The pasture itself is rather weak. However the sheep resource is very good. Woolen mill is so strong that I'd have a sheep resource over many others.Sheep Pasture is underpowered. I believe any medieval farm w/o Serfs or Monasteries actually make more food and don't cause Epidemics. Seeing as the English and Flemish had a rather large wool and cloth economy in the medieval era, maybe a or with Guilds for sheep would be fitting, as this kind of medieval industry is not really represented atm. Or just move some of the +2 from sheep to their pastures.
Eh... What era are we talking about?Is it intentional that the logging camp for Prime timber is severely weaker than the lumber mill? It provides 1 more with sawmills, but lumber mills at the period provide so much more . Probably a trade-off, between a potential trade good and more , but I don't really get the logic. Maybe logging camps not only +1 but also +1 with sawmills.
Exactly that. I've always avoided Spain because of this.Spanish Mineria (UI) and Citadel (UB) always felt a bit underwhelming compared to other civs. (esp. since Spain was one of the more powerful empires). Its UI give 1 more than precious mines (+1 with Protecionism). There may be around 3 precious mines in a standard sized empire, for a whooping +3 . I mean other empires get +1 (!) for their standard farms. Citadel giving additional siege experience, allowing trebuchets to get to additional bombardment damage is nice, but obsoletes very quickly already with bombards, as they can earn their experience with ranged combat. Of course, you have to balance civs with their UU as well and the Spanish Tercio seems pretty strong. But a strong Unit for the early renaissance doesn't at all compensate their weak UI and UB imo. Maybe have their shipyards/citadel give Exploration/Extra Move Promotion to ships? Or have their Caravels gain unrestricted cargo space? (So not only 1 of Explorer/GP/Spies, but any unit like the Armoured Carrack)
Funnily enough I've never battled an AI with this doctrine but giving immune to first strikes to any defensive units is very dangerous (I'm looking at you, FORT).Archer Guilds Doctrine and Longbows in general are the AIs absolute favourite. Unfortunately, AIs promoted their units quite well and if the big AI manages to snatch Archery Guilds, in the beginning of the medieval period, their cities become near invincible, as they get Immunity from FS while getting 5-7 FS themselves. This makes warfare extremely tedious for a player and quite impossible for other AIs. Problem is, Longbows become available reallly early, and are only obsolete when Grenadiers enter the battlefield. Longbows in cities shred Fusiliers and becoming invincible from the early medieval to mid-late renaissance is not fun. Please remove the Immunity from FS from Trained Archers 3, give it a strength bonus or sth. Alternatively, make Archery Training available later by having it require Feudal Contract or sth similar. (Although I really prefer the removal of Immunity from FS)
My difficulty level is emperor. I'm always trying to boost stats to maximize research. In my current game it was Despotism, Plutocracy, Free Commoners, Merchant Princes and Monasticism.I almost never use Serfdom or Merchant Princes. In the medieval period it's usually Monarchy, Traditional Customs, Free Commoners, Craft Guilds and Monasticism/OR. I find that many of my cities don't really need too much food, only some and with missionary spamming AIs, Monasticism is usually the way to go - for that +1. Also, to keep up with spending and tech on Immortal/Titan (<- really want to beat that consistently ) I feel the Town-Spamming and +2 for those (usually 2 Towns for each Farm) AND the lack of garrison forces, which can then be pointed at the enemy from Free Commoners is required. Craft guilds because in Cottage Cities is a godsend for building infrastructure and Merchant Princes always provided a meh amount of , esp. with the AIs cancelling OBs here and there.
Government: I still cannot justify moving from despotism to monarchy. Why are you people using monarchy? It's basically the same civic but with a wasted revolution turn.
Legal: It's usually RoF - plutocracy - representation. I rarely need culture from TC or warfare bonus from FA.
Labor: If I'm playing a civic with standard farms it's usually slavery - free commoners - labor union. Caste system and serfdom are used mostly with special civs like India or Poland.
Economy: I used to employ craft guilds for production but merchant princes gives much more . So even with the latest change to AI I usually have enough open borders to saturate trade routes.
Religion: When building the empire civil religion is great but then it's monasticism for that sweet +1.