By this metric, the ancient era gained 10 turns, the classical era gained 49 turns, the medieval era gained 5 turns, the Renaissance era gained 7 turns, the industrial era gained 17 turns, and the global era gained 7 turns. So the early game has been significantly extended.
The classical era gaining 49 turns means that you have ACTUAL action between the Argead empire, Persians and the Romans.
How would that impact UHVs, such as Rome?
Actually an update on this: after playing through it as the Celts, the classical era does drag a bit currently, so I decided to revert the change here that introduces a period of 5-year turns before returning to 10-year turns. This shortens the classical period by 20 turns on normal speed (still considerably longer than on the old calendar). I have not "found a home" for those 20 turns yet so currently the game length is 580 turns, but I probably will get them in somewhere.
Another topic I want to bring up is health from resources. As a reminder, here are the relevant resource and building changes in 1.18 that impact health:
Changed buildings:
- Granary: removed health from Corn, Wheat, Rice, added +1 health from Salt
- Harbour: added +1 health from Fish, Clam, Crab, Whale
- Pharmacy: removed +1 health from Spices, Banana, added +1 health from Incense, Opium
- Wharf: removed +1 health from Fish, Clam, Crab
Removed buildings:
New buildings:
- Tannery (Tanning): +1 health from Deer, +1 happiness from Fur
- Grocer (Guilds): +1 health from Spices, Banana, Citrus, Olives, Dates
- Abattoir (Refrigeration): +1 health from Cow, Pig
- Grain Silo (Labour Unions): +1 health from Corn, Millet, Wheat
New resources:
- Millet: +1 food +1 health (1 city), +2 food with Farm
- Potato: +1 food +1 health (2 cities), +2 food with Farm
- Citrus: +1 food +1 health (2 cities), +3 food with Orchard
- Dates: +1 food +1 health (2 cities), +3 food with Orchard
- Olives: +1 food +1 health (2 cities), +3 food with Orchard
- Salt: +1 commerce +1 health (3 cities), +1 food -1 production +2 commerce with Quarry
Specifically I am thinking about grains and Granaries. I think 1.17 has a problem where a lot of health buildings were frontloaded and it was too easy to gain health early on, without having to actually invest in e.g. Baths.
I addressed this by removing Smokehouses and removing the health effect from Granaries, shifting it all the way to the industrial period with the new Grain Silo building. To compensate this a bit, and to remove clustering of health benefits in the medieval era, I moved the health benefits of seafood resources from Wharfs to Harbours.
However, I am wondering if I went overboard with this change. A landlocked city now can only get health from Baths before the Middle Ages, if you ignore the +1 with Granary salt. Also, Granaries now feel a little weak. You do not always have salt, and there are often better things to get than +25% faster growth. Areas like Egypt and Babylonia generate enough food either way.
The value of grain resources is also quite low - they only supply one city, and for most of the game there is not much else to get out of them. I mean, they still provide the food to their tile, and that was my original thinking behind limiting their utility. In turn, grains also have a very low trade value (the AI is aware of how many cities will benefit from a resource).
After thinking about this a bit, I think my preferred solution is to have grains provide no base health at all, but instead add +1 health from wheat, corn, rice to Granaries, so that they provide +2 health with both Granary and Grain Silo. I would do the same for potatoes, with the difference that they do not get health from grain silos but instead happiness with distilleries.
This makes Granaries give +1 health from wheat, rice, millet, potato, and salt. Seems like a lot, but for the early game most civilizations only have access to 1-2 staples plus maybe salt.