Caravel and early Naval Units
Been thinking this through and decided that adding an additional unit is more trouble than it's worth for the moment. Instead here are a few proposed changes:
Caravel still requires Navigation but cannot enter ocean until Compass
Caravel attack animation changed to arrows
Caravel strength decreased to 2 but given a 20% withdrawal chance
Trireme strength increased to 3, loses bonus vs. Galleys
Galleass strength increased to 5
Polynesian Waka still a Galley replacement but unable to enter ocean until Navigation
Portuguese Carrack redesigned as a Galleon or Frigate replacement
My rationale is that in the earlier game the Caravel serves a fast coast-running exploration ship that can also prey on Workboats and Galleys in times of war. Trireme will defeat them if they can catch them but they have a moderate chance of escaping. Later they can leave the coast and explore new lands like they normally do.
The Polynesians will still have an ocean crossing advantage, but much later than they currently do (Navigation will have additional tech prereqs in 0.9.4). The Carrack change is because it doesn't suit being available so early compared to the Dhow, Dharani and Tongkang.
Let me know what you think.
Traits unlocking Civics
I've been doing some testing and monitoring how the AI behaves with the new traits. Unfortunately, traits unlocking civics isn't working. The problem is, while for the human player the strength of unlocked civics is flexibility earlier, for the AI it's causing the opposite. Every Progressive leader is choosing Monarchy (no problem here), every Financial leader is choosing Mercantilism (huge problem), every Spiritual leader is choosing Fundamentalism (huge problem) and every Tactical leader is choosing Warrior Code (problem that can probably be fixed). Why? Because at the very start of the game with only one city and no infrastructure or units these are the civics the AI deems to have the most benefit. What this means is that the AI then bases its strategy on these civics being in place from then on - in other words its making all leaders with these traits play almost exactly the same.
This is particularly problematic for Financial. Basically since the AI starts with no trade network it sees no negatives from Mercantilism, switches to it and then doesn't try to build a trade network at all and not once did I see the AI switch away from Mercantilism (I only tested up to the Renaissance). This doesn't mean Mercantilism is too powerful, rather it's a situational civic and having it available too early effectively forces the AI into that situation. In a nutshell, every Financial leader will be Mercantilist, completely negating the entire point of civic flexibility. Because of this I am going to rule out unlocking the Economic civics with traits. Financial will need to be redesigned.
The problem with Spiritual is a bit different. I think it's choosing Fundamentalism early because it has no units but it wants to build units and thus it desires the experience bonus. Same reason why a Tactical leader is always choosing Warrior Code. Fundamentalism also gives unlimited priests meaning that Spiritual's other bonuses (1 priest slot, faster Cemeteries) are mostly redundant and a Spiritual leader founds a religion even faster due to all those priest slots. The worst part though, is these Spiritual leaders found 1-3 religions, choose one as their state religion and then the others never get spread at all (Fundamentalism stops the spread of non-state religions). This effectively removes 1 religion per Spiritual leader from a game, literally once they can build Inquisitors. I did see Spiritual leaders switch away from Fundamentalism eventually (far later than desirable) but by then the damage was done.
I then temporarily removed Fundamentalism as a civic to see what would happen. The AI all chose Rationalism and never founded a religion at all. Unlocking Religious civics is thus ruled out; Spiritual needs to be redesigned.
As mentioned earlier, Tactical leaders are always choosing Warrior Code. I've seen them switch away eventually (well into the Medieval era and almost always when under attack) but never to Clan Warfare or Professional Army. Unlike the aforementioned issues, in this case I feel that the problem is the balance of the civics themselves. I'm going to remove/reduce Warrior Code's culture bonus and Clan Warfare's maintenance penalty and see how that goes. More testing needed but I think it will be okay to allow Tactical to unlock the Military civics.
Unlocking Government civics seems to be working fine without any noticeable balance or AI issues.
Back to the drawing board on some of these traits, I have a few ideas but suggestions welcomed.
