Menocchio
Warlord
Babylon faces two chief bottlenecks: strategic resources, and gold. For most civilisations establishing control of resources is part of the mid-late game flow, as nitre, coal, etc. are gradually unlocked and in the meantime they can consolidate their power in order to be able to secure those resources as they become available. For Babylon, it becomes much more of a mad dash, especially as oil and aluminium have a tendency to crop up in awkward places. Very often a player finds these resources in their territory purely by chance, but less so for Babylon.
Gold is probably the bigger limiting factor, as unlike much of the rest of Babylon's gameplay it scales more slowly, and they have few ways of accelerating it as some other civilisations do. As a result, it is easy to make the mistake while playing Babylon of running too far ahead: you get so many new buildings and units and of course you want to make them at once, but your income cannot support it. Building maintenance is an especially silent killer, as people definitely think of it less than unit maintenance.
So, any balance to Babylon I think would take aim not at their Eurekas, but at their feet of clay/gold: Babylon ideally should be a balancing act between crashing forward technologically and ensuring your infrastructure can actually support your advancement. This would not even have to be a Babylon-specific balance change either: gold inflation in the late-game is rampant already, and so a gradual increase in unit and building maintenance post-Classical would blunt the Babylonian snowball, I think.
As an aside, I know many people also complain that Babylon lacks much flavour to make them feel uniquely "Babylonian" in design, so here is another suggested change: let cities with a Palgum have farms on desert tiles adjacent to fresh water. This way, Babylonian irrigation as represented by the Palgum could feel very concrete. As a consequence perhaps Babylon could have a desert river or floodplains start bias, but the kinder part of me thinks that might just be a bit too mean.
Gold is probably the bigger limiting factor, as unlike much of the rest of Babylon's gameplay it scales more slowly, and they have few ways of accelerating it as some other civilisations do. As a result, it is easy to make the mistake while playing Babylon of running too far ahead: you get so many new buildings and units and of course you want to make them at once, but your income cannot support it. Building maintenance is an especially silent killer, as people definitely think of it less than unit maintenance.
So, any balance to Babylon I think would take aim not at their Eurekas, but at their feet of clay/gold: Babylon ideally should be a balancing act between crashing forward technologically and ensuring your infrastructure can actually support your advancement. This would not even have to be a Babylon-specific balance change either: gold inflation in the late-game is rampant already, and so a gradual increase in unit and building maintenance post-Classical would blunt the Babylonian snowball, I think.
As an aside, I know many people also complain that Babylon lacks much flavour to make them feel uniquely "Babylonian" in design, so here is another suggested change: let cities with a Palgum have farms on desert tiles adjacent to fresh water. This way, Babylonian irrigation as represented by the Palgum could feel very concrete. As a consequence perhaps Babylon could have a desert river or floodplains start bias, but the kinder part of me thinks that might just be a bit too mean.