1. Unhappiness from pillaged tiles
I like the fact that it exists, but at the same time it practically doesn't. I've seen only about a couple points of unhappiness in large cities with lots of pillaged tiles around (yeah, I know it sounds very subjective and not too much trustworthy, but I don't have the exact numbers). Does anybody else find this source of unhappiness too unsignificant to be relevant?
2. Terracotta army
The free units from building this wonder start with no exp or promotions even if the city that built it has related buildings (e.g. barracks, National Epic). This doesn't help the fact that the wonder itself is pretty mediocre, imo. I mean, if units gained through the conscription policy get exp from barracks, why should the Terracotta Army be left out?
3. The 'apmhibious' promotion
This one is a weirdo for me. The description states: '[...] grants a movement bonus when moving along rivers.' However, the bonus seems to be applied only when moving across rivers. See the screenshot below:
My warrior can cross the river to the south and still have movement points left over. Moreover, he can cross the river and move into rough terrain at the same time, still having movement points left over. This is normal, as we can see the movement bonus in effect.
However, the bonus actually only applies if you move across the river, but not if moving along it. As can be seen, the warrior can't even cross the hill to the east despite it being on a river tile (if I go on a hill, all movement points are expended) and can only go 2 tiles to the north-west-west (can't reach wheat), which isn't any faster than without the promotion.
4. Futurism
There are 2 things that bother me. Firstly, the effect doesn't scale neither with era, nor with game speed. Getting 250 tourism per GP in the information era isn't impressive when I have about the same empire-wide tourism output per turn at that point, anyway. Moreover, the internet is a major game-changing tech if you're going for a cultural victory, but it doesn't affect this tenet - in fact, it kind of eclipses it.
Secondly, the effect is applied when a GP is spawned, not used - this is very unusual for a 'per x extended' effect and the result is that you can't plan any strategy ahead with this tenet (e.g. save a couple of GPs, adopt the tenet and then expend them). I'm not promoting min-maxing strategies, but you can do that with ancient and medieval era policies, and the fact that you can't do that with this ideological tenet makes it weaker.
5. City-state gifts upon discovery
Again, two things, although the second one is more of a suggestion than a problem. Firstly, the gold that is gifted to you by city-states doesn't scale neither with era, nor with game speed (yeah, I think I've heard that somewhere before). I'm not really sure that they need to scale with era, although that would be a logical thing for them to do. I mean, gifting 30 gold in the ancient era is alright, but it's certainly not a respectable amount of money in the renaissance. However, I really don't see why these gifts shouldn't scale with game speed (if it's not hard-coded by Firaxis, of course).
Secondly, strangely enough, religious city-states currently are the only ones that also gift something else besides gold. In vanilla that gifted faith meant that you could secure a pantheon much earlier, if not right away, but it's not quite the case in CBP anymore. So, my suggestion: how about all city-state types gift their associated yields upon discovery (food from mercantile, science from militaristic CSs, etc.)? That would make exploration a little more meaningful (but not too imbalanced, hopefully).
Feel free to agree with me or prove me a noob - any discussion is appreciated
.
I like the fact that it exists, but at the same time it practically doesn't. I've seen only about a couple points of unhappiness in large cities with lots of pillaged tiles around (yeah, I know it sounds very subjective and not too much trustworthy, but I don't have the exact numbers). Does anybody else find this source of unhappiness too unsignificant to be relevant?
2. Terracotta army
The free units from building this wonder start with no exp or promotions even if the city that built it has related buildings (e.g. barracks, National Epic). This doesn't help the fact that the wonder itself is pretty mediocre, imo. I mean, if units gained through the conscription policy get exp from barracks, why should the Terracotta Army be left out?
3. The 'apmhibious' promotion
This one is a weirdo for me. The description states: '[...] grants a movement bonus when moving along rivers.' However, the bonus seems to be applied only when moving across rivers. See the screenshot below:
Spoiler :
My warrior can cross the river to the south and still have movement points left over. Moreover, he can cross the river and move into rough terrain at the same time, still having movement points left over. This is normal, as we can see the movement bonus in effect.
However, the bonus actually only applies if you move across the river, but not if moving along it. As can be seen, the warrior can't even cross the hill to the east despite it being on a river tile (if I go on a hill, all movement points are expended) and can only go 2 tiles to the north-west-west (can't reach wheat), which isn't any faster than without the promotion.
4. Futurism
There are 2 things that bother me. Firstly, the effect doesn't scale neither with era, nor with game speed. Getting 250 tourism per GP in the information era isn't impressive when I have about the same empire-wide tourism output per turn at that point, anyway. Moreover, the internet is a major game-changing tech if you're going for a cultural victory, but it doesn't affect this tenet - in fact, it kind of eclipses it.
Secondly, the effect is applied when a GP is spawned, not used - this is very unusual for a 'per x extended' effect and the result is that you can't plan any strategy ahead with this tenet (e.g. save a couple of GPs, adopt the tenet and then expend them). I'm not promoting min-maxing strategies, but you can do that with ancient and medieval era policies, and the fact that you can't do that with this ideological tenet makes it weaker.
5. City-state gifts upon discovery
Again, two things, although the second one is more of a suggestion than a problem. Firstly, the gold that is gifted to you by city-states doesn't scale neither with era, nor with game speed (yeah, I think I've heard that somewhere before). I'm not really sure that they need to scale with era, although that would be a logical thing for them to do. I mean, gifting 30 gold in the ancient era is alright, but it's certainly not a respectable amount of money in the renaissance. However, I really don't see why these gifts shouldn't scale with game speed (if it's not hard-coded by Firaxis, of course).
Secondly, strangely enough, religious city-states currently are the only ones that also gift something else besides gold. In vanilla that gifted faith meant that you could secure a pantheon much earlier, if not right away, but it's not quite the case in CBP anymore. So, my suggestion: how about all city-state types gift their associated yields upon discovery (food from mercantile, science from militaristic CSs, etc.)? That would make exploration a little more meaningful (but not too imbalanced, hopefully).
Feel free to agree with me or prove me a noob - any discussion is appreciated
