I read another thread where GPP came up.
(One player's commentary on his first two games with HR.)
I think you should get more feedback before you make this change.
(Views will differ based on playing style, difficulty, map style, etc.)
Its something I've been thinking about for some time, in my own games I feel Great People come too fast. It's much more noticeable on faster games. I've added a lot of +X% GPP modifiers to the mod over its lifetime, more GPP generating wonders, plus a lot of specialist slots, free specialists, not to mention a lot of bonuses attached to specialists. In short, specialists and great people are a lot stronger in HR than in BTS and this is a small but simple change to bring them more back in line.
This change would make it a significantly longer wait for the religions to be founded, which I think is a step in the wrong direction.
This is the main reason I haven't made such a change before now. However, as Hotmenhumeis rightly pointed out, I've made shrines a pain to get, and by the time you get them their main benefit (wealth) is less important due to there being several other sources of it available by the Medieval era. (Wealth building will move to Finance for related reasons)
So I'm going to remove the Great Temple requirement on Shrines and allow you to build it pretty much straight away after founding a religion (either from the first or second Great Prophet, still working out which works best). So religions will take a bit longer to found (the new calendar should keep them at reasonable dates), but will be more worthwhile when you do.
(If one made the change then one could also adjust the amounts needed for the first and second great people.)
I'm not sure where this is defined to be honest, I'll see if I can find out.
It would change the balance between working tiles and running specialists, which I think is fine as is.
I disagree, I think its become a bit distorted and will only get more so as new wonders and such are added. As you mention, specialists aren't the only source of GPP so the reduction is less than 1/3 overall. In the games I've played so far with it I've found it a really good pace. If necessary we can tweak the relative GPP rate on different difficulties/mapsizes/gamespeeds.
It will also make wonders a bit more desirable, as now specialists and wonders will produce the same 2 GPP.
The problem if any is the strength of the Philosophic trait.
As I have said before, +100% is too strong.
I would try 75% before I went to 50% as you may have mentioned in another thread.
Perhaps +50% would work with some substantial bonus added.
Philosophic certainly distorts things, even with the change to specialists it may need to be reduced. I'm not sure yet. If it's still too strong with the specialist change then we could try 75% as you suggest.
I think the great person rate is fine in the early and middle game and slows down a bit too much for my taste in the later game. Overall, great people are a much less significant part of the last third of the game; maybe that is a good thing.
Yeah, great people certainly do get pretty far apart by the end of the game. In a way, it's a result of getting too many too soon, exponential curve and such. In the games I've played with the specialist change there were fewer great people overall but the ones you did get were more evenly distributed. In my opinion, anyway.
Finally, I do not see how a change from +3 to +2 would make Authoritarianism's GPP penalty more significant. Cities would get fewer GPP points. By the time Authoritarianism is available, a city that matters for GPP might be generating for example 24 GPP as a base. With the change this might become for example 18. (Only some GPP come from specialists.) Why is a 25% penalty more significant in the latter case than the former?
Just because its making something that's been slowed even slower. It's not something that's easy to measure in terms of the civ's entire economy. I'm not opposed to increasing this penalty or adding unhappiness, I'm just being cautious.
Though I don't know why I'm being cautious about this particular change and less so about others. I guess its because I don't want to tweak too many different but connected aspects at once; I've been trying to not touch civics for this next version (other than the Redistribution fix).
EDIT: Bizarrely there isn't a setting for civics to adjust (un)happiness in all cities. It can be done for X largest cities, for buildings, for garrisoned units, for state religion, and for terrain features.