So in line with those
Tier 1
CEP reduced the gold-production ratio to make gold buying a reasonable prospect. I think it may have gone too far in this respect, but it definitely sexed up gold as a yield to have a use for it other than just making sure you could pay for stuff and buy off CS.
I prefer CSD for diplomacy simply because the diplomatic victory in default basically comes down to just buying everyone off at the appropriate time. Which is boring. So we would need a good use for gold. Spending on stuff to buy is one attractive option.
2) Melee units, land and sea, were generally buffed in CEP. Archers were weakened against cities (but not units). This generally improves the relative balance of units. There may be specific instances of imbalance (horses are probably too strong, and the vanguard problem remained with a few units in the main mod, even though the added units were removed), but that's about it.
There are some other changes to cities that may be needed (more HP for example and somewhat lower strength and healing) that should also help out melee units.
3) Policies were addressed, but not resolved by CEP. I would argue the main mod design fundamentally broke many trees in fact by going too far. GEM had an overall better balance here, but had its own issues as it progressed and can't be applied to the ideologies game of BNW anyway.
More debate is needed on several trees. Some ideas are now workable because of the dll or the changes in other areas make some ideas more appealing (tolerance in piety for instance is particularly better as a reduction in happiness penalties than as a randomly useful extra yield).
Tier 2
1) I don't know that the issue is so much that beliefs are imbalanced (there are some, but they should be slightly imbalanced to reward quicker faith accumulations) but that they're often incoherently stacked, like they were thrown together into categories. CEP was. Well awful. If there's a major debate to be had in this community moving forward, it will have to be on what to do with religion. Because I don't think this was ever really had in a strong way until very late in the development and nothing was done as a result. Or at least what was done was ill-thought out experiments, often imbalanced, and totally uninformed by these debates and questions.
2) see above
3) I think this is somewhat addressed in CEP, but there's really no getting around that population, and thus food, is always going to be more important than any other yield. I don't see how this is actually a serious problem as a result.
What is at issue is there isn't a strong tile yield balance to provide good sources of production or gold alongside the river-farming, and this extends not just to the problems of food/production but to things like the relative value of camps or plantations vs mines or farms. And there I think CEP did better (eventually). If you can get a good amount of production or gold, it at least feels more powerful than a standard "farm as much as possible, given happiness" approach such that you may want some mines or villages for variety or city specialization goals beyond just the bare minimums.
Tier 3
1) Agreed here, but that's mostly resolved. There's some work to be done on BNW leaders and some leaders would need to be overhauled to make use of changes elsewhere, but we're in good shape with CEP changes to deal with most of the major imbalances (I had to make some more shifts of my own but it's still a good base).
2) That post-pike upgrade path all around is all screwed up. (Lancer-ATG-Gunship) and difficult to make sense of. I'm not sure I like the skirmisher line that CEP used either but it at least includes a more logical "upgrade" path (chariots-cavalry-gunships).
3) Mostly resolved in CEP. The biggest question marks surrounded the spy buildings. Gazebo has an interesting idea for those that I'd let him float it when that thread on buildings goes up, and then whether to keep a few buildings that were nixed (I hate the recycling center as currently conceived for example. Hate. And there's a couple others that can be folded into existing lines to help those out, with the forge's effects being moved to barracks line buildings, or the bomb shelter moved to the military base).
4) Mostly resolved as well.
Tier 1
CEP reduced the gold-production ratio to make gold buying a reasonable prospect. I think it may have gone too far in this respect, but it definitely sexed up gold as a yield to have a use for it other than just making sure you could pay for stuff and buy off CS.
I prefer CSD for diplomacy simply because the diplomatic victory in default basically comes down to just buying everyone off at the appropriate time. Which is boring. So we would need a good use for gold. Spending on stuff to buy is one attractive option.
2) Melee units, land and sea, were generally buffed in CEP. Archers were weakened against cities (but not units). This generally improves the relative balance of units. There may be specific instances of imbalance (horses are probably too strong, and the vanguard problem remained with a few units in the main mod, even though the added units were removed), but that's about it.
There are some other changes to cities that may be needed (more HP for example and somewhat lower strength and healing) that should also help out melee units.
3) Policies were addressed, but not resolved by CEP. I would argue the main mod design fundamentally broke many trees in fact by going too far. GEM had an overall better balance here, but had its own issues as it progressed and can't be applied to the ideologies game of BNW anyway.
More debate is needed on several trees. Some ideas are now workable because of the dll or the changes in other areas make some ideas more appealing (tolerance in piety for instance is particularly better as a reduction in happiness penalties than as a randomly useful extra yield).
Tier 2
1) I don't know that the issue is so much that beliefs are imbalanced (there are some, but they should be slightly imbalanced to reward quicker faith accumulations) but that they're often incoherently stacked, like they were thrown together into categories. CEP was. Well awful. If there's a major debate to be had in this community moving forward, it will have to be on what to do with religion. Because I don't think this was ever really had in a strong way until very late in the development and nothing was done as a result. Or at least what was done was ill-thought out experiments, often imbalanced, and totally uninformed by these debates and questions.
2) see above
3) I think this is somewhat addressed in CEP, but there's really no getting around that population, and thus food, is always going to be more important than any other yield. I don't see how this is actually a serious problem as a result.
What is at issue is there isn't a strong tile yield balance to provide good sources of production or gold alongside the river-farming, and this extends not just to the problems of food/production but to things like the relative value of camps or plantations vs mines or farms. And there I think CEP did better (eventually). If you can get a good amount of production or gold, it at least feels more powerful than a standard "farm as much as possible, given happiness" approach such that you may want some mines or villages for variety or city specialization goals beyond just the bare minimums.
Tier 3
1) Agreed here, but that's mostly resolved. There's some work to be done on BNW leaders and some leaders would need to be overhauled to make use of changes elsewhere, but we're in good shape with CEP changes to deal with most of the major imbalances (I had to make some more shifts of my own but it's still a good base).
2) That post-pike upgrade path all around is all screwed up. (Lancer-ATG-Gunship) and difficult to make sense of. I'm not sure I like the skirmisher line that CEP used either but it at least includes a more logical "upgrade" path (chariots-cavalry-gunships).
3) Mostly resolved in CEP. The biggest question marks surrounded the spy buildings. Gazebo has an interesting idea for those that I'd let him float it when that thread on buildings goes up, and then whether to keep a few buildings that were nixed (I hate the recycling center as currently conceived for example. Hate. And there's a couple others that can be folded into existing lines to help those out, with the forge's effects being moved to barracks line buildings, or the bomb shelter moved to the military base).
4) Mostly resolved as well.