I'm making this thread for myself as I run through games to codify my thoughts for ratification. With so many items, its easy to lose track. Its mainly for myself but of course others are welcome to use it for their own thoughts when its ratification time. I will update my thoughts as more games are played.
(1-02) Proposal: Units Should only Heal at +5HP Within the Borders of a Revolting City
--Not really feeling this one. I still feel that razing isn't strong enough, considering it coughs out a brand new enemy army to fight, which somewhat defeats the purpose of the healing.
(1-04) Proposal: Burghers rework
--I'm still debating whether Fealty is still a good wide tree, or if its all statecraft now and Fealty is just a good religion tree.
(1-05) Difficulty Level Revamp Proposals
--These have gone better than I expected, Immortal still feels pretty solid to me, no real complaints so far.
(1-06) Tradition Changes Proposals
--Overall liking these so far, slight coolness increases to tradition without too much power creep. I think removing some GAP stuff here was the right move. I like it.
(1-07) Proposal: Artistry OVERHAUL
--I need to try a wide CV play with artistry to see how it feels.
(1-08) Proposal: Buffs to Engineer specialists
--this is overkill. I know have engineers giving more hammers than merchants give gold. This is too much imo.
(1-09) Proposal: Remove malus from healing promotion
--I don't mind the medic on melee as much I thought. Medic on ranged units is even stronger but its not breaking the bank. The biggest thing seems to be medic on recon. Having a mobile survival 3 + medic recon unit taht's just a brick wall is kind of weird. I will say the march change should go, march is just stupid good now. Its my go to promotion, combined with a medic 2 skirmisher buddy, its just a crazy good combo.
(1-10) Make Paper Maker Make Paper Proposals
--The new china is much stronger than the old one, and I think even PDAN is looking at nerfs. I think even a nerfed china will be stronger than the old one... I mean your replacing food with science/culture, its kind of a no-brainer. The new UI is fun though, and looks cool too.
(1-11) City-State Unit Gift Proposals
--Haven't noticed this change yet.
(1-13) Proposal: Urban Planning (Progress) Settler Production Bonus
--The interesting thing on this one is whether its really switched up the progress order of policies. I generally play right 1, right 2, left 1, left 2, than the happy policy to finish up. Or if I'm going like a water focused strat where I don't need the worker, its left 1 left 2, right 1, right 2. Now with the new settler bonus I'm wondering if right 1 left 1 left 2 right 2 is the better way to go. I still dont' know if progress "needed" this, but hey tradition got a slight buff, why not!
(1-14) Proposal: Greatly increase production requirements of world congress collaborative wonders
--I liked this better than I expected. The change doesn't feel too much, and it is adding a few turns to the projects
(1-18) Proposal: Sphere of Influence can only be proposed by current CS ally
--I like this change, but the AI does not know how to handle it. The AI basically never proposes SOI anymore, because I don't think its been trained to propose this for CS allies it already has. So either we need to commit to an AI update, or sadly we may need to drop this.
(1-20) Proposal: First Great Prophet always spawns in the capital
--Had several games where this already came in really handy. One game in particular, had a weak faith opener but went nature due to a "super city" for city 2, surrounded by mountains with a natural wonder. I still barely founded though, and in the old system I would have pop the GP in that 2nd city, forcing me to build my holy city suboptimally because I couldn't risk the travel time to send it to the capital. But with the change I got it in the capital and made my little gamble work. Yeah really happy for this change.
(1-22) Infiltrators Promotion Proposals
--never see it in play
(1-23) Early Game Building Proposals
--I like the new herbalist, I definately squeeze it in more now. The lodge change was good, its a niche building but its very good at its niche, and the +BGP gives it just enough oomph to push it into my build orders in a few cases where its not otherwise optimal. Welcome back granary, i missed you buddy!
(1-24) Proposal: Swap Eki and Encampment Improvement Unlock Techs
--No thoughts haven't really seen it in play.
(1-25) Proposal: Cooperation buff
--Feels decent in human hands, certainly not OP. Does it actually compare to other beliefs now...eh hard to say, I may need to do some logging to see how good this things really performs.
(1-26) Proposal: Change the distribution for CS quests asking for a number of buildings in the empire
--I haven;t noticed too much change here yet.
(1-27-1) Mod Integration Votes: UI - Filters in Trade Route Overview
--I love it!
