Naval nerf almost seems related to it being so hard to teach the AI how to ocean. Maybe I've just gotten unlucky in the few games I've put in so far. Just feels like an increasingly segregated portion of the game.
Swapping Range (and Indirect Fire, which now requires Range to matter) with Logistics makes a certain amount of sense to me. Cities that a navy can capture (melee ships) can be hit with 1 range. Units, particularly those with range, can easily hide a tile away from the coastline (granted, ships with enough movement can fire and then leave). Anti-unit promotion navy can, theoretically, help clear a beachhead for an army to land at. VP's AI being better at spamming units make it seem that there's a need to be able to clear out units around a city if you don't want it instantly recaptured.
Either way, it does make those one ocean tile coastal cities even easier to defend/harder to assault.
I'm interested in what the exp change for purchased units was supposed to address. Having a unit permanently be behind the exp curve doesn't feel great. I already nigh instantly donate units a CS gives me if they're too behind on exp (spawned at a puppet... whhhhyyyyy). I get that this makes it more of an emergency option, but purchase cooldowns already limit it some (despite being a mechanic that favors wide, unless the cooldown is based on cities the empire owns) and this patch is also aiming to reduce gold yield bloat so that a unit purchase is more of a choice and less "I make enough to buy 2-3 units a turn, might as well rotate them cooldowns." Can still buy diplo units at no penalty. Just confused as to the aim and what it's supposed to help solve. I get that there's an option to disable on the user's end, but as said I'm interested in what the change was addressing as I'm sure there was a whole discussion on it.
No way, venice needs to be able to buy units especially late game, stamping out a unit every turn doesn't compare with many cities. Apparently the gold bloat was reduced, please make units ratios comparable to buildings.
PS without playing the mod, purchase reductions must apply to units plox.
Venice is a good point, in regards to the reduced unit exp. Easy enough to code an exception, though.
Side question, maybe related to a particular version I played (12/15 was my most recent game that I fully played out), but are cities supposed to be fairly impotent? Puts a higher focus on units for defense, but I am just completely unscared of cities and my own cities barely scratch units even with a decently high defensive value (higher than the base CB of the unit it attacks). Add in pillage healing and a city can struggle to clear even a single marauding unit. I could see that happen in base game if it was something like Great War Infantry with Cover promotions, but far too many of my units (aka, not just ones that had complete the Drill line) were only taking 10 damage from cities. City range is obviously handled differently in VP, so if there was a whole discussion about the strength of city attacks as well I'd appreciate if somebody is willing to catch me up.