After some games, I want to make now a conclusion about the last 3 patches:
Trade Routes:
I was sceptical about the distance modifier and 1-city-cap. But with the changes made in the last version (14-1), those ideas are good and now good integrated and balanced.
The new UI for trade units is great and helps a lot to consider the values of the different routes and the impact from recently made changes. Thank you Infixo.
Changes to production cost and purchases:
The xp-nerf was integrated in first place to stop 100% purchase of units in the lategame, but in my opinion its absolutly unnecessary. The problem, everyone in lategame is purchasing units, can be solved by the reduction of gold income. This has happened, maybe it needs some more observation and balance, but it still has greatly reduced the ability to buy every unit. Now the reason for the nerf is solved in other way, this change should be reversed.
The production cost for units and buildings feeled good in the last patch (8-1). I was able to catch up with buildings in the mid-lategame and was able to purchase buildings and units greatly in lategame. Maybe it was because I played a fast-growing nation (India), which in my opinion has become much stronger in these patches (more on that later). I would reduce the production cost in early game a bit by 20%, midgame by 10% and zero or 10% more in lategame.
Food generation and consumption:
The passiv food generation by buildings has decreased clearly. From 9/10 food for a medieval 10-Pop city down to 4/5 food. In general, the reduced passiv food generation by buildings is a good thing. You have to think now more about city placement (Are there enough food capabilites), specialist usage (does working this specialist hurt or help me), decisions for growth (do I cut forests to create farm triangles and work food tiles instead of specialists). This gives more diversity and make it more difficult to decide, instead of no-brain insta work all specialist slots. I appreciate that very much. I didnt expected the nerf to forests, but changes feels good, gives the game more diversity.
Freedom ideology:
It feels a bit too strong, cause it solves nearly every problem you can have, no matter which VC you go for. Civil service saves you 70-90 food in lategame. You can now easily work all specialists and the population that comes through the growth can then work more and more the normal fields. Urbanisation makes it even easier to sustain fast grow. Why does it give +2 food to farms/... while order only gives +1 to mines/..... Wouldnt it be more balanced if urbanization would only give +1 food (and autocraty +2 science) or bump order tenet to +1hammer/gold? (I agree, production can get more increased by trainstation/seaport than food. But if you lack coal or have a lot growth/food modifier, it stays the same).
Order can give up to 2 happiness per city, autocraty 1 (4 with courthouse), but with the capitalismn tenet from freedom alone, you can change your happiness by 6 for every city, total of 8 happiness in every city with freedom.
Volunteer army gives +15% military supply cap by population. Asking me, why is this tenet in freedom ideology? Nations following democracy have nearly always smaller armies than any other government system. (USA is here the exception, but this may be the result of WW2 and cold war.) And enabling a volunteer army normally decreases the size of an army, due to the lack of the willingness of people to sacrifice their own lifes. I could understand, if it would give +5/10% CS due to morale or something like that, but as it is now, it doesnt make that much sense.
Specialists:
While in previos versions, working specialists was very often the best/good decision, the yields by specialists get creatly reduced. This gives working tiles more importance. And its good.
But I think, together with the decreased food from buildings, the reduced generation of yields by specialists, the tradeoff especially in early and midgame feels now bad. As a cause, I would call the increased nutritional needs of specialists.
It feels like Gazebo likes to over-energize his changes.
After we decreased the growth potential of cities, which is necessary to supply specialists and decreased their yields, the maybe former necessary nerf by food consumption is now also too much like the xp-nerf for purchased units.
Food by social policies:
I see a little unbalance in the medieval social trees. Food, especially in early-midgame, is now much more worth. Fealty gives up to 11 food per city (6 by buildings, 5 by scaler), enough to compensate a whole food triangle on grassland or 3 specialists. Statecraft doesnt generate any food, except small amounts in capitol by opener, not really worth mentioning. This can be compensated by alliances with maritime CS, cause their food benefit is spread to all cities. But Artistry gives absolutly no food. This tree only makes sense if you are actively using specialists, but they consume a lot of food that is difficult to access. And this tree absolutely does not help in this respect.
I would recommend to switch partially the scaler from Fealty and Artistry. Give Fealty now +1 science and +2/3 defence in any city and Artistry get +1 food and +2 GAP in every city. This would help a bit, and wouldnt be op, if you change the food consumption back to 2+age. If you want to stay with 3 base food for specialists, I suggest -1 food consumption for specialists in the later policies of the tree. (and nerf something else to compensate)
Mastery:
As already mentioned in other thread, in every game since the change, this belief was chosen by the first nation which founded a religion. Coincidence? Would like to know if others watch this behavior too.
Yield by follower-belief:
Those beliefes doesnt look very balanced. Some beliefes gives their maximum amount with only 10 follower, which is easily to reach, but others need 30 follower to reach their maximum which is extremly difficult to reach, if you have any neighboring religion with some pressure. I see that one has thought about which good gets which weighting. But while my 6 city empire is producing 320 hammer, i only create 140 culture, both yields have the same conditions. My flat food generation is around 250 in all cities and I can reach the maximum +10 food by only 10 follower, while i have to reach triple the amount to get 15 hammer. As you can see, atleast in the moment, my production is 50% higher than my food generation, the 50% higher maximul is justified. But I still have to hit 3 times harder condition for it.
37,5% of follower beliefs are yield-by-follower, but I really rarely see them picked by AI. Playing in most cases on small or standard map, this may have an influence due to maximum of religions, but still the AI priorizes other.
Iam open to any discussion, but would suggest a change in this:
Faith, science, culture stay with 1 yield by 2 follower, maxed at 12, but get a flat 1 yield for every city.
Food, production, gold is now 2 yields for every 3 follower, maxed at 16, but get a flat 2 yield for every city.
The necessary follower to reach maximum is now 24, something you can achieve even with some other religion pressure. You get the local yields faster than the valuable global yields, but not as fast as in previos versions. Also, the amound of produced yields is more relative to their amount you normally generate in lategame.
Science:
The general science generation is much slower than before. I like it, cause it slows down the lategame, making it possible to enjoy the later eras and be able to stay up to date with buildings and units.
This may be the result of the reduced growth by less food and nerfed specialists. I think this has now a good balance.