(1-27-2) Mod Integration Votes: UI - Religion Spread
--oh yeah this is a thing, um how do I find it?
(1-27-3) Mod Integration Votes: UI - Improved Military Overview
--where is this?
(1-27-4) Mod Integration Votes: Archaeology Aesthetic Adjustments
--I honestly can't tell the difference
(1-27-5) Mod Integration Votes: Promotion Flags for VP (EUI only, off by default, enabled in Interface Options)
--why is this not on by default? Its just better!
(1-28) Proposal: Netherlands Polder buildable on Coastal sea tiles instead of fresh water tiles.
--been doing a lot of dutch play. The new polder is fun, not OP at all (honestly its still a bit on the weak side of the UI spectrum). The adjacency is pretty darn hard to get, so rare I don't even know if its worth the paper its printed on. It is fun to be able to put machine guns on the water and project a bit more water defense.
(1-29) Proposal: Double the duration of the "Kill X CS/Ally both CS" quest
--I actually got this quest once, yay!
(1-30) Proposal: Reduce Heavy Skirmisher CS by 1
--Still a really good unit, could maybe even use another nerf on the CS, I need to dig in on this more. Should do a play with heavy "heavy skirmisher" play see who it really feels.
(1-33) Proposal: Smooth grow penalty from unhappiness.
--I don't "feel" the difference really. I mainly still carea bout the -10% CS, the military and civilian unit penalties, and of course the rebellion meter.
(1-35) Proposals for Woodsman Promotion
--haven't tried it
(1-36) Proposal: Remove Tourism bonus to GWAM from Garden
--Garden is still great, don't miss the bonus at all.
(1-38) Proposal: Amphibious gives double movement in Marsh
--Not tested
(1-39) Proposal: Rework the defense buildings (walls) line
-- In general I like the new bastion fort (though its a bit of a mouthful, probably could have just called it a Bastion). The bastion is still fairly expensive for when it comes out, though not in the same league as the arsenal was. The biggest difference I've noticed is the loss of range 3 for a good bit longer in the game, that really does shake up some of that early industrial warfare, and gives artillery a longer "dominance" period. I do think the bastion garrison healing may be too much, garrisons are just really tanky right now, it takes a lot of punishment to actually kill them.
(1-40) Proposal: Remove the 10% unit supply bonus from Hospital
--Haven't noticed much difference.
Changes to Barbarians (beyond those in proposal 5a)
--I honestly thought I would hate these changes, but so far so good honestly. The new barbs are clearly more "ragey" but not overwhelmingly so. I haven't found them popping up in the middle of my civs, just on the edges. Its forces me to committ a bit more to troop production but nothing insane. And the barbs still tend to go away in the later games, I was worried they would be a constant threat, which has not been the case. I do agree with some others that the galley spam gets a bit nuts in the early game sometimes.
Changes to Naval Unit Gifts from Militaristic City-States
--No opinion yet
Changes to China (beyond those in proposal 10)
--The +2 food is surpringly strong considering you have it on turn 1, that combined wtih the immediate WLTED means your first city grows like a shot. I actually managed to hit pop 5 in a city before tradition opener (giving me the rare 7 pop tradition capital), without even getting the granary yet.
Changes to Espionage System
--This still needs some work. The UI is very buggy at the moment which doesn't help. The mission durations feels soooo long, I don't mind them for the steals as much, but for the kidnapping or the sabotage, it just feels forever. The new coups are better, the lower success rate is now quite noticable, and I'm not couping like a crazy man anymore. In general I use my level 1 spies for coups (level 1 spies really can't do many regular missions), and then once they hit level 2 I start moving them back over, as its now a bit too risky to coup with my veteran spies. The science rate for a good steal is still like 1/7th the value of the old tech steal, that still just feels too low even though it is a true steal now.
Change to Great Engineers / Change to World Wonder Production Costs
--I think we are still a bit overboard here on the engineers. Now the new wonder production cost has helped al ittle bit, my later engineers aren't QUITE one shotting a wonder, but I'm still getting it down to like 1 turn.
Changes to Happiness System
--Better here than I expected. I am still struggling with it on some games, but breezing it on others. I still get to rebellion levels sometimes, and I get to 100% sometimes. I do think the new system is clearer, though it remains opaque in some ways. For example, when you take a belief that gives a -2 to all poverty in 10 cities, you might think your going to reduce unhappiness by 18-20 or so. But then sometimes its like 5-7, because that poverty is just replaced with some other need.
