Agriculture vs Taxation (+1C villages and towns)
Theo, Guilds, and Caste for specialists vs. Military, Caste, or Serfdom for gold rush production (including projects?).
The civics seem to be reasonably balanced.
Regarding overall issues:
Lightbulbs are really weak because only sages and (to some extent) merchants actually help a city as specialists. 1 hammer from priests is pretty weak and bards for culture? - maybe for a culture victory. Engineers, of course, are great but slots are rare (unless you are Luchiurp - machinery ftw). GPs other than sages give few beakers when lightbulbing.
I use sages for archmage path, and occasionally bards for hidden/drama/commune. I hear priests can be good for lightbulbing/altars, but haven't tried them.
While I always run a hybrid economy, I find little use for GPs after an academy (if running God King), and 1-2 golden ages - unless I'm going for archmages.
I'd like to hear suggestions for additional lightbulb paths. I think this aspect of GP is underpowered.
I find that lightbulbing is underpowered past a certain range in Vanilla civ too, but that's cause the tech prices increase while the amount of beakers from specialists don't. And FfH has a higher tech cost, and it increases at a faster rate. Me myself, I love settling specialists. Usually even Great Engineers. I almost always go for a sage first for the Academy, then I either go for merchants, or sages. And in some cases an engineer/merchant hybrid as the Khazad.
The Great Library + Acadamy + Settled Great Sages + the Crown is a strong researcher.
For an Engineer city you want;
- Tablets of Bambur (so found RoK) (1 Engineer +2 GPP)
- Mines of Gal-Dur (3 Engineers +2 GPP)
- Guild of Hammers (Engineers and Great Engineers +1 Hammer, +2 GPP, Free Forge)
- Soul Forge
- Caminus Aureus (+2 GPP)
- Forge (Free from Guild of Hammers, +1 Engineer)
- Machinist's Shop (+1 Engineer)
- Code of Junil (+2 GPP)
Now that's 6 Engineers, and 10 Great Engineer points per turn. Making a total of 28 Engineer GPP per turn. (Now some of the above is pretty late game so this is just optimal)
For a Merchant city you want;
- Market (1 Merchant)
- Money Changer (1 Merchant)
- Temple of Kilmorph (1 Merchant)
- Bazaar of Mammon (3 Merchants, +2 GPP)
- Smugglers Port (if possible, 1 Merchant)
- Code of Junil (Order holy city, 1 Merchant)
- Nox Noctis (CoE holy city, 1 Merchant, +2 GPP)
- The Great Lighthouse (+2 GPP)
That's 6-9 Merchants, and 4-6 Great Merchant points, making a total of 22-33 Merchant GPP per turn.
For a Great Commander city you want;
- Form of the Titan (+2 GPP)
- Heroic Epic (+1 GPP)
- National Epic (+1 GPP, +100% GPP)
- Ride of Nine Kings (+2 GPP)
- The Dragon's Hoard (+2 GPP)
- Tower of Complacency (requires OO when building, +2 GPP)
- Tower of Eyes (+2 GPP)
- Command Post (+1 GPP)
- Basilica (Order religion, +1 GPP)
Ok, that's 14 GPP, making a total of 28 Great Commander points with the Heroic Epic. It's a good idea to combine this city with one of the other specialist focuses unless you just want Commanders.
Or you can just play as the Bannor and be in the Crusade civic and all your Great People turn into commanders when you get em. At least if Nikis-Knight Quick Guide is correct still.
*Alternatively you can of course go the Guilds Civic for unlimited Engineers, Merchants, Sages and Bards.
Now, a SE where you settle all specialists is of course strongest with Sidar, and I prefer to have a majority of Great Merchants, cause that enables a larger city with more specialists +it pays for research and/or military upkeep. With a few Great Scientists and Engineers for research and production.
Prophets/Great Prophets is of course the majority of the specialists you should go for if you aim to win with the Altar.
Instead of making one super researcher with settled great sages you can of course also make multiple academies if you run a CE.