Valkrionn
The Hamster King
Please post any balance concerns you may have in this thread.
Some quick, early impressions:
The Lanun workboat needs to be a bit cheaper. A worker costs 75, but the Lanun boat costs 90. Seems a bit wrong especially since its use is limited without having to build fishing boats all along the coast.
Kelp and Reef movement costs are way too high. They have 5 and 6 movement requirements and fill up entire coastlines making travel by foot faster than by boat, which makes navies even more pointless than they already are.
Improvement buildtimes feel very large. Even with industrious workers and agriculture, a farm took around 14 turns. This means a player needs more workers just to get started. This feels bad combined with the larger unhealthiness penalty because the first city cannot grow to a reasonable size fast enough to make enough workers to improve the land in a reasonable time. The early game feels very slow and incredibly boring waiting for your size 2 city to crank out a worker off unimproved tiles, then have that worker try to make a farm in 14 turns, so that your city can have a chance to grow again (all the while retreating to the city to hide from barbs).
Researching the White Hand (WH) religion needs Priesthood, not really a balance issue more chicken & egg.
As Illians I Had Letum Frigus next to my capital (once I WB it back in) the random free xp barbs it spawns seems inappropriate somehow. I have a couple of ideas:
Illians/Doviello get unique fort from capturing it, upgrades to unique citadel only with WH.
Illians can settle on the tile, which looses the Feature & Ice Mana but gains a WW that provides Ice Mana, some culture & happiness. This could then Upgrade to be a mini citadel of the hand at WH. The Auric Ascended ritual (or all the Illians rituals) could get a boost, say 10%, from it too.
I recommend no one use healers right now (unless you want Great healers). They just aren't worth it. Want proof? Fine.
Assume a city is making excess food and is unhealthy by a large amount (>3). Its net food will be [F = food, P = pop, U = unhealth] F - 2P - U = x
The same city decides to switch a citizen away from being a sage and become a healer. Its net food will be F - 2P - (U-3) = x, which becomes F - 2P - U = x +3.
you seem to forget that ce has exactly the same problem. a cottagegrassland has 2 food so its a -2 as one pop takes 4 food. but SE has superspecialists who dont need food.
the same thing you say about healers is the same for every specialist. scientists are inferior to cottages, engineers to mines, merchants to cottages, medics to farms.
IMO you should add unhealth to the whole metal/engineering line. this would weaken the overly strong techchoice of melee units and solve a bit of the unhealth problem
Even worse... lets say instead of creating a Healer, you simply let the city starve itself to 1 size smaller (basically losing the Sage/Healer from your example.
Thus its food requirement reduces by 2, and its unhealth reduces by 2, giving you:
F - 2(P-1) - (U-2) = x + 4. So a Healer is worse than starving the city 1 level, unless you want Great Healers.
one great physician grants 6 additional food. this is 3 more cottages in mixed economy. your calculations are pretty useless as you ignore most of the aspects
The thing is if you start taking Great Physician into account things get even worse. A CE can run 1 healer and then later get a Great Physician with no detriment to their overall gameplan. A SE runs a healer, get a Great Physician, and is behind on science output because he didn't get a Great Sage to make up for not running off tiles for all those turns.