(1-02) Proposal: Units Should only Heal at +5HP Within the Borders of a Revolting City
--Not really feeling this one. I still feel that razing isn't strong enough, considering it coughs out a brand new enemy army to fight, which somewhat defeats the purpose of the healing.
(1-04) Proposal: Burghers rework
--I'm still debating whether Fealty is still a good wide tree, or if its all statecraft now and Fealty is just a good religion tree.
(1-05) Difficulty Level Revamp Proposals
--These have gone better than I expected, Immortal still feels pretty solid to me, no real complaints so far.
(1-06) Tradition Changes Proposals
--Overall liking these so far, slight coolness increases to tradition without too much power creep. I think removing some GAP stuff here was the right move. I like it.
(1-07) Proposal: Artistry OVERHAUL
--I need to try a wide CV play with artistry to see how it feels.
(1-08) Proposal: Buffs to Engineer specialists
--this is overkill. I know have engineers giving more hammers than merchants give gold. This is too much imo.
(1-09) Proposal: Remove malus from healing promotion
--I don't mind the medic on melee as much I thought. Medic on ranged units is even stronger but its not breaking the bank. The biggest thing seems to be medic on recon. Having a mobile survival 3 + medic recon unit taht's just a brick wall is kind of weird. I will say the march change should go, march is just stupid good now. Its my go to promotion, combined with a medic 2 skirmisher buddy, its just a crazy good combo.
(1-10) Make Paper Maker Make Paper Proposals
--The new china is much stronger than the old one, and I think even PDAN is looking at nerfs. I think even a nerfed china will be stronger than the old one... I mean your replacing food with science/culture, its kind of a no-brainer. The new UI is fun though, and looks cool too.
(1-11) City-State Unit Gift Proposals
--Haven't noticed this change yet.
(1-13) Proposal: Urban Planning (Progress) Settler Production Bonus
--The interesting thing on this one is whether its really switched up the progress order of policies. I generally play right 1, right 2, left 1, left 2, than the happy policy to finish up. Or if I'm going like a water focused strat where I don't need the worker, its left 1 left 2, right 1, right 2. Now with the new settler bonus I'm wondering if right 1 left 1 left 2 right 2 is the better way to go. I still dont' know if progress "needed" this, but hey tradition got a slight buff, why not!
(1-14) Proposal: Greatly increase production requirements of world congress collaborative wonders
--I liked this better than I expected. The change doesn't feel too much, and it is adding a few turns to the projects
(1-18) Proposal: Sphere of Influence can only be proposed by current CS ally
--I like this change, but the AI does not know how to handle it. The AI basically never proposes SOI anymore, because I don't think its been trained to propose this for CS allies it already has. So either we need to commit to an AI update, or sadly we may need to drop this.
(1-20) Proposal: First Great Prophet always spawns in the capital
--Had several games where this already came in really handy. One game in particular, had a weak faith opener but went nature due to a "super city" for city 2, surrounded by mountains with a natural wonder. I still barely founded though, and in the old system I would have pop the GP in that 2nd city, forcing me to build my holy city suboptimally because I couldn't risk the travel time to send it to the capital. But with the change I got it in the capital and made my little gamble work. Yeah really happy for this change.
(1-22) Infiltrators Promotion Proposals
--never see it in play
(1-23) Early Game Building Proposals
--I like the new herbalist, I definately squeeze it in more now. The lodge change was good, its a niche building but its very good at its niche, and the +BGP gives it just enough oomph to push it into my build orders in a few cases where its not otherwise optimal. Welcome back granary, i missed you buddy!
(1-24) Proposal: Swap Eki and Encampment Improvement Unlock Techs
--No thoughts haven't really seen it in play.
(1-25) Proposal: Cooperation buff
--Feels decent in human hands, certainly not OP. Does it actually compare to other beliefs now...eh hard to say, I may need to do some logging to see how good this things really performs.
(1-26) Proposal: Change the distribution for CS quests asking for a number of buildings in the empire
--I haven;t noticed too much change here yet.
(1-27-1) Mod Integration Votes: UI - Filters in Trade Route Overview
--I love it!
(1-27-2) Mod Integration Votes: UI - Religion Spread
--oh yeah this is a thing, um how do I find it?
