1) I did not want barb camps to be such pushovers in the early game. Giving them a decent defending unit (for horse camps atleast) was the best solution I could come up with.
2) The default gamespeeds are still there, Just removed from the loading (Configuration Database). The gamespeeds I added are not that much different to the vanilla ones tbh, I'd go as far to say they are near identical (Just different names). The pacing doesnt really come from the gamespeeds in ToT, but the way I am handling Tech/Civic costs(see ToT_Rules.sql). It makes the gamespeeds seem like they are extreme. You may see alot more yields from the new buildings, but they have limited impact due to other changes. I am also still juggling/balancing the mod, sadly this will probably be an on going thing untill the End of Time
#1 makes sense, maybe start them off with warriors and then at x turns in they start spawning with chariots? The main problem with them in vanilla is warriors are a hard counter to spearmen, so the camps spawning with spearmen when you can build warriors is causing the issue. It's the exact opposite, though, with them spawning with chariots at turn 1--since you need spearmen to truly counter them, which will take roughly 40-50 turns unless you're incredibly lucky with meeting multiple science city states first. Another thing that could help is to move the +5 to barbarians policy to one tier later so you don't have it as early.
For #2, understood. Do I simply comment out that code (I now see the file) to get the vanilla speeds to display?
I'm 221 turns into my Slug playthrough as India right now (227 BC), and here are some of the early balance issues I've seen. I'm already in the Medieval era, which real world started roughly 500 AD for comparison. I've also for all intents and purposes already won this game -- there is literally no way possible for the AI to catch me as I've settled 17 cities already -- but will play through it fully to give additional feedback.
I'm guessing you're already aware of them, but I wanted to provide some suggestions related to each:
1) Culture is easy to snowball depending on city states you meet and start influencing, or by obtaining great works of writing.
The core problem here that I can see is that ancillary sources of culture are not scaled back similarly to building generation. Thus, early access to these culture gains rapidly speeds you through the eras.
Suggestions:
- Reduce Nan Madol culture per coastal district to +1
- Reduce Kumasi trade route culture per district to +0.5 (for Delhi 1 trade route yields 6 culture right now, vs 4 culture total from all of the culture-generating buildings I can build sans Theatre Square--that's really easy to abuse, but I'm not for the sake of giving this a solid playthrough)
- Reduce culture from great works of writing to +2 (in the Delhi example, I'm getting +15 from great works of writing)
2) Population growth is too slow relative to the rest of the game.
The core problem here seems to be the adjustments to the exponential growth formula. This causes cities to hit a brick wall at population 7-8. While slower growth in and of itself is not bad, it causes issues elsewhere in the gameplay by virtue of stalled city growth.
Other issues this causes:
- Additional buildable districts per-city are harder to come by, which for much of the game leaves the player with three choices:
- Build units
- Run city projects (which causes other issues inadvertently)
- Build settlers and solve the growth problem by playing wide (this is problematic when factoring in the suzerain bonuses of Geneva, Nan Madol (if coastal access) and Kumasi and campus districts)
- Playing wide is not just the only viable option, but it's effectively forced on you
Suggestions:
- Smooth out the growth curve overall--more hills, fewer mountains
- Provide amenities via more buildings early on, or increase the amenities provided by some of the buildings, as the 1 per 1 pop seems to be causing some of the growth issues due to the way the game factors growth rates based on excess amenities
3) Science can get out of control due to wide playstyle
The core problems look to be science per population and campus districts, but the Geneva bonus is extremely strong. Playing wide exacerbates this problem fairly significantly.
Suggestions:
- Reduce the sixth envoy bonus to +1 per campus district
- Reduce the Geneva suzerain bonus to 10%
- Reduce the bonus science to great works of writing provided by Great Library to +1
- Reduce Campus adjacency bonus from mountains to .75 or .8 per mountain
Outside of that, an idea I had for the Scribe's Shop that I'd like to share so it's not just a slightly better Library: remove the flat Science bonus, add +1 Science to Horses (a primary source of animal glue, used in some inks), +1 Faith to Cattle and Sheep (calfskin/sheepskin were often used to create parchments; the +Faith due to scribes being linked to priests). It might also be good to make this mutually exclusive with something in the Merchant's Quarter to turn it into more of a city specialization building.
4) Great Person costs do not appear to be scaling to game speed
The singular problem here is that costs are not scaling up relative to total game turns. The costs currently appear to be based on the expected progression of the "Quick" game speed--resulting in great generals already being at the Modern era, despite every civilization except for me being in Classical in both trees. The only real solution here is to fix the scaling so that it's relative to total game turns, though I do suggest removing the great general points from the new buildings that were added.
5) There are too many units being produced
A side effect of population growth stalling is that the AI appears to be focusing on unit production when there's nothing else to do. This has resulted in a plethora of units, particularly naval--making it nearly impossible to explore by sea, even with open borders. I've attached a screenshot of China/Germany; it was worse when I initially came through the area, and was only able to pass by due to having the Great Lighthouse--allowing me to traverse oceans and boosting my movement. Russia also has an absurdly large navy, but they aren't in the screenshot.
What makes this worse is it's taking away from time the AI should be dedicating to expansion. Peter has 2 cities total right now, for example, but a navy that rivals anything throughout human history. How he can sustain it financially is beyond me, but he's doing so.
The only real way to address this is to smooth out population growth to reduce gaps in production options, and to set the AI to care a little more about expansion.