Can't agree, the yields from this UA are never negligible. It can easily give you 100 science per turn (and should by renaissance), how is that ever negligible? That's more than the vast majority of your cities will provide. This UA can easily proc more than 100 times in a game, so is 100 science per turn negligible? I highly doubt that.
100 science per turn when you're putting out 5k+ is really negligible.
Also GPs are also generated before that too, esp with Tradition (which you should take every time as Arabia because that's the smart thing to do). A wonder may be snatched too, doubly so if you've got a GE which guarantees it.
You might push out an engineer or two, but the rest of the specialists are really not worth working that early on, too big of a loss in population.
With the old UA, you could go hunting for barbcamps, pick a strong faith pantheon, or save cheap techs to win a tech-race or something. If two of the historic events from those quests hit the same type of GP you could switch your engineers to that type and finish it off, getting another event. That is not possible anymore without a ton of luck.
What does +1culture have to do with tech costs?
It was just an example of how negligible the yields are later on. The techcosts scale with number of cities, the UA doesn't, meaning the more cities you acquire the worse the UA gets.
Gonna try Arabia again but then I highly doubt you are a very reliable source when it comes to them, after all I remember well you defended them even when they literally got a Great Person every HE (100 points per HE) and when they got the slightly nerfed +3+3 25% GP per spawn you were also in their defence.
I'm in defense of trying to have the civ interesting, I thought the static GPP were a better idea than the percentual one because there would be less issues with out of control scaling late-game. The UA giving you a percentage of the current cost is a recipe for out of control late-game scaling, as great people spawn faster and faster late game. From what I've heard on the balance-forum this is exactly what happens with the current system.
I was opposed to replacing the flat tourism with science because I find science to be an extremely boring yield, that drops off in value dramatically as the game goes on especially considering culture works around the same way. Tourism per turn was unique in the case that no other UA really interacted with it, and with the tourism rework, it was usually just a weird number at the top of your screen. It also had some synergy with the tourism city-state quests.
Just as expected, the change in yields led to the UA just feeling extremely stale, the yields you collect stop being useful around the medieval era.
The way the Arabian UA worked in the last version, was that you could do some quests, maybe grab an extra GP or two early on, after that you did absolutely nothing until the modern era, at which point your UA starts scaling out of control and you win the game. The new Arabian UA works in almost the exact same way, except with the early-game interaction removed. You still get to the modern era and you still autowin, the only difference is that you're having an even more dull time getting there.
I'm saying this right now, that you could remove the yields from the UA and still nothing would change, you would still get to modern era and you would still win.