(1-27-3) Mod Integration Votes: UI - Improved Military Overview
--where is this?
(1-27-4) Mod Integration Votes: Archaeology Aesthetic Adjustments
--I honestly can't tell the difference
(1-27-5) Mod Integration Votes: Promotion Flags for VP (EUI only, off by default, enabled in Interface Options)
--why is this not on by default? Its just better!
(1-28) Proposal: Netherlands Polder buildable on Coastal sea tiles instead of fresh water tiles.
--been doing a lot of dutch play. The new polder is fun, not OP at all (honestly its still a bit on the weak side of the UI spectrum). The adjacency is pretty darn hard to get, so rare I don't even know if its worth the paper its printed on. It is fun to be able to put machine guns on the water and project a bit more water defense.
(1-29) Proposal: Double the duration of the "Kill X CS/Ally both CS" quest
--I actually got this quest once, yay!
(1-30) Proposal: Reduce Heavy Skirmisher CS by 1
--Still a really good unit, could maybe even use another nerf on the CS, I need to dig in on this more. Should do a play with heavy "heavy skirmisher" play see who it really feels.
(1-33) Proposal: Smooth grow penalty from unhappiness.
--I don't "feel" the difference really. I mainly still carea bout the -10% CS, the military and civilian unit penalties, and of course the rebellion meter.
(1-35) Proposals for Woodsman Promotion
--haven't tried it
(1-36) Proposal: Remove Tourism bonus to GWAM from Garden
--Garden is still great, don't miss the bonus at all.
(1-38) Proposal: Amphibious gives double movement in Marsh
--Not tested
(1-39) Proposal: Rework the defense buildings (walls) line
-- In general I like the new bastion fort (though its a bit of a mouthful, probably could have just called it a Bastion). The bastion is still fairly expensive for when it comes out, though not in the same league as the arsenal was. The biggest difference I've noticed is the loss of range 3 for a good bit longer in the game, that really does shake up some of that early industrial warfare, and gives artillery a longer "dominance" period. I do think the bastion garrison healing may be too much, garrisons are just really tanky right now, it takes a lot of punishment to actually kill them.
(1-40) Proposal: Remove the 10% unit supply bonus from Hospital
--Haven't noticed much difference.
Changes to Barbarians (beyond those in proposal 5a)
--I honestly thought I would hate these changes, but so far so good honestly. The new barbs are clearly more "ragey" but not overwhelmingly so. I haven't found them popping up in the middle of my civs, just on the edges. Its forces me to committ a bit more to troop production but nothing insane. And the barbs still tend to go away in the later games, I was worried they would be a constant threat, which has not been the case. I do agree with some others that the galley spam gets a bit nuts in the early game sometimes.
Changes to Naval Unit Gifts from Militaristic City-States
--No opinion yet
Changes to China (beyond those in proposal 10)
--The +2 food is surpringly strong considering you have it on turn 1, that combined wtih the immediate WLTED means your first city grows like a shot. I actually managed to hit pop 5 in a city before tradition opener (giving me the rare 7 pop tradition capital), without even getting the granary yet.
Changes to Espionage System
--This still needs some work. The UI is very buggy at the moment which doesn't help. The mission durations feels soooo long, I don't mind them for the steals as much, but for the kidnapping or the sabotage, it just feels forever. The new coups are better, the lower success rate is now quite noticable, and I'm not couping like a crazy man anymore. In general I use my level 1 spies for coups (level 1 spies really can't do many regular missions), and then once they hit level 2 I start moving them back over, as its now a bit too risky to coup with my veteran spies. The science rate for a good steal is still like 1/7th the value of the old tech steal, that still just feels too low even though it is a true steal now.
Change to Great Engineers / Change to World Wonder Production Costs
--I think we are still a bit overboard here on the engineers. Now the new wonder production cost has helped al ittle bit, my later engineers aren't QUITE one shotting a wonder, but I'm still getting it down to like 1 turn.
Changes to Happiness System
--Better here than I expected. I am still struggling with it on some games, but breezing it on others. I still get to rebellion levels sometimes, and I get to 100% sometimes. I do think the new system is clearer, though it remains opaque in some ways. For example, when you take a belief that gives a -2 to all poverty in 10 cities, you might think your going to reduce unhappiness by 18-20 or so. But then sometimes its like 5-7, because that poverty is just replaced with some other need.