I’ve played quite a few games on the recent patches, and I wanted to create a formal suggestion on what changes would improve the game (to be honest, this patch is rough, especially happiness). I hope to do the following Make food more scarce, and therefore more important Give players more control over how much they grow Make specialists feel more special (side goal) Reduce the length of some text explanations Biggest change first, remove the 10 bonus food for completing a building in progress. This bonus is hard to calculate, unaffected by modifiers, can’t be used to feed specialists, and the AI/city manager don't handle it well. The +3 food per city is still enough to grow early, but later on you will need to get the food yourself. Double the gold for citizen birth in progress, as compensation for the loss of food, the finisher is currently weak, and that policy is still strong without the food. Without being so overloaded with food, progress can look more seriously at fealty, food religious beliefs, food wonders, or even just building farms. Spoiler Social Policy Changes : · Tradition- remove the 2 happiness from the opener. Move it to the palace · Fealty- lose the 3 food per castle. Get 3 gold per castle. · Artistry- reduce to only -1 urbanization per city Tradition is the same as now, but progress and artistry have an easier time against unhappiness. Having some breathing room with happiness just makes the early game more fun, and the tradition opener is a wall of text. Fealty currently has 11 food per city, 8 is more reasonable. Artistry has too much happiness available. The great work policy has way more text than is necessary. Spoiler Building Changes : · Market- no longer gives 50 food for finishing an internal trade route. · Workshop- no longer gives 50 production for finishing an internal trade route. These bonuses are unnecessary, and their era scaling is a mess. Trim food and simplify buildings. · Lighthouse, no longer gives +1 food · Windmill, no longer gives +2 food to granaries or grocers, gain +2 hammers · Grocer, +1 happiness or a larger unhappiness reduction This is just trimming random food. The grocer is weak, a happiness buff is the best thing to give a city that wants to grow so much. · Workshop, no longer gives -1 urbanization · Library, gains +1 urbanization Moving this bonus earlier lets you work a merchant, scientist, or engineer in classical and early medieval. Having options just makes the game more enjoyable. · Customs House, lose the merchant · Windmill, lose the engineer · Public School, lose the scientist This means that you can only get to 3 specialist slots of these types, there are too many specialist slots available currently. I'm confident that these changes would address a lot of other balance issues present, such as the general weakness of farms, Temple of Artemis, or other tools to grow. This is meant to be a starting point, please offer thoughts you have.