When I can take a whole empire from an AI with a few units (never mind the city attack bug with siege units mentioned in the bugs thread), it's way too low, because the AI doesn't prioritize walls or garrison units anywhere near the level it should.
Forcing city walls later in the game is fine (as in, around the time Swords/Cats/Horsemen are a large part of the game), but forcing walls in ancient era is not - it's way too easy to roll over someone (AI or human) with archers, warriors, and spearmen, let alone chariot archers are horsemen.
At the very least, the base strength of cities ought to be 2-3 points higher than it is - not as strong as in the base game, but enough so that archers don't tear apart an ungarrisoned city with impunity.
Of course putting a city attack penalty back on archers would fix the matter too, probably in addition to this.
Another solution would be to boost the HP of cities, including those with defensive buildings.
The per-citizen bonuses aren't just exploitable against the AI, but against human players. As a rule I don't like mechanics which encourage cheesing the game, when there are more elegant solutions.
Spain's OP-ness with natural wonders is something present in the base game, but even stronger (Giant Death Conquistadors notwithstanding...) I don't think it's unreasonable to reduce their faith/culture output by 4/2 and not stand other natural wonder modifiers with Spain's trait. Most Natural Wonders are already stronger in the mod as well.
The patch to Tolerance is another example of cheesing the game. It's not so much that it's too strong, but that it is very ugly to micromanage. I'd even be fine if the policy just gave a boost to your founded religion's pantheon, so it removes the micromanagement of keeping a pantheon as the majority religion.
I like a lot of the revisions to the mod, and would play it over the base game - definitely like the direction of many of the changes made, and the decision not to resort to too many nerfs. There are some points that could use refinement and of course bugs that should be squashed
Forcing city walls later in the game is fine (as in, around the time Swords/Cats/Horsemen are a large part of the game), but forcing walls in ancient era is not - it's way too easy to roll over someone (AI or human) with archers, warriors, and spearmen, let alone chariot archers are horsemen.
At the very least, the base strength of cities ought to be 2-3 points higher than it is - not as strong as in the base game, but enough so that archers don't tear apart an ungarrisoned city with impunity.
Of course putting a city attack penalty back on archers would fix the matter too, probably in addition to this.
Another solution would be to boost the HP of cities, including those with defensive buildings.
The per-citizen bonuses aren't just exploitable against the AI, but against human players. As a rule I don't like mechanics which encourage cheesing the game, when there are more elegant solutions.
Spain's OP-ness with natural wonders is something present in the base game, but even stronger (Giant Death Conquistadors notwithstanding...) I don't think it's unreasonable to reduce their faith/culture output by 4/2 and not stand other natural wonder modifiers with Spain's trait. Most Natural Wonders are already stronger in the mod as well.
The patch to Tolerance is another example of cheesing the game. It's not so much that it's too strong, but that it is very ugly to micromanage. I'd even be fine if the policy just gave a boost to your founded religion's pantheon, so it removes the micromanagement of keeping a pantheon as the majority religion.
I like a lot of the revisions to the mod, and would play it over the base game - definitely like the direction of many of the changes made, and the decision not to resort to too many nerfs. There are some points that could use refinement and of course bugs that should be squashed