Overall the balancing of yields and the arrangement of the early worker techs looks really well thought through for me. Two minor suggestions:
- maybe allow for pastures on any non-forest temperate tile for 1 food, gaining 1 commerce with trading and a chance to discover appropriate food resources. This makes non-forest, non-water tiles at least workable early on.
I want that niche filled by yurt line.
In general, I try to deifne improvements to fall into one of the categories: base, resource, advanced
Base ones are easy to get and have chance to discover resources, resource are for resources and advanced are special ones for late game.
That makes handling both yields & art easier.
So, farm, forester's lodge, quarry, yurt are base improvements. Plantation, camp, mine & pasture are respective resource improvements. Lumbermill and windmill are advanced ones. As you can see there is no strict "base improvements do not provide resources" or "every line has advanced version", but I still try to keep to it.
SO, maybe we should adjust yurts to fill the role you described?
- Mother Lode gives 25 Gold per Quarry improvement. Description still says "per Mine" improveement. Should it better be for both?
It is actually 35 gold per mine and 20 per quarry, but the help text needs updating. I will do it while preparing Orbis stand-alone install.
+2 food early on would lead to the supercharged city development presently seen in RifE, especially with the abundance of health and happy resources in Orbis.
yes, that change was already tried and is out of question. SO the only option is to limit lodge later bonuses.
Also, I am ok with foresters being good early option. I just want them to be less so later.
Which is the point: combination of civics.
I say: scrap the current design and start anew. It's more work but less contrained thus more creative and more fun.
Hmhm. I think two starting civics may be a good idea. This needs us to throw away the 'dummy starting civics' effect which I hate, even though some will say: their effect is that they don't have any effect. Starting civics shouldn't ALWAYS be a 'switch away from it asap'.
First sentence, agreed.
I agree that starting civics should have bonuses. They should probably not be that great, and make changing them for bigger empires a priority, but should not be dummy.
I am not going the total rewrite route.
I thought on the current system a lot and do not think I would make that much better anyway. But big changes are needed.
If you ask me, we should also redesign the tech tree because dumping the new era on it isn't quite fitting and seems really 'distorted'. As 'ancient' era is quite short then you have mega-huge 'classical' and 'medieval' which are respectively mid- and end- game. Then you have tiny 'renaissance' which is... after-game? Some techs just haven't any use, so I say: scrap them, shorten the tech tree so we can get to renaissance techs.
Ancient age contains a lot of techs, but it is tempting to get a tech or two from classical, so it ends quickly while you still research ancient age techs.
Renaissance perhaps needs expanding. I also had an idea that being in renaissance tech grants a small bonus to science output. But that is probably better added to civics, as it is impossible to display era tech bonus.
Regarding cutting techs, can you be more specific?
Like: "Optics - it sucks, so move celestail compass to x, black citadel to y and sight bonus to z" Or propose what to add to such techs...
Also, I like techs granting final upgrades to do just that (in most cases at least)
- I am against restricted civics: if a civic must be used by a specific civilization I would add the mechanic directly to the corresponding civilization, not the civic.
Agreed. I try to limit it as much as I can, but still much to be done. Maybe more buildings then...
- I am in favor of civic uniqueness and personality, whatever that means
Yeah, whatever that means...
Now some fast brainstorming (that most probably is crap, but at least might give some inspiration as a bad idea):
Not at all. I really need specific proposals "do x to y". Consider such category added, especially as I have been thinking of it for a long time
So, some decisions:
- religious civics category in current shape will be gone. New, redesigned in spirit of Cadaveres proposal (and BtS religion category) will be added. Of course I will twist it to to be recognizible any more

- starting civics no longer dummy ones (ideas please
)
- remove some effects from existing civis and spread them to new ones.
Questions:
- what to do with religious civics - should be redistributed (Arete to labor, purity to religion/social values, slumbering coven to government)
- what to do to values category?
- with despotism being a normal civic, should god king be kept? Or should it be split into despotism & theocracy, with a religious civic reflecting that the despot is divine, or at least people think so
I will update second post with my view of new civics soon. First, what do they represent, then we can talk about specific modifiers