So I played some warrior / horse rush games, and the extra culture gets you a great general from the honor tree in time. That's quite handy!
I also have to take back what I said about AI expansion, it seems to be a little situational (so a lot like vanilla). Suleiman had 10+ cities at turn 100 in one of those games - that's pretty strong considering the cost of the new settler.
Also, liberty is really nice now - the discount is a free monument i suppose
Still don't have any late game experiences with the mod, guess i need to finish a game too.
Don't worry too much about the late game in PWM at this point. As I wrote in the OP I'm currently trying to get the early game right first of all and when that suits me, I'll tackle the later stages of the game. Out of curiosity I played a low-difficulty game for a while longer and I think I'll follow civcivv's suggestion and re-introduce a slight non-linearity in the food bucket and culture bucket increase. I will probably also change the happiness golden ages back to taking longer to get but also lasting longer and do something about the WLTKD
A ton of good ideas, but at the moment you're just inviting Police State/Communism abuse on Deity by making Settlers so expensive. The problem is that as Settlers become more expensive, it makes sense to stop settling, push Dynamite, build up SPs and annex everything (with +5HPT!) once you hit Industrial. Linear food boxes just make the problem worse; the AI can grow monster cities that you have no hope of attaining in the near term because the AI's food boxes are microscopic, and half of infinity is still infinity...
Once the SP restriction is implemented, this should be better than vanilla. While pricy Settlers still disproportionately reward warmongers and indirect puppet micromanagement through tech tree manipulation, you have so many positive changes that directly address game mechanic problems that the flaw is miniscule by comparison.
Hey Martin, I didn't think you played mods (took you down to be one of the people to whom community discussions are more important, like Sullla). I always value your input highly.
You are correct about the warmongering being disproportionately favoured. I have some ideas about re-balancing the strategic war mechanics, too (nevermind the tactical mechanics, which definitely need an overhaul).
Puppets should have a higher cost. What I would like to do is to make them follow the "puppet state" flavour better, and nerf them while doing this. My current ideas are to decrease their science and gold output to 50% (after modifiers are applied, so if you have +100% you only get 100% not 150%) and their culture contribution to the SP bucket to 0. However, they will also only contribute 50% of the normal value to your city maintenance
Strategically, I'm also leaning towards implementing something like Slowpoke and remove healing from the game altogether or replace it with a different system that requires you to build reinforcements of some kind. This would mean that you actually lose more than a couple of units in a war, making them a lot more costly. City strengths will also be buffed somewhat, especially if defensive buildings are present, which should help making aggressive wars a lot more painful than defensive ones.
I will also remove most upgrades and cut the upgrade paths down to length 1 or 2 at most. I had a discussion with luddite about this at an earlier point, this is the list I came up with
Warriors -> Spears -> Pikes
Archers -> Crossbows
Swords -> Longswords
Muskets -> Rifles
Knights -> Cav
Horsemen -> None
Inf -> Mech Inf
Tanks -> Modern Armor
Chariot Archers -> Lancers
AT -> Gunships
Catapult -> Treb
Cannon -> Artillery
Mid-term I'm also planning to look at the tech tree, already started for the early game, to make beelining more difficult or impossible. I will see if I can implement a cooldown for GS so you can only use them every 10 turns or so for tech bulbing, further reducing your beeline capabilities.
If you stay in observer mode about the mod, I'd appreciate your input, you're a person who I think very well predict how something will affect the game.
Is it possible to make the settler cost affected by number of cities in your empire?
That might be the best solution as if you make it cost some base amount for the first one, and then have it ramp up (probably linearly) based on the number of cities you have then things work out much better.
So for example if the base settler costs 60 and you choose to increase it by say ceiling(n^2/10) + 5 *n where n is the number of cities then
your 2nd settler would cost: 66
the 10th would cost: 120
the 20th would cost: 200
the 50th would cost: 560
So it gets to the point where settlers are costing much the same as a very big building once you have a large empire, but doesn't bias people towards conquering over building unless they already have some territory.
I'm not sure, to be honest. Would have to look into it. I'm not sure it's necessary, though, I actually think expanding is fine as it is but warmongering should be more costly.
You can have buildings do that, but apparently not units. I personally set colosseums to cost more production at one point, essentially taking the place of settler increases when you think about it, but it was just too large an ICS deterrent.
What I'm doing right now is taking alpaca's maintenance and making it so unit disbanding doesn't occur except with extremely severe gold deficits (-100 gold per turn). Thus, for the expanding empire, you can expand at the loss of extra science and CSs. This allows me to do all sorta of things, like lower CS bribe costs, RA costs, return back from this temporary "All india" happiness I have going, increase city maintenance to 1.5 to 2.5 per city, lower of even eliminate city unhappiness, etc. Essentially, like civ 4, expanding will cause science to slow rather than increase
How does a cost increase work with buildings? I'll probably check out your take on city maintenance balance when you release it to see which version I like better