England! How's the Steam Mill? Discuss!
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Finally got around to playing an England game into the industrial era without rage-quitting

. I managed to land on a tiny island all by myself, with oceans on all sides. Figuring all other civs were in similar situations, I soldiered on. Finally got to Compass, started exploring the world and realized everyone else was on the same landmass and I was 14 techs behind

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Anyways let's start with the UB, I have to say I was greatly disappointed, from all the whining I've heard I figured this thing was so overpowered that it would win matches by itself.
In reality, it isn't bad exactly, in fact it is probably one of the strongest UBs in the game but it is already the latest UB in the game, techwise, it makes sense that it is strong, really. I mean it gives you double the production/citizen of the normal factory, but honestly that doesn't really translate into a whole lot. At the time you get to this building it is going to be worth around 2 mined hills, sure that's two mined hills that you don't need to work but it really isn't anything amazing.
England doesn't really have any form of growth bias, so their cities aren't really going to grow to massive sizes. They are also war oriented which doesn't really synergize that well with growth-strategies.
The strongest part of the Steam mill is that you save coal on it, coal that you can spend on sea-ports or coal plants or whatever. I ended up having the entire worlds coal-supply on my tiny island so this wasn't really an issue for me, but I've had enough coal-less games to know what that feels like.
All in all the UB certainly is good, but I don't think it needs a nerf at all.
The Ship of the Line on the other hand, is a freak of nature. I was able to use the two iron i had available to me on my island to completely crush the tech-leader.
First of all their double attack promotion has to be changed to the normal Logistics promotion, as it is now they are able to pick up normal logistics as well and get 3 attacks per turn, which unlike chu-ko-nu and slingers, they can actually use because they have more than 2 movement points. Second, I'm a bit undecided on how to handle the rest of of the UU, I feel like the main problem is the logistics, but truth be told that's going to be a problem for any ship that gets up to logistics. So I would probably aim a nerf at the logistics promotion instead of directly at the SotL. Maybe let the naval version of logistic reduce the ranged combat strength by 20% or something like that.
Part of the reason why the SotL are so damn powerful is the same reason as why the Keshik was so damn powerful, because synergy between the UA and the UU is at its strongest at this point. SotL have so much movement that they can easily outrun anything. You can spread your ships out, and still have them be in range to reinforce each-other. The recentish nerf to logistics, so that you can't run away after attacking helps a lot with this, but movement is still crazy.
Here is the crazy part however, I think the crazy movement is fine, that's the English UA after all, it does nothing for half the game and then in the late-game you're able to dominate the oceans with your crazy speed.
I'm going to add the Logistics-thing to the combat promotions thread.