Hello all! I just finished another game - had lots of fun, but especially I learned alot, found game bugs, and I think I've observed some meaningful balance notes that ought to be considered here (the bugs will go straight to GitHub - the balance notes, Gazebo just let me know where you want me to put those - if here is good enough or if I need a new thread for each).
I'll just tell the game's story and then explain the stuff I noted.
I played this game in the July 1st version of Vox Populi with Events turned on.
Civilization: Persia
Victory Type: Domination - though Diplomacy was not far off as a potential
Relative Rank: - This game was a complete and total pushover, mainly because of the map layout (an important note for this game); however, I was playing on Emperor, which is very compatible for me
Map Type: Standard Communitas with 10 Civs and 18 City-States
Turn: 317
The Story
I started in a Capital that had a couple good production spots that were useful for early-game military production, but was otherwise the ultimate Farming state for the remainder of the game (in fact, its production was so horrible later on that it had most buildings not constructed). Among the resources, my Capital had Ivory, which proved useful in the early game for combat as the Elephants were very dominant. I constructed a single early expansion near my Capital next to a Natural Wonder (the one that gives 6 Gold and 3 Production), for another very strong Production city that also allowed me excellent early-game unit maintenance support. My starting Policy was Authority, and my starting Pantheon was God of War.
I went hyper-aggressive early-game against the Danes with pretty much only Immortals and Elephants (about 5 Immortals, 2 Elephants), plus around 3 Archers. They got hopelessly crushed, followed by Japan who was likewise on my starting island - I proceeded to colonize the whole island, and then explore my surroundings with boats.
What I discovered was that I was in an ocean-locked area of the world, and that the only other civilization I could reach by water at the time was Rome: as I needed to get Culture and Science sooner or later, I fought with Rome until they capitulated, and I left them reasonably strong so they could be a useful ally (they in fact were a strong support for me for the rest of the game).
What remained before, during, and after the war with Rome was the following: as I said, I was ocean-locked into a large section of the map, and could not explore beyond the ocean borders without Great Admirals or Caravels - leaving 6 other civilizations to account for basically the other half of the entire map. In my corner of the realm? Of the 18 City-States that existed on this map, 13 of them were in my section - and most of these were unmet by Rome, leaving me to have a complete monopoly on City-State control.
Here's what's interesting: between Pledges of Protection and Quests (including killing barbarians), I barely needed to lift a finger to be the ally of every single one of these City-States and remain so for the remainder of the game. Quests alone were sufficient to provide me with all the influence I needed to maintain my allegiances with all of them save very minor investments: within the course of the *entire game*, my unit donations to City-States did not exceed 10 units, and I don't even think I even produced as many as 5 Diplomatic units to be used for Influence - and most of those went to other City-States in the other map sections to secure my dominance there. Any Great Diplomats I ever earned constructed Embassies. Obviously, when my Authority tree was finished, I took Statecraft to secure my alliances even further, and upon discovering all other civilizations in the world, I immediately could dominate any vote I liked (and usually have control of ALL THREE resolutions...) for the entire game.
For reference, I did get a religion - and half the reason I warred with Rome is because Rome had a religion as well and I really needed that population to get my Religious National Wonder (there simply wasn't enough population on my side of the map to go around for there to be enough). In fact, it took me till about year 1600 for me to get that Wonder up as I engaged in a Missionary War to push myself over the edge - an important detail, because it tells me how much the new adjustments to pressure really affect Religion spread, forcing Missionary power alot more. For the record: my eventual religious set ended up being Apostolic Tradition (Golden Age points for Persia's UA), Stupas (more GA points for UA - though I have a comment on this later), Scholarship (when I took this, my science sucked, and I jumped from 29 to 81 points per turn on the spot), Zealotry, and finally Global Commandments (yay more GA points).
