@bobbyboy29
The reason tradition and liberty have recieved so much attention is I'd say they were really weak when the game came out. I know I personally always went honor -> patronage. That said, I've started thinking of ways to make the tree more interesting. I'd like to find methods so that someone with honor fights
differently, instead of percentage combat boosts, so our bonuses vs the AI don't end up stacking to the point it trivializes combat.
The strategic resource bonus in the Autocracy tree is a good example of this. It lets us build our army differently.
@Joneill
My concern with the changes isn't the fact they lowered the percentages, that's okay with me. What I worry about is the move to so many flat per-city yields in food, production and gold. These sort of flat bonuses significantly favor small cities because they don't scale with population, and so lessen in value as cities grow. (Percentage bonuses scale with pop because more pop can work more tiles, getting more yield out of the percentage.) Civ 5 already favors small cities enough and I've been doing everything possible to balance out wide vs tall empires.
You have an excellent point about the workshop -> factory -> power plant chain all providing global production boosts. That makes a lot of sense! It's something I was thinking about a month ago or so, but didn't want to alter things significantly for a balance mod.
The odd thing about production from a camp on deer is deer appear on forests about half the time or so. I suspect the reason they changed the bonus to production has something to do with resource placement code. It's very complex so I've never had time to fully understand it, but I
do know bonus resources are placed for the sole purpose of compensating for deficiencies in yield of the base terrain. Grassland has lots of

so it gets cows, a bonus resource providing

. Similarly, deserts and plains tend to get lots of wheat, and hills get sheep, to balance their food output.
Thanks for pointing out Legalism, I somehow overlooked the fact the happiness bonus was simply moved to Monarchy.
Can you mod the instant heal promotion?
If so, you could just lower it to ~4 hits. This makes a unit healthy enough to either retreat and heal, or continue after some minor damage.
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Is there a way to give the first x cities 2 hammers, and all latter cities just 1?
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I got a question.
On higher difficulty levels, the AI gets all sorts of bonuses.
Could you elaborate which ones they get?
I only know of a production bonus... Isn't it an option to let all AI combat units start with promotions rather than a give them production bonus? This doesn't carpet the map that way, and does give them a combat bonus.
Or, just like the barbarian bonus, give your units a -xx% penalty vs AI units.
- The instant healing promotion has a stat "InstaHeal = true", there's no number specifying how much to heal.
- I could do that easily enough... perhaps add it to an early policy in the Honor tree?
- Here's an example of the settings:
HANDICAP_EMPEROR
002 = CityProductionNumOptionsConsidered
002 = TechNumOptionsConsidered
002 = PolicyNumOptionsConsidered
---1 = AttitudeChange
060 = AIBarbarianBonus
002 = AIStartingDefenseUnits
001 = AIStartingExploreUnits
100 = AIDeclareWarProb
050 = AIWorkRateModifier
085 = AIUnhappinessPercent
085 = AIGrowthPercent
080 = AITrainPercent
100 = AIWorldTrainPercent
080 = AIConstructPercent
100 = AIWorldConstructPercent
080 = AICreatePercent
100 = AIWorldCreatePercent
080 = AIBuildingCostPercent
075 = AIUnitCostPercent
030 = AIUnitSupplyPercent
050 = AIUnitUpgradePercent
---3 = AIPerEraModifier
135 = AIAdvancedStartPercent