To follow up about dense forests, on marathon / Huge Med, they grew so much that they took over the whole North and crippled France and Germany. I never saw a problem like that on the normal map, I think because the normal map starts with less dense forest and blocks more of it with regular forest. You might want to reduce the dense forest spread rate to very low or even zero, so that the map design can control how things work out. I also noticed that dense forest spawns panthers.
Sometimes the best defender for a city wasn't chosen. For example, I had a stack of unpromoted javelineers attacking a city containing unpromoted javelineers and an unpromoted warror. The first combat was with the warrior, at better odds for me than the subsequent combats.
I'd like to expand on my criticism of Plato's Academy "rant style".
Two things that make it even crazier are: 1. Education is expensive, yet it is easy for someone to Philosophy slingshot to it,
because Philosophy is a tech that enables it! So you don't even have to do parallel research to maximize the effectiveness of the slingshot. It's a total no brainer if you win Philosophy: the most expensive tech by far is likely to be Education, which enables Plato's, and since you got that expensive tech with a slingshot, you then have a window of time in which to build it. 2. You can combine it with Aristocracy for quadruple beakers in the capital. My last 3 games (Boudicca/Huge Med, Hatshepsut/Fertile, Minos/Magna), after I got Plato's and Aristocracy going, the game was in the bag and I didn't want to play much beyond that. It's like my personal victory condition now.
The unit upkeep costs are cool... it got me thinking. It changes the tradeoff between hammers and commerces: averaged over your empire, it definitely tilts the commerce/hammer tradeoff towards commerce. The ways I did OK in my last 3 games were respectively: Colossus + Great Lighthouse + coastal towns (+ some cottages), cottage spam in a protected grasslands/river area,, and financial + Colossus + coastal towns (+ a few cottages). Indeed if I've survived long enough to get Heroic Epic, I've probably amassed a big enough army that most of my military expansion can and should come just from The Heroic Epic city. I don't think the balance change is necessarily a problem. It is interesting, though, and suggests a couple possible tweaks. If you haven't already, you might consider tweaking the city AI to favor commerce improvements and working commerce tiles a little more. Also the merchant wonders (especially the Colossus) are now relatively more powerful, so... I don't know. Make them more expensive? Change them? But I can't think how the Colossus could be merely tuned down.
You might want to reduce the boat bonus to timber to 50%. Mainly, it's for merchant vessels. Now, I love them, especially with the variable-distance thing to make it interesting. For example on I could get merchant vessels from Britain to Morocco for 216 wealth, but I had to struggle to keep, at best, on-and-off-again open borders with Dido. ("No, you can't have Alphabet. Oh, crap. Here, have Urbanization. Here, have Construction. Oh, come on.") With +100% from timber, that's 70 hammers for 216 wealth. That's 3:1 commerce to hammers, compared to 1:2 for building wealth directly, 1:1 for building a wonder that you don't get, 1:1 for building a Caravan House if you play the game for another 180 turns (not counting the trade route bonus). Put another way, you're producing merchant ships twice as fast, so you're bringing in the wealth twice as fast. I think the time it takes to get your merchant ships to the destination dampens this effect, but I suspect not by much. So that's why I suggest +50%, which in my case would have gotten me 2.25 wealth from each hammer, compared to 1.5 for no timber.
Speaking of trade route bonuses, Harbor + Caravan House + Seafaring trait gives you a rounded-down +95%. The torture of it all! Was that intentional?
Round-down is "horribly painful"
with Industrious too (33% rather than 34%), but maybe that was your intention.
Unit upkeep seems to be such a big deal that a world wonder that enabled a few free units or reduced unit upkeep cost in some other way (eliminating the military cost from Nature Cult?) might be cool.
For random maps, it might be helpful if a technology enabled trading on ocean. Maybe you could include it in your Silk Road design.
Now I'm going to indulge in a commentary on all the civics. I'd love to hear from other people what they use in their own games and if they have strategies that I'm missing.
Hereditary Rule: never needed because of tavern + either (holy site + path of mystics) or (ampitheater + free religion) + multiple free religions in each city.
Republic: likewise
City States: awesome, and much easier to get than Republic
Empire: seems good, but I don't usually play that far through the end game.
Council of Elders: pretty necessary because of unit upkeep. By the way, is it possible to document the number of free units it gives you? The civics screen says how many you get currently, but the number increases over time. I tried drafting, but felt the 3 unhappy was too expensive to be worth it except in case of emergency.
Bureaucracy: never been remotely tempted
Forum: it's cool, but it's very expensive to give up the free units from Council of Elders. I was spread all over the Aegean in my Minos/Magna game, but even so, when I tried running it it was prohibitively expensive, and I had to switch back. (Of course, I was already Organized.)
Ius Civile: used it for cultural victory in earlier versions. Especially now, I don't think I'd ever use it except in that case. Council of Elders is valuable, happiness is pretty easy to get, and culture from buildings or Patronage is fairly easy to get.
Slavery: cool
Public Works: never been tempted, although perhaps I should be. Would you consider beefing it up? +100%? +100% has drool factor. And Despotism is still a dead-end tech.
Patronage: cool, especially with City States, of course
Migration: it makes military build like settlers, correct? It's a cool concept and it seems like a cool mechanic, but I've never figured out a good way to use it. And also, now the game seems to be as much about having a strong economy to support your units, as it is about building them fast. Could it also give Exp to mounted units? A bonus from pastures? Edit: ooh, ooh - isn't there a movement promotion for mounted units? Migration could give that for free. Because it's
migraton. Then you could build a lot of fast pillagers, send them out, pillage for wealth, and then delete them to save on maintenance costs when the good pillaging ran out.
Nature Cult: I remember thinking it was cool and using it a little when I started playing TAM around version 1.5 or so. I don't remember if it had the +1 military cost then. Currently my feeling is, +1 military cost, forget it! I guess people pull off running Pacifism in vanilla somehow, but I just can't imagine how it could work in the current version of TAM. It would have to be with a very special strategy (I'd actually like to try grasslands + Crop Rotation + Nature Cult + Agricultural + either specialist economy or cultural victory or Migration. With Circus Maximus that'd be nasty.
And of course, I'd have to add Plato's Academy. )
Plutocracy: seems cool, but I've never thought of a good way to use it. I don't usually prioritize the Commerce tech. By the way, this is one of the places where using the distinct wealth/commerce icons would clarify things. If it had the commerce icon I would assume it multiplied base commerce, otherwise that it multiplied output wealth.
Vice Royalty: seems great, but I rarely get there
Aristocracy: killer
I usually become dependent on Path of the Mystics. (Less so in the latest version, with more religions). Even so, in older games I sometimes ran Organized Religion and Theocracy, but now with less control over state religion, I'm less tempted. After Theocracy I might switch to Free Religion, depending.