I would argue that moving rationalism to industrial was a good change for the following reasons:
1) It was used way too often in a way detrimental to replayability. It constrained most other policy strategies since you wanted as much and as fast rationalism which meant minimising the policies you got before renaissance. This made the majority of policy trees in the game into very niche choices. The dominant choice in most cases were tradition or liberty plus 2-3 policies from one of the other. With the higher culture in this mod you can comfortably complete 2 early policy trees before industrial, which makes a range of policy strategies competitive.
2) As many have noted, rationlism now competes very directly with ideology. I can not think of a better solution, because the strong and flexible bonii ideologies give are the only thing that can compete with the general utility of science in BNW. All victories except early domination runs require high late game science, so most attempts at fast times will still be helped by ationalism. Having a tech edge also gives you safety through better units. The other option was to nerf it into the ground so that we would not see point 1 again. In the base game you could get the most important part of rationalism in renaissance, fill out your ideology and then complete rationalism for the scientists and free technology late game. It was very programmatic. The choice between level 2/3 tenets and rationalism is hard.
3) In the base game all culture buildings except monuments and guilds can be skipped with little problems if you are going for a non-culture victory. With the change, building culture for the late game is relevant if you want to get rationalism as well as ideology. This will make for tougher choices as you want to get more culture from buildings, works, religion et cetera,
1) It was used way too often in a way detrimental to replayability. It constrained most other policy strategies since you wanted as much and as fast rationalism which meant minimising the policies you got before renaissance. This made the majority of policy trees in the game into very niche choices. The dominant choice in most cases were tradition or liberty plus 2-3 policies from one of the other. With the higher culture in this mod you can comfortably complete 2 early policy trees before industrial, which makes a range of policy strategies competitive.
2) As many have noted, rationlism now competes very directly with ideology. I can not think of a better solution, because the strong and flexible bonii ideologies give are the only thing that can compete with the general utility of science in BNW. All victories except early domination runs require high late game science, so most attempts at fast times will still be helped by ationalism. Having a tech edge also gives you safety through better units. The other option was to nerf it into the ground so that we would not see point 1 again. In the base game you could get the most important part of rationalism in renaissance, fill out your ideology and then complete rationalism for the scientists and free technology late game. It was very programmatic. The choice between level 2/3 tenets and rationalism is hard.
3) In the base game all culture buildings except monuments and guilds can be skipped with little problems if you are going for a non-culture victory. With the change, building culture for the late game is relevant if you want to get rationalism as well as ideology. This will make for tougher choices as you want to get more culture from buildings, works, religion et cetera,