Thank you for heavy balance feedback. Long time since last one I got from anyone. Unfortunately I must disagree with some of your statements.
Goebekli Tepe: working mountains for +1s/+1f only is worthless. I suggest +1f for every mountain within the city's borders (capping at city population).
Look at Gate of Sun response. Already solved.
Mohenjo-daro: two problems. 1. The free Well is counterproductive for a river city (it blocks the Water Mill); 2. the requirement of desert river city makes the +1food/river tile almost dangerous! You're likely to have lots of flood plains in range, and too much food will cause unhappiness.
Why
causes
? Because of uncontrolled growth?
That was the idea. Well may be counterproductive but is free, and compensated by this
on River. It was
initially, so look how OP it was before. Beside that Well and Water Mill give almost the same bonuses (
,
and
/
). The only difference is that Water Mill comes later and is slightly more powerful. But as I said, it is compensated by this powerful
boost.
Because Petra and Karnak already boost desert tiles, I suggest removing the food/tile and the flat +1food, and giving a free Water Mill.
I don't modify base WWs, so Petra shouldn't be touched. There's no
/tile on Karnak, only flat
. Giving it Water Mill, very late and powerful classical era building would be too much.
Kuk: currently possible to build on jungle alone. This should not be allowed, as it does not boost jungles. However, it should not require jungle either (marsh starts are rare enough already).
Strange because when I hit some test games to check some new stuff, Kuk is the most frequent wonder I get on city list.
Skara Brae: need non-food/production yields to be useful early imo. Replace flat +1food with +1culture (you already get +1food on basic resources anyway).
I disagree. There's enough
in other wonders, even too much imo. This wonder was planned to be "different" and give powerful boost becoming amazing later on. Those flat yields are just an irrelevant and simple "addon".
Stonehenge: I suggest allowing for coast. On higher difficulties, Stonehenge is a crucial wonder for founding a religion with non-naturally-religious civs; blocking coastal bias civs from doing so kinda sucks.
With Stonehenge there's a major problem - how to differentiate it from Pyramids. I added "no Coast" requirement to avoid often building them both in a starting city. It's about 4th iteration for this wonder.
And other thing is that Stonehenge is now not the only early religious wonder in the pack. Now you can also boost your religion with Ggantija, Goebekli Tepe, Majorville or Nazca as well. That's a huge variety.
Temple of Artemis: I suggest allowing for camp OR plantation. Why? Jungle starts benefit as much from this wonder as forest starts, yet may not have deer or other camps in range. Plus, it’s on Calendar!
Agreed.
Plantation added as an optional requirement.
Gate of the Sun: same problem as Goebekli -- +1culture is not worth working mountains for.
1st suggestion: since Masonry is at the bottom of the tech tree (on the “military” path) and requires mountains (mountain cities often have a defensive purpose), the following alternative could be interesting: +1city defense/mountain within 3 tiles. It also fits with the Wall boost. Though I recognize it’s not very historically thematic.
2nd suggestion: +1culture/mountain within 3 tiles.
3rd suggestion: remove the mountain bonus; add +1 Great Scientist point. Fits the science theme, and the probable historical purpose.
On github there's new build which does not need Mountains to be worked to get the bonuses. Yields are added automatically after claiming tiles like for Machu Picchu.
2nd option is already applied.
Forge of Damascus: free Forge is too late. Could remove it and bump the flat production and science from +2/+2 to +3/+3, or the Great Scientist points to +2. Difficult to balance, because the promotion is so good.
Agreed. Forge idea was original one I saved. I missed it is so late.
Increased yields and GSciP instead of free Forge.
Wartburg: +15exp/GW is too much; 10 would be plenty.
Agreed.
Lowered to 10XP per .
Krak des Chevaliers: too strong and a bit “all over the place” imo. Firstly, 35 defense (30 flat + 5 for being an inland city) is A LOT at this point in the game. The food yields (+1 flat and +10% kept on growth) seem misplaced, and the +1 faith for this city is cumbersome (the more different yields the description contains, the more difficult it is for players to evaluate the wonder in a pinch). Also, +1 supply limit per inland city is too much.
My suggestions: 15 defense (so 20 in total); free Great General; +20% production mounted/siege in city; +1faith and +5 defense in all inland cities. Maybe keep the +1GG point too.
It gets only 30
(not 35
). +5
is applied to any
other inland city. Food bonus might look like displaced, but I've added it because it had granaries prepared for long siege.
I will lower defense to 20 total, cut the carry bonus, increase the base from 1 to 2. I will not cut the Supply bonus, because it is very thematic for this wonder. If it gives +5-+7
, then it is not much. Remember that coastal cities do not count towards this bonus. It gets huge nerf even without this.
Golden Dagon Pagoda: why the free Archaeologist? It’ll just sit in your capital until antiquity sites are revealed – two eras later! Give an additional Great Artist point instead.
This topic was mentioned earlier by someone else. The reason I gave it Archaeologist is the deep need of
Artifacts to fill the slots and get maximum theming bonus. This, even if delayed, gives much advantage in that matter.
I will give that additional GArtP anyways to make it stronger earlier. But Archaeologist must stay imo.