The cost of techs seems much more than in BTS.
(I am playing Huge map at Marathon Speed.)
I know it will take a while to get used to a such change, but my first impression is that you have gone way too far. The science seems to lag too far behind the other aspects of the game.
In general, I think it would be better to start adjusting the cost of techs more gradually with an increasing effect on the later eras.
It's possible I've gone too far with upping tech costs. The scheme I'm using is that each column of techs has a base cost that each tech varies around, which is similar to how the standard techtree works.
I was experimenting with a different pattern of tech costs but never had the time to test it thoroughly. It should be a bit faster than the one released in 0.9. It's just a single file that needs to be changed, I'll post it a bit later today if you want to try it out.
It would be great to have a player-definable option to alter the speed of tech progression but at this stage I don't know how to achieve that. I'll do some exploring.
Also I should note that I did nearly all of my testing at Normal gamespeed so it could also be a case of altering the tech cost multipliers of the other gamespeeds more appropriately. If you're willing, please try a game on normal gamespeed and see how the speed of tech progression feels there. I'm pretty sure difficulty level affects techspeed as well, I usually test at Noble.
I do not like the lack of connectivity of the new tech tree.
I think it works better when more tech require a second tech that is not next to them on the tech tree.
This avoids the ability to beeline a particular tech or area of tech while ignoring large portions of the tree.
You can beeline particular techs initially but you'll find that later in the tree there are certain key technologies that require ones from across a much broader area of the tree. Engineering, Politics and Scientific Method are examples of this. Basically as the eras progress it will be progressively harder to ignore other parts of the tree.
In a game on a huge map, marathon speed, 14 civilizations,
9 religions have been founded by 340 B.C.
I randomly started as Egypt. With the benefit of being able to build the cemetery from the start and with the obelisk special building I founded 3 of these religions.
However, the 13 AI civs founded 6 religions by 340 B.C.
Egypt has a definite advantage compared to most other civs due to starting with Ceremonial Burial, the Obelisk, and having several Spiritual leaders.
By 1 A.D., 13 religions founded, 10 by the 13 AI civs.
Just reporting results.
Not sure whether or not this is what you wanted.
That sounds roughly like what I would expect for a game with Egypt in it. I'd be curious to know how many of the AI civs founded more than one religion, and which ones.
The most important (and always subjective) question is whether it makes for a fun game, especially across different mapsizes. There are lots of variables I can tweak and I hope to eventually be able to add a player-definable option to adjust the maximum number of religions available. I figured 1:1 was a good, simple ratio to start with as that's what Firaxis chose for their 'standard' size game.
Cheers for this initial feedback and keep it coming, it will help me tweak things even better in 0.9.1.