Then why did you change so many? Of the 24 existing pantheons, 17 were changed this patch. I only see suggestions from players to adjust like 5 or 6 (some of which didn't even change). We all agreed on a couple, why not adjust those then look? Especially since luxuries changed so much
God of All Creation was too good. The mountain one too (though it doesn't come up very often). Craftsmen and Sun-God were awkward. Festivals had a bug. I think we should go back to what we had, adjust these five (four that the community agrees for some kind of change, and one that has a bug), then take another look. If there is an AI performance issue a specific pantheon, lets discuss what options can address that while keeping things interesting for the player
Sigh. The changes made to the other pantheons affected AI decision-making. Running all pantheons through multiple permutations revealed that some of them would be picked and fail to found on a regular basis. The changes I made balanced this back out. People want a competitive AI, that means balancing the game around what
they do best.
Only suggestions for 5 or 6? Really? Now you're just being (oddly, for you) nitpicky. People have complained about/asked for a balance look at the following 11 since the last rework:
- Craftsmen
- God of All
- Sun God
- Earth Mother
- Open Sky
- Goddess of Festivals
- Aurora
- Spirit of the Desert
- Commerce
- Nature
- Springtime
I changed 6 (based on AI performance and changes to above):
- Purity (because Oasis was moved to SoD, it needed a slight tweak)
- God-King (AI overperformance at all levels, it needed a fix)
- Expanse (AI overperformance at higher difficulties, especially Catherine and Huns, it needed a fix)
- Love (AI with a good capital start food-wise would take it and fail to found because they couldn't predict their next expansion well enough - now they can)
- Commerce (AI wasn't picking it - the adjustment brought it into the top 5 selector pool)
- Fertility (AI wasn't picking it, and when they did they never founded, and now they can)
I've always made it abundantly clear that AI performance is key for me. As I've noted already, AI performance pantheon-wise is better now than it has ever been. I'm personally seeing far fewer early game runaways as Pantheon discrepancy isn't causing an early game disparity as often.
Edit: I also feel that it is necessary to note that, of the 6 I changed independent of the discussion here and elsewhere, 3 of them were light touches. (Love, Commerce, Fertility), 1 because of another mechanic change (Purity), and 2 for AI overperformance (God-King and Expanse). Now, in all honesty, if
these 6 changes truly are beyond the pale, I'm happy to discuss them, but they're all quite justified within the scope of my patch notes and my explanation here.
It's also worth noting that, from a design standpoint, having a wider but shallower variety of yields on a pantheon may 'genericize' them a little bit, but it also helps avoid situations where a yield spike can cause a map RNG imbalance. For example, +1 gold/food/faith on a wheat tile is more balanced than, say +3 faith on a wheat tile precisely because the scale of +3 faith spiking on 3-4 wheat near a city to 9-12 faith (pre religious founding) is more severe than +3-4g/f/fa in the same situation. Yes, it does take away some interesting strategies to do this, but it also means that map RNG hurts the game's religious imbalance a
lot less (which has a major knock-on effect on
everything, as the religious steroid is a major driver of AI divergence post turn-150 on standard). This may be common sense, but I feel it's worth highlighting as a rationale for some of the number changes here.
G