For example, on an standard map I just won a diplomatic victory when I had 26 cities, while the AI second to me only has 6 max
What difficulty, and which AI settlement pattern?
I think you will find the new AI city founding script behaves very differently.
If we think Imperialistic trait is too strong, we can tweak its affects. No need to give it to non-Corrino factions.
But saying "well, its too strong because it allows me to settle too fast" isn't really enough. Beyond the early game, Imperialistic trait is weak. How does it compare to the power of other traits?
1. Diplomatic victory is probably the easiest of them all. Just a little water discipline and Arrakis Paradise, and in no time you'll be close to the limit. Then a little war for a vassal who will tip you over the edge.
Again, difficulty level and new city settlement script?
The AI grows much better (higher pop) with the new city settlement.
Your game also does not indicate to me that dipplomatic victory is too powerful. You have 319 population, the biggest other one is 80. You could easily achieve *any* victory condition with that kind of advantage.
I do worry a little about the re-enabled whipping; it might be worth testing pop sizes with whipping enabled/disabled with the new AI city placement script.
Every trait should be powerful.
2. The Mentats' effects aren't very clear. I'm not even sure if they are working half the time.
I think the intended effects are pretty clear from their promotion text mouseover, I agree its often unclear whether or not they are actually working.
Whatever city the mentat is in, should have a building called Mentat X. Hover over the building and you will see the exact effect
Ok, I will look for this. This is created passively if the mentat starts the turn in the city?
your finances should be so in shape that just turning up the dial for culture should handle happiness fine
This argument makes no sense to me. Increasing culture slider is a terribly inefficient way of providing longrun happiness, its really not good strategy (look at the reduction in beakers and gold it is causing! if you can live with that large reduction, then you have already won). The economic cost is very high relative to the benefit. Using Quizarate will not hurt your economy nearly as much.
It does replace other religions in the city which may or may not be so desirable (I had to replace Imperial in some of my cities for the happiness)...
Imperial is displaced when *any* other religion is spread to the city. By design. The whole point of Imperial is as an early game status-quo state that can either survive strongly, or be displaced by new ideas. It has a very fast natural spread, but is designed to be the easiest to displace.
Unfortunately I think we rarely see Imperial factions change and follow something else, because factions just keep reconverting with missionaries. I tried to limit this by making the Imperial missionary national limit 1, but this doesn't seem to be enough. Maybe we should also make it movement 1, or even remove the missionary entirely?
It also has the lowest direct value. The benefits of Imperial are mostly diplomatic.
Quizarate wipes out all other religions in the city. Again by design. It is supposed to be for establishing a late-game religious victory. Wipe the world clean with the One True Faith.
BTW, does spreading Quizarate destroy other religious buildings (e.g. temples and holy shrines)
No. It woudl be a bit too powerful if you coudl wipe out the shrines of other religions with missionaries alone.
I think religious and holy war victory need to be a little less stringent (maybe 75% and less land respectively) because otherwise you might just as well win a domination victory.
Sounds reasonable. What is the current % requirement for religious victory?