Constabulary: +15 security, +1 security per 2 population. Remove science/culture from identifying spies.
Police Station: +15 security, +1 security per 2 population. Remove capture/kill science and culture bonuses.
This effectively removes -security from population, which means every city is going to have 40+ security.
Kidnap Specialists in City: Drop cost to 750 NP, no longer requires the capital.
I really don't like this. You're just going to target the most unsecured city to get the same benefit. It's like if Steal Tech is available in other cities.
This is new code. The modmodders have been begging for a global unit production modifier for years. It would be a hell of a thing if this is the proposal to actually give us one.
Would be nice to change the other world wonders too. (Temple of Artemis, Pentagon, Kremlin)
Target City Defense: Drop cost to 1000 NP. Remove current text, replace with "city is blockaded for 3 turns"
I don't think there's a use case here. Are you going to sack a city in 3 turns without killing the surrounding defending units even if it's blockaded?
The mission also has a 70% caught chance (= losing all Surveillance bonuses, and maybe even the spy).
Counterspy: (added in regardless of counterspy mode): When you identify a foreign spy, gain 50 science/culture (era scaling). If the spy is captured/kill the bonus is tripled.
No point on doing "chase foreign spies" with high level spies then, when you don't get extra benefits for doing it. I'd instead propose to buff that counterspy mission to give 150x spy level era scaling on kill though, instead of 50x.
The other two missions are good enough without yields.
CS Rigging: Cap maximum bonus = Current Diplo Unit Base Strength * Normal Number of Turns to Rig (adjusted for game speed).
Example: On standard speed, rigging speed is 15 turns. If you have envoys (50 influence) than your maximum rigging benefit = 50 * 15 = 750 influence.
Diplo unit base strength isn't defined, and is pretty meaningless since you always stack Chancery and other buffs on it.
Either way, it takes an extremely long time to ever reach that cap. It might as well not exist.
Great Leap Forward: +50% Network Points for spies (down from +100%)
This was an oversight. The tenet used to be "Spies steal technologies at double the normal rate" as proposed in (5-56), and was (I think) a duration reduction on the old spy missions.
To not overlap with Covert Action (+10 NP for spies in foreign cities), this should be changed to something like "+100% science siphoned from passive (Surveillance) missions".
Passive Bonuses: Level 4 (10% science) threshold is 1500 (down from 1700). Level 5 threshold to 1800 (down from 2000)
I intended for the passive thresholds to not overlap with the active ones, so there's a slight incentive to "hold the mission for a little bit longer".
Inquisition: (added) +100 spy points.
This belief remains weak and honestly fairly unfun, there is just nothing sexy here. However, getting access to an extra (and early spy), opens up more of the fun of the spy game for people that want to focus on that area.
It's not going to be useful when Inquisitors suck most of the time. You're just turning it into a spy-focused belief instead.
Rocket Missile / Guided Missile: Add in Splash Damage I/Splash Damage II.
Even with the cheaper cost its still hard to justify these units as compared to normal air. However, by adding in splash damage off the bat, it at least provides a niche you normally don't get with aircraft.
I have no idea how air units interact with splash damage.
God of the Sun: +3 faith and + 1 happiness (rather than +2 gold) from Granaries. +3 food on farmed resources.
I still argue that without some kind of happiness bonus this pantheon is just doomed to fail, the food it grants is often wasted without happiness, and it doesn't give any "sexy" bonuses like science/culture.
Food is useful for working specialists, not for growing. Only Tradition has specialists that early, so this is mainly a Tradition pantheon.
And Tradition doesn't need the early happiness.
The pantheon's problem is having the main bonus on the building instead of the terrain, like the other terrain-based pantheons. This is closer to Ancestor Worship than God of Fire.
What it needs is faith (and maybe some other yields) on farms. Put the excess food on the Granary instead.
Council of Elders: Increase bonus to 25 (from 20).
I think something more fundamental might be needed here, but as a stop gap just giving it a little more juice will help keep it competitive, as right now its pretty lacking.
There's no way we can make this balanced for all map sizes and types. In Standard size Continents this is the worse Founder Belief, while it can easily snowball out of control in Huge Pangaea.
God of the Sea: Remove +2 food from coastal cities.
This pantheon is still just insanely good with a coastal lux monopoly. Its already increase food blessed due to where you want to plant your cities, no reason to pile on more.
We already nerfed this once before. I think it's in a good place really. Fishing isn't a tech you want to go for first most of the time.
Machine Gun / Bazooka: Remove Naval Targeting Penalty
I have found that once you get into late game ships the ranged units really struggle to do any damage, leading to endless amounts of little plinks which drags out combat. This change will make them a decently creditable threat.
You're supposed to utilize Siege units with Field for that. Now that the Field promotion is fixed, they absolutely hurt. Save your Machine Guns for land infantry, and Bazookas for tanks.
I think base NP rate could be higher?