Regarding the Celts: I think the new Pantheons are better than the old ones. They feel more balanced and more distinct.
Regarding Science/Culture/Tourism cost per City: I think the scalar should be the same for all map sizes. I think 5% is a good value. I think gaining new Cities should always be beneficial in terms of effective yields, even for players that go for a tall strategy. I think this encourages more opportunistic play.
Regarding changes to Tech cost based on map: I'm not sure whether we should make this the same across map sizes; I would need to play a few games to get a better grip on the consequences.
Regarding Tech speed: I think that on Standard, Large, and Huge (the map sizes I played with) the tech costs are currently too low. I think this leads to less opportunity to use Unique Units. I frequently struggle to build all but the most essential Buildings in my Cities starting in the Medieval Era; it usually stops being a problem in the Industrial Era. I think the low Tech costs also contribute to AI tech runaways starting in the Renaissance Era (although I think that this has become less of a problem recently).
Regarding Forts: I think that with the changes they will once again be worthwhile to build everywhere just for the Yields. I think this makes them too strong. At least as far as I am aware the AI does
not build Forts except for defensive reasons.
Something that was not mentioned in the changelog: there will be a new parameter called
NumCitiesUnhappinessPercent (found in
(2) Community Balance Overhaul/Balance Changes/Worlds/WorldSizes.sql)
. It has the following values: Duel=150, Tiny=125, Small=115, Standard=100, Large=80, Huge=60. Presumably this parameter will change how the number of Cities affects Happiness. My guess would be that it modifies the 9% Needs increase per City.
@Gazebo , please clarify!
Something that is not being discussed: the buff to Public Works. This change is very significant. The way I understand it each new City increases Needs linearly by 9%: 100% with just the capital, 109% with two Cities, 118% with three Cities, and so on. Meanwhile Public works seems to multiplicatively reduce Needs: 95% Needs with 1 Public Works, (95%)² = 90.25% Needs with 2 Public works, and so on. The Production cost of Public works also increases linearly with each one built so the total Production cost scales quadratically with the number of Public Works built. I have calculated and visualized the total Production necessary to completely negate the Needs increase from having more Cities (see the attached image). The plot also shows how the synergy between Factories scales for comparison. Note that the relationship between the Needs reduction from Public Works and the total Production cost is nonlinear. Doubling the reduction more than halves the total Production cost. Some caveats: I neglected the cost increase per Era, the 15% Unhappiness from Needs reduction, and the flat Happiness from Public Works. I think the last two are only relevant if your Cities are moderately unhappy. I think that the change to Public Works is good overall because the conventional use of Public Works is currently kind of useless. I still would have preferred a rework of Public Works though.