fitchn said:
How do they seem too strong? Any potential ideas for making them more balanced (e.g. ways to nerf the new ones and/or ways to make the original ones more powerful)?
I need more test games before I can speak of balancing
Productive seems to be very strong, since you can get 4 hammers at the beginning without any improvment (forest on plains hill). This can be a huge +20% bonus in the very early game, if you choose your starting location well.
Changing it to a bonus at tiles only with +4 or more production is probably not a good idea anyway, this way it seems too weak, compared with financial. Needs more testing.
Agricultural is ok I think. It works only on food bonus tiles and irrigated floodplains, this usually sums up to +1 or +2 food per city in the early game and the cheap granary is a nice bonus. On higher difficulties growth is usually capped by happiness, so this bonus is not a strong as it seems at the first glance. I think its quite balanced.
Both together seem to be a bit overpowered: The excess food enables you to put even more citizens to pure hammers tiles, which boils down to a big productions bonus, if done right. You need to micromange this, the governors don't get it right.
Maybe changing the trait combination to production/industrial (for a wonder whore) is a option. It's hard enough to build wonders at emperor+ anyway, so this isn't to unbalanced, and it maybe makes a peaceful playing style somewhat easier or at least it gets more rewarded.
fitchn said:
This is intentional! I wanted to be able to use the Great Prophet as a super-missionary, able to spread any religion to any city in the world (so long as the appropriate tech had been researched). By doing so, any player can potentially get access to any/all religions without waiting for opponents to spread them to their cities. This can be particularly important with the addition of the new religious wonders. It also allows you to spread your religious influence to other civilizations with which you do not have an open boarders agreement, which can be useful if going for the religious victory condition. Realize, of course, that doing so does cost you something - your Great Prophet!
Ok, I understand now
Some thoughts about the new wonders:
Leonardos Workshop: Strong wonder, if you use it right. Maybe a price of 600 is more balanced.
Marco Polos Embassy: Way to cheap. At the time you can build this (paper needed), 200 hammers is nothing, and the benefit is huge. I don't remember the numbers exactly, but I was able to put the sience slider up by 10% (which is actually more than 10% research bonus!). Maybe 500? Or even more?
Mausoleum of Mausoloss (sp?): Price is ok I think, but maybe the benefit is a bit small. After all, +2 culture per city isn't that much, and it lasts only til democracy. I recommend either removing the religion requirement (making it effectivly a stonhenge for later ages) or increasing the cultural bonus to somewhat more useful, lets say +5. Or maybe both

Compare it with Stonehenge, at the time you build this, it increases your cultural output from 0 to +1, which is a infinitly high increase, and Stonehenge is very cheap
