It's certainly likely that some paths through the virtue tree will in the majority of cases be better than others, but I wouldn't put that down to tinkering with it - the problem would certainly be worse if no balancing work was done.
The problems with the virtue tree balance, so far as they can be discerned from just watching a few LPs, are really tied up with other balance problems.
Knowledge ties all its bonuses to higher pop and higher health - but gives you the least of any tree to boost pop and health. And since the health system already employs science and culture penalties, it just makes more sense to take Prosperity for optimal science and culture rather than waste virtues on a tree that will never benefit you. Even as a second tree it doesn't seem appealing, because all the bonuses are so piecemeal.
I think the knowledge virtue line is one you take if you plan on staying small and very health (+20health). The more cities you build the greater the science penalty gets. The knowledge virtue line reduces the technology/culture increase cost as you make new cities. Its best to start mass expanding after getting those virtues. The longer you staying health the more science you get with the first knowledge virtue and high health (+30% science). If you mass expanding while unhealth health -10% science and +5% more science needed per technology for every new city (assuming the same science modifier as in BNW). The issues I have with the knowledge tree is growing a large population city early game and few virtues that are immediately helpful unlike the other virtues.
Imho Knowledge could have one really strong use: The two virtues that reduce science and culture penalty per city.
My guess is they will work like in CIV5:Do these two virtues work retroactively?
TIA.
Well the extra science from knowledge can beeline you to biowells, which help grow and negate health problems at the same time. A strategy relying on clearing the knowledge tree would certainly need lots of biowell spam.
Skeldarday: Do you mean MadDjinn's robot? I guess that is only a toy he uses as a timer, or maybe some one close to him that already have started the path towards supremacy....
Yea but I would prefer if the culture/health per population were changed. Something like 1 science per every 2 production on tiles worked and 1 culture per every 2energy on tile worked or something like that. So we could see a immediate improvement to science/culture.
It's the iOS "robot" alarm tone
In 16th ep: The civil creche +food bonus is indeed +food.
The city had 25 food from tiles and buildings. This got +5% so becomes 26.25 and 27 from Trade routes added = 53.25. 26 consumed = 27.25 surplus.
that's not how the calculations work unfortunately.
as per civV, and not changed for BE --
Sum Yields (worked hexes, buildings, etc - not trade routes) -> remove food eaten by pop -> apply modifiers -> add TR food