I think that -1 gold would be, as you said, a reasonable compromise, and further playtesting will show whether or not it should be removed completely.I added the -3 gold, as historically, Leper's Quarantines were supported by public donation. Maybe it is a bit much though. How do you feel about -1 gold? I think we should keep it until we have tested the games at a higher level. With the increased unhealthiness in handicapinfos, I want to be sure we have enough buildings to counter unhealthiness. What do you think?5. Leper's Quarantine should be removed, the +1 health is not worth the -3 gold, and there are already plenty of +1 health buildings.
I see what you're saying, and I think we should leave the Inn as is for now.Actually, Inn is +10% gold (not commerce.) I think if we remove the +25% trade route yield, +10% gold isn't enough of a benefit. I was thinking an Inn would increase trade route yield because merchants are able to travel through the area more easily and therefore more often. Currently, other buildings that affect trade route yield are Fair +10%, Hansa Memberships +25%, and Port +50%.12. Inn shouldn't affect trade routes. I think the current +10% to commerce is powerful enough, since it increases both money and science.
I like the Inn as is. In light of this new info, what do you think? We could compromise and have the Inn add +X% commerce? Perhaps +15%?
I think that having the buildings divided up into many, low science yield buildings is not as good as less, more science yield buildings, and I still think it should be removed. Do Craig_Sutter or Drtad have any opinions regarding the Astrologer's Tower?I was trying to get the total science closer to vanilla - where there's a max of +100% from basic buildings (ignoring wonders and monasteries) - +25% each for Library, University, Observatory, and Labratory.13. The Astrologer's Tower should be removed. There are already enough science increasing buildings, and I'm finding that having the Astrologer's Tower, Apothecary, Scriptorium, and Library all increasing science to be too overpowering.
We have a total of +90% including the Astrologer's Tower - Apothecary +10%, Astrologer's Tower +10%, Library +25%, Print Shop +10%, Scriptorium +10%, University +25%. (Again, ignoring monasteries and wonders.)
I don't think that's too much - what do you think given the comparison to vanilla's +100%? If you still don't like it, I'll remove it.
I meant in addition to the new changes.Great - that's what we have in there now. Did you play with the new HandicapInfos? (Or are you proposing add'l unhealthiness/unhappiness in addition to the changes I made?)14. I think that +1 or +2 unhealthiness should be added to each difficulty along with +1 unhappiness.
I see what you're saying. Let's leave reliquaries as is.I disagree with you on this one. In order to provide religion-specific bonuses, I created 4 "reliquaries" - one for each religion (excluding Paganism.) If we allowed Reliquaries to built in any city, and even limited each reliquary to one per civ, then each civ could have potentially gain 1 torah scroll, 1 black stone, and 2 christian relics (assuming they produce enough great saints, and have each of those religions present in their lands.) I think making the bonus available to every civ defeats the purpose of having religion specific bonuses. (And it would make the Shrine of the 3 Kings and Relic of the True Cross pointless - why build these wonders when you can gain the relic for free with a great saint.)15. Reliquaries shouldn't require Holy Cities. This way they can be used by more than 3 civilizations.
I think limiting the Reliquary to the Holy City better controls the presence of these special religious bonuses and makes control of the Holy City that much more valuable.
What do you think?
I think that more playtesting will show whether or not it's needed, but for now, let's leave it in.Actually, in both my test games, I've played as Germany, and I've found that I needed the Minstrel's Stage to help control unhappiness, as Jewish civs are at an unhappiness disadvantage compared to civs with the big 3 religions. Of course, this is an incentive to switch to the big 3 (a nod to Craig Sutter), but I think we should keep it to help Pagan or Jewish civs deal with unhappiness until they have the opportunity to convert. What do you think?16. Minstrel's Stage should be removed, it's not needed.
I think that the Master's Workshop should still be removed. I also think that having less than 75% bonuses is alright, considering that the change in building and unit costs are not as steep as in vanilla as you move through the tech tree.18. The Master's Workshop or whatever it's called should be removed, the production bonuses between that, the mint, and the forge add up to a lot.
The Master's Workshop is +25% - that is a lot to remove! The other buildings that add production are as follows: Belfry +10%, Guildhall +10%, Master's Workshop (formerly Workshop) +25%, Mint +15%, and Smithy (formerly Forge) +25%, for a total of +85%.
Vanilla allows +75%: +25% with Forge, +25% with Factory, and +25% with Power.
Here are some suggestions that would get us to +75% hammers overall:
1) We could remove the Belfry's +10% (Belfry's only benefit would be +1 infl, in which case I think the cost should stay at 30).
2) We could reduce Mint to +10%, and reduce the Workshop to +20%.
3) We could remove Workshop, and increase Guildhall to +25%.
What do you think? Or, do you think we should aim for a target production other than +75%?

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<Description>TXT_KEY_ERA_ANCIENT</Description>
<Strategy>TXT_KEY_ERA_ANCIENT_STRATEGY</Strategy>
<bNoGoodies>0</bNoGoodies>
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has been spent play testing some Total War mods.