The rest of the game was basically just a set of wars with the remaining Civs, starting with Morocco, who built Chicken Pizza and incurred my wrath, and Egypt just happened to ask me to declare war on them anyways - only for me to discover that Spain and the Inca (interesting combination...) had Defensive Pacts with Morocco. Korea was a neutral the whole time, and Austria had been wiped out before I ever found any of the other Civs. The 3vs3 war was a complete slaughter in our favor, I took two more Vassals in the form of Morocco and the Inca, and gradually cleaned house very fast - mainly with ranged attack ships - and finished the game, all with a continuous Golden Age after I had acquired Chicken Pizza. I should add...that the combination of Great Lighthouse, Imperialism (my last Social Policy pick, before Autocracy), Persia's UA bonus during Golden Ages, and Treasure Fleet...make ships completely stupidly awesome. Ironclads with 9 movement and Cruisers with 8 are completely insane.
Anyways, the following are the balance notes and conclusions I have drawn out of this game, which might be worthy of consideration. Please bear in mind that this was my first time playing with Persia.
1. Immortals seem a tad strong: they presently have 2 points above a Spearman, though I think pushing it back to just 1 point would be sufficient. With their fast +10 healing (it isn't double healing - it's +10), they're just crazy strong and can just tank a city within the city's borders, no problem at all: also, the healing ability carries over to later units like Pikemen, so a horde of Immortals made for an AMAZING investment that helped in future wars thru unit upgrades. I thought it was the easiest early-game set of wars I had ever had.
2. The new Quests system is awesome, but I feel that it offers too much influence: it's offering so much influence that any kind of *active* form of acquiring City-States is completely pointless: I don't need to donate troops or build Diplomatic units. Rather, I just ignore life and magically get allies. Yes, I realize that I had uncontested grasp over the City-States in this game, but nevertheless, Influence should not be this easy to attain: I would rather think that the Influence from doing Quests should be in the range of 15-30 points, and thus would be something that merely *sustains* an alliance if you have one, or otherwise *encourages* further investment if you don't: but by itself, shouldn't hold the whole weight of the matter. To compensate, however, we could make the direct prizes of completing a Quest offer a little bit better bonus.
3. I'm still not too impressed with Pledges of Protection, as they offer too many benefits with little consequences. Sure, you need to be in the top 60% to make a Pledge - and the only consequence of losing your rank is that you can't re-pledge again for 20 turns. Big deal? When I went on a building spree, that was really my priority: 20 turns of getting a little less Influence than usual from Quests just isn't going to hurt me, and Quests had made me allies with all of them beforehand anyways. I don't really think this is a meaningful system. Rather, a small ding of influence would make sense (maybe only 15-20) if protection is revoked; also, it would make sense to only be able to give protection if you *actually have military nearby to protect the City-State*. It's somewhat silly to say you're "protecting" someone when you don't actually have any military there. What I *did* do with Barbarian Hordes in mind was keep one or two units within the sphere of influence or just a single tile outside the sphere of some City-States that I was worried about - and it seems to me like this kind of behavior would be uniquely consistent with an actual Pledge of Protection.
4. Stupas' requirement for Archaeology to get the Tourism boost makes sense, else it would be too powerful early on; however, the Golden Age Points on the Stupas are pretty underwhelming to wait that long for, and it wouldn't be overpowered if they offered the GAP naturally.
5. While I very much like the new system of how Religious Pressure spreads, I think it's a tad weak: Pressure Wars were quite fun in Vanilla. Although this isn't exactly my point. My point is that this puts alot of extra "pressure" on the need to build Missionaries, who already have a hard enough time converting cities without pressure, and thus the possibility of spreading religion is consequently de-valued. My conclusions would be to slightly decrease the cost of Missionaries, or cut back a little on the Pressure penalties for various reasons (especially water). Furthermore, while I get that Inquisitors are supposed to be possible - these Inquisitors are way way way more effective than any inquisitions history would offer! To take a city of 28 population of another religion and reduce it to 0 instantly seems like overkill, and actually makes the whole idea of spreading religion kind of lame. I'd rather see slightly cheaper Inquisitors that require more than one shot to get things done...seems too magical otherwise. :/
6. The event "A New Banking System" just seemed to me...crazy strong. I don't recall all the options, but I remember that they were all frighteningly powerful, but a free Social Policy really beats all the rest. I just felt like I was being offered more free victory out of this.
That's it for my report on this game. Again, I have a buglist/observations list/typo list that I wrote down and submit to GitHub.
Thanks, and cheers, all!

-Gidoza