General impressions of some playtests with v. 3.
Scale back the strength of Swordsmen, Longswords and Musketmen by 1. [They are slightly too dominant in their era, with no good counters except other of the same unit]
I suggest you make make sea tiles worthwhile to work, because coastal and island cities are weak with the nerfed trade routes.
My suggestion for sea tiles:
Workboats give 1 food and 1 production
Ligthouse gives 1 food on all sea tiles and 1 food on fish
Harbor gives 1 gold on all sea tiles, city connection, 50% trade route range
Seaport gives 1 production on all sea tiles and 15% naval unit production
Exploration finisher gives 1 more gold on sea tiles.
Work boats, harbors and sea ports will be more important and lighthouse less so; sea resources will be slightly weaker but the sea tiles will be decent with 2/1/1(2).
I do not agree with the placement of railroad as it threatens the balance of the tech tree: science and culture in the top, production and units at the bottom. Railroads on the beeline to plastics make it extremely tempting. At the very least move the trade route to combustion or move rail roads to steam power.
Ideas for changes to civilisations:
Nerfs
Poland: Solidarity is now "Social policy cost -20%" [brutal nerf, but they were insane before. ]
Korea: Korea's unique ability is now only +2 science for specialists and great person tile improvements. [The extra bonus for building thins in the capital was over the top]
Babylon: Get a scientist at mathematics instead of writing. [comes significantly later, at the right historical tech. Some interesting trade-offs as to how fast the beeline should be]
Rome: Either the above change to all swords or just - 1 strength to the Legion.
Arabia and Mongolia: 16/19 for Camels and 14/15 for Keshiks. [need a nerf to their uniques to bring them in line with crossbows,]
Buffs
France: Double theming bonus everywhere and not just the capitol. [not as RNG-dependant on a good production capitol and a larger bonus overall]
Iroquois: Either apply road and production bonus to jungle as well or give longhouse 10% production like ordinary workshops. [actually makes longhouse an improvement over workshops]
Japan: Samurai have Blitz instead of Shock. [works better with their unique ability, actually makes them scary]
Netherlands: NQ mod gives them a wetlands bias. Copy and paste that.
Zulu: Make Impi a replacement for longswordsmen with 20 strength, no iron requirement. [Gives them a longer window as the beeline to steel is faster and they are stronger. Fits better historically as they were a mobile, offensive, anti-infantry unit with their, throwing spears, 2 foot stabbing spears and clubs. They were not a close formation anti-cav unit.]
Unsure
The Maya should probably be nerfed but I can not think of a way to do it that does not also make them less fun.
Persia no longer gets 10% combat bonus during golden ages. [They are top tier to me but many do not share that view]
Spain gets 300 gold for finding wonders first. [Slight reduction of RNG]
The danes are sufficiently buffed IMO, even if the rest is meh their berserkers are amazing now. Feels a bit like Mongolia of the coast.
Byzantium and Carthage are mixed bags. They have much more useful unique horsemen now but still suffers from simultaneously having a unique unit at sailing and a weak unique ability. Byzantium can at least benefit from the new piety while harbors are still very meh buildings. Carthage are also hit hard by the nerf to naval trade routes. If you improve harbors that might work. I'm inclined to buff them more but I have no ideas that does not involve a new unit.
Portugal, Morocco and India have been hit by the relative nerf to tradition and the difficulty of playing peaceful early. (I have tried to get early trade routes to my neighbors in a number of games but most often lose them to double DoWs.) They might need a buff.
Scale back the strength of Swordsmen, Longswords and Musketmen by 1. [They are slightly too dominant in their era, with no good counters except other of the same unit]
I suggest you make make sea tiles worthwhile to work, because coastal and island cities are weak with the nerfed trade routes.
My suggestion for sea tiles:
Workboats give 1 food and 1 production
Ligthouse gives 1 food on all sea tiles and 1 food on fish
Harbor gives 1 gold on all sea tiles, city connection, 50% trade route range
Seaport gives 1 production on all sea tiles and 15% naval unit production
Exploration finisher gives 1 more gold on sea tiles.
Work boats, harbors and sea ports will be more important and lighthouse less so; sea resources will be slightly weaker but the sea tiles will be decent with 2/1/1(2).
I do not agree with the placement of railroad as it threatens the balance of the tech tree: science and culture in the top, production and units at the bottom. Railroads on the beeline to plastics make it extremely tempting. At the very least move the trade route to combustion or move rail roads to steam power.
Ideas for changes to civilisations:
Nerfs
Poland: Solidarity is now "Social policy cost -20%" [brutal nerf, but they were insane before. ]
Korea: Korea's unique ability is now only +2 science for specialists and great person tile improvements. [The extra bonus for building thins in the capital was over the top]
Babylon: Get a scientist at mathematics instead of writing. [comes significantly later, at the right historical tech. Some interesting trade-offs as to how fast the beeline should be]
Rome: Either the above change to all swords or just - 1 strength to the Legion.
Arabia and Mongolia: 16/19 for Camels and 14/15 for Keshiks. [need a nerf to their uniques to bring them in line with crossbows,]
Buffs
France: Double theming bonus everywhere and not just the capitol. [not as RNG-dependant on a good production capitol and a larger bonus overall]
Iroquois: Either apply road and production bonus to jungle as well or give longhouse 10% production like ordinary workshops. [actually makes longhouse an improvement over workshops]
Japan: Samurai have Blitz instead of Shock. [works better with their unique ability, actually makes them scary]
Netherlands: NQ mod gives them a wetlands bias. Copy and paste that.
Zulu: Make Impi a replacement for longswordsmen with 20 strength, no iron requirement. [Gives them a longer window as the beeline to steel is faster and they are stronger. Fits better historically as they were a mobile, offensive, anti-infantry unit with their, throwing spears, 2 foot stabbing spears and clubs. They were not a close formation anti-cav unit.]
Unsure
The Maya should probably be nerfed but I can not think of a way to do it that does not also make them less fun.
Persia no longer gets 10% combat bonus during golden ages. [They are top tier to me but many do not share that view]
Spain gets 300 gold for finding wonders first. [Slight reduction of RNG]
The danes are sufficiently buffed IMO, even if the rest is meh their berserkers are amazing now. Feels a bit like Mongolia of the coast.
Byzantium and Carthage are mixed bags. They have much more useful unique horsemen now but still suffers from simultaneously having a unique unit at sailing and a weak unique ability. Byzantium can at least benefit from the new piety while harbors are still very meh buildings. Carthage are also hit hard by the nerf to naval trade routes. If you improve harbors that might work. I'm inclined to buff them more but I have no ideas that does not involve a new unit.
Portugal, Morocco and India have been hit by the relative nerf to tradition and the difficulty of playing peaceful early. (I have tried to get early trade routes to my neighbors in a number of games but most often lose them to double DoWs.) They might need a buff.