that different options would give different penalties, but that didn't seem to be the case.
[edited for clarity]
Playing as Greece, when I captured a city it converted people to my religion. Is that meant to happen? I don't see anything I have that would cause that - I presumed that would be a result of some UA or religious belief or whatever, but I got the bonus anyway.
Are there really large AI experience bonuses somewhere? A Danish composite bowman seemed to have indirect fire very early on (shooting over hills) and a Danish berserker seemed to have 3 movement points early on.
Though I don't like the idea of a Patronage policy revealing all city states, that effect also didn't seem to work (I had the opener, but didn't see any new city states other than the handful I'd discovered).
Gold from pillaging seems very high - could we move this to the Honor tree? Otherwise raiding is really really good: it heals your unit, weakens your enemy economy *and* gives a ton of gold. Moving the heal from pillage to Honor tree might also be interesting. In wartime it's very profitable to bring a worker along with me to repair the enemy's improvements so that I can pillage them again.
The hoplite's phalanx promotion says it gives +50% vs mounted units, but when I attack a horseman, in the combat preview I only seem to get +10% vs mounted units.
As Greece I seem to get Landsknecht at Civil Service rather than Pikemen, and my hoplites can't upgrade to the Landsknecht.
[Oh wait, it looks like Pikemen have been moved to metal casting.]
The Bireme has a +50% bonus vs cities. I don't think that is desirable for an early game ranged ship - it is as good as a catapult, and more mobile, no setup, and lower tech. And it has access to another promotion which gives a further +30%.
The early game techs are crowded with stuff - except pottery, which now has nothing except the granary.
Missionaries seem very expensive, which devalues faith as a yield.
AIs seem to be really racing ahead in tech, perhaps too quickly.
Engineer gives 2 production but merchant gives 3 gold: why?
All lumbermills are boosted, whether they have fresh water or not, at machinery. Why? There needs to be a coherent design for improvement yields but there doesn't seem to be one.