Been thinking about a few things and I figured I might aswell write a new thread for them rather than clog up some existing thread with them.
1. There is only one tech between the Caravel and the Corvette, something that makes the unique Caravel, the Nau, pretty depressing among other things. On the other hand there are 4 techs between the Galleas and the Frigate.
2. The Ironclad requiring coal gives you a period when you're not able to build any ships without strategic resources. I'd suggest either removing the requirement or push back the corvette obsolation.
3. Too many of the last tier units use aluminium, consider changing some of them to something else. On a different note, oil is only used for one era before going obsolete, kinda interesting
4. Some of the baseunits that were moved back in the tree got some kinda weird sideeffects from it. It is possible(and honestly quite reasonable) to reach musketmen without first getting the ability to build pikement, leaving you unable to actually upgrade your units to musketmen
The composite bowman feels pretty weak for how late it is available, one more tech and you have units that almost double its RCS (Yes those are strategic resource units and should be stronger, but still)
5. Academies are still really weak, consider bumping their basevalue up to 7 or 8
6. The Rationalism per policy unlocked bonus is really weak, consider making percentual, count in all cities or just change it to something else.
7. I think stealthbombers should be allowed on aircraftcarriers.
8. Please consider switching the Imperialism wonder to something of more compeating power with the other renaissance unlock policy wonders. Preferrably something with a global unhappiness reduction (like the other two)
9. I really love how you've made iron useful through the entire game. But it kinda emphasises how coal, oil and horses go obsolete, no idea how to fix this, just putting my thoughts here.
10. The free researchlab from Bletchley(spell?) Park one full era after the researchlab unlocks probably isn't going to be very useful.
11. Why does the bombshelter building provide a point of happiness? If it is meant to symbolise people feeling safe then I'm pretty sure walls or a castle made people feel more safe during their respective eras than a bombshelter does.
12. I love the reworked natural wonders, but they are kinda weirdly balanced. There are some that provide happiness (like old faithful), and while I can agree that 1 happiness is probably worth 3 yields there is another side to it, namely that you get the happiness just for having the wonder in your territory not having to work it. This leads to some weird situations, where for example some wonders are nice to pick up on the 4th circle of cityexpansions even if you can't work them, while others are useless, or a situation where that 6 yield natural wonder is worse than nearby tiles because it isn't a 9yield wonder.
Easy solution would be to make them all give 9yields.
Funny solution would be to make them all give somekinda bonus(doesn't have to be happiness) for just having them in your territory (and possibly tune down the yields to balance it out)
13. It would be reasonable if the culture gained from the libertyopener was added to the city that built the building for counting borderexpansions. And techs counting in the capital.
1. There is only one tech between the Caravel and the Corvette, something that makes the unique Caravel, the Nau, pretty depressing among other things. On the other hand there are 4 techs between the Galleas and the Frigate.
2. The Ironclad requiring coal gives you a period when you're not able to build any ships without strategic resources. I'd suggest either removing the requirement or push back the corvette obsolation.
3. Too many of the last tier units use aluminium, consider changing some of them to something else. On a different note, oil is only used for one era before going obsolete, kinda interesting
4. Some of the baseunits that were moved back in the tree got some kinda weird sideeffects from it. It is possible(and honestly quite reasonable) to reach musketmen without first getting the ability to build pikement, leaving you unable to actually upgrade your units to musketmen
The composite bowman feels pretty weak for how late it is available, one more tech and you have units that almost double its RCS (Yes those are strategic resource units and should be stronger, but still)
5. Academies are still really weak, consider bumping their basevalue up to 7 or 8
6. The Rationalism per policy unlocked bonus is really weak, consider making percentual, count in all cities or just change it to something else.
7. I think stealthbombers should be allowed on aircraftcarriers.
8. Please consider switching the Imperialism wonder to something of more compeating power with the other renaissance unlock policy wonders. Preferrably something with a global unhappiness reduction (like the other two)
9. I really love how you've made iron useful through the entire game. But it kinda emphasises how coal, oil and horses go obsolete, no idea how to fix this, just putting my thoughts here.
10. The free researchlab from Bletchley(spell?) Park one full era after the researchlab unlocks probably isn't going to be very useful.
11. Why does the bombshelter building provide a point of happiness? If it is meant to symbolise people feeling safe then I'm pretty sure walls or a castle made people feel more safe during their respective eras than a bombshelter does.
12. I love the reworked natural wonders, but they are kinda weirdly balanced. There are some that provide happiness (like old faithful), and while I can agree that 1 happiness is probably worth 3 yields there is another side to it, namely that you get the happiness just for having the wonder in your territory not having to work it. This leads to some weird situations, where for example some wonders are nice to pick up on the 4th circle of cityexpansions even if you can't work them, while others are useless, or a situation where that 6 yield natural wonder is worse than nearby tiles because it isn't a 9yield wonder.
Easy solution would be to make them all give 9yields.
Funny solution would be to make them all give somekinda bonus(doesn't have to be happiness) for just having them in your territory (and possibly tune down the yields to balance it out)
13. It would be reasonable if the culture gained from the libertyopener was added to the city that built the building for counting borderexpansions. And techs counting in the capital.