Been thinking this through and decided that adding an additional unit is more trouble than it's worth for the moment. Instead here are a few proposed changes:
Caravel still requires Navigation but cannot enter ocean until Compass
Caravel attack animation changed to arrows
Caravel strength decreased to 2 but given a 20% withdrawal chance
Trireme strength increased to 3, loses bonus vs. Galleys
Galleass strength increased to 5
Polynesian Waka still a Galley replacement but unable to enter ocean until Navigation
Portuguese Carrack redesigned as a Galleon or Frigate replacement
My rationale is that in the earlier game the Caravel serves a fast coast-running exploration ship that can also prey on Workboats and Galleys in times of war. Trireme will defeat them if they can catch them but they have a moderate chance of escaping. Later they can leave the coast and explore new lands like they normally do.
The Polynesians will still have an ocean crossing advantage, but much later than they currently do (Navigation will have additional tech prereqs in 0.9.4). The Carrack change is because it doesn't suit being available so early compared to the Dhow, Dharani and Tongkang.
Let me know what you think.
Traits unlocking Civics
I've been doing some testing and monitoring how the AI behaves with the new traits. Unfortunately, traits unlocking civics isn't working. The problem is, while for the human player the strength of unlocked civics is flexibility earlier, for the AI it's causing the opposite. Every Progressive leader is choosing Monarchy (no problem here), every Financial leader is choosing Mercantilism (huge problem), every Spiritual leader is choosing Fundamentalism (huge problem) and every Tactical leader is choosing Warrior Code (problem that can probably be fixed). Why? Because at the very start of the game with only one city and no infrastructure or units these are the civics the AI deems to have the most benefit. What this means is that the AI then bases its strategy on these civics being in place from then on - in other words its making all leaders with these traits play almost exactly the same.
This is particularly problematic for Financial. Basically since the AI starts with no trade network it sees no negatives from Mercantilism, switches to it and then doesn't try to build a trade network at all and not once did I see the AI switch away from Mercantilism (I only tested up to the Renaissance). This doesn't mean Mercantilism is too powerful, rather it's a situational civic and having it available too early effectively forces the AI into that situation. In a nutshell, every Financial leader will be Mercantilist, completely negating the entire point of civic flexibility. Because of this I am going to rule out unlocking the Economic civics with traits. Financial will need to be redesigned.
The problem with Spiritual is a bit different. I think it's choosing Fundamentalism early because it has no units but it wants to build units and thus it desires the experience bonus. Same reason why a Tactical leader is always choosing Warrior Code. Fundamentalism also gives unlimited priests meaning that Spiritual's other bonuses (1 priest slot, faster Cemeteries) are mostly redundant and a Spiritual leader founds a religion even faster due to all those priest slots. The worst part though, is these Spiritual leaders found 1-3 religions, choose one as their state religion and then the others never get spread at all (Fundamentalism stops the spread of non-state religions). This effectively removes 1 religion per Spiritual leader from a game, literally once they can build Inquisitors. I did see Spiritual leaders switch away from Fundamentalism eventually (far later than desirable) but by then the damage was done.
I then temporarily removed Fundamentalism as a civic to see what would happen. The AI all chose Rationalism and never founded a religion at all. Unlocking Religious civics is thus ruled out; Spiritual needs to be redesigned.
As mentioned earlier, Tactical leaders are always choosing Warrior Code. I've seen them switch away eventually (well into the Medieval era and almost always when under attack) but never to Clan Warfare or Professional Army. Unlike the aforementioned issues, in this case I feel that the problem is the balance of the civics themselves. I'm going to remove/reduce Warrior Code's culture bonus and Clan Warfare's maintenance penalty and see how that goes. More testing needed but I think it will be okay to allow Tactical to unlock the Military civics.
Unlocking Government civics seems to be working fine without any noticeable balance or AI issues.
Back to the drawing board on some of these traits, I have a few ideas but suggestions welcomed.