Great Mod Guys!!
I host a lot of online multiplayer games. I frequently invite Warlords lobby players to join me for a FFHII game. But I have noticed more than one of them independently mention a couple of things that bug them enough so that they are reluctant to play. I know you can't please everyone of course, and those who love fantasy themes will play regardless of balance, but I have identified 2 or 3 seriously game unbalancing issues:
1) Late Chopping
2) Agriculture Civic
3) Slavery Civic
4) Altar of Luonnater (thx for the patch)
5) Basium's Resurrected Angels
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Ok... #1 and #2 above are the most frequently cited things players have independently mentioned about the mod, right off the bat.
1) If a player has forests on his river tiles and hills, he is at a serious early disadvantage. (This is even more so a problem on some great map generators where jungle may be in the capital radius.) Starting in the jungle belt can almost be a death sentance on some maps. Chopping should occur at least 1 tech tier sooner for both forest and jungle. An easy and aesthetically pleasing way to do this would be allow chopping forests with crafting (What did the natives do with all those stone axes when not at war??? They must have been for something!!) And then you could use bronzeworking for chopping jungle. Sanitation would still be an awesome and important tech with it's +1 farm bonus.
2) +2 food Bonus for Agriculture civic is really cool... However most players I talk with agree that it overpowers any specialist based economy, especially slavery and altar of Luonater. It also makes some of the other civics in its class rarely used, unless you're elf. Even just a +1 food bonus alone would still be awesome (In vanilla civ I allways try to sneak to sanitation and it's +1 food bonus if I'm not imminently threatened. It really fuels growth and specialization), and most players would still make it a priority. I know you may have all long cherished the coolness of early 5 food grassland tiles (As do I) but this fuels the fire of abuse of any specialist base economies. Even in vanilla civ, players using specialist economies without this +2 bonus can out-tech players who are 100% cottaged up. Changing to +1 bonus would bring a lot more balance to slavery, altar of Luonnater, and specialists in general. I think you could change to +1 without too many other tweaks (and still get your satisfying looking breadloaf with sanitation!) :-D Other civics in that class would then be even more appealing.
3) Slavery.
Lots of great players are crossing over to your mod right now, and the elite among them have quickly focused on what amounts to a major exploit... Slavery civic for Octopus Overlords and any race that can get it. In fact, these players make it an early priority to get Octupus Overlords even if they are playing a good race. Last night a good player with slavery on a balanced inland sea map beat all 5 or 6 of the rest of us (experienced players also) easily. He had size 3-4 cities the whole game, and was whipping our combined butts... Easily outproducing us by more than double or triple. This is becoming a serious problem, and I may not even play this mod online until this is fixed, and if so I will only do so if players agree not to use slavery. The shields produced by whipping needs to be cut at LEAST in half, and if Agri civic is changed to +1 food bonus instead of +2 bonus, then that MAY be sufficient. Everyone online I've met who has played more than a few games agrees with me on this. It's far worse than the Altar of Luonnater was.
4) Alter of Luonnater
Ok, thanks for the patch, much appreciated, but I want to add a comment about balancing. It's impossible to know how long games are going to drag out. If something is accessible late-game which players can use to more than double their production, at some point it will essentially become a victory achievement, for all practical purposes terminating the game once the other players stockpiles of forces are worn down. I dont' know if this is what you wanted, if so, I'm OK with that, but... maybe 2 shields maximum per priest would balance this better, still be a great option (like Angkor Wat) and still prevent late game over-dominance. Other players actually suggested this in our discussions. Maybe just tweaking the agri civic would help ammend this with patch "g".
5) In our last online game, both Hyboream and Mercurian gates were opened. A player hotjoined our game and took over Basium (his only unit pretty much at that point) It was allready late game, but soon he had 109 angels with mithril weapon. Yes, that's correct, 109. He was the only thing standing between the rest of us and certain destruction by the player who was making a premium use of the slavery civic. Did you intend getting free angels to be game ending? Does everyone in this mod go to heaven, regardless of how naughty they were? LOL... maybe only the good heroes should be able to return in another form...
I hope you read this.
Thanks for a great mod!!
Bigben34