Balance

Buildings

Medical Lab- now changes city Population by 2 instantly when constructed; boosts local specialists by +2 (was +1)

--Good change, I think instant is the way to go at this point in the game.



Wind Plant/Hydro Plant - doubled tile yield bonuses

--A fair start, I'll give it a shot!



Factory - each Factory boosts production of all Factories by +1



--I don't know if this will really change the math but I like the concept. If its not enough +2 per might do the job.



Broadcast Tower and Stock Exchange - now +1 per 2 citizens (was +1 per 5)



--Nice!

Stadium - now +1 GAP per 4 citizens



--Is this in addition to the instant +1000 GAP? If its a replacement, its a step backwards. If its an addition...eh again I think its too late to really change the need here.



Pentagon - removed gold upgrade cost reduction; added 'Terracotta' effect of unit duplication for land units



--I'm sure many people aren't going to like 2 wonders doing the same thing; I don't mind it so much.



Difficulty

Removed free worker on immortal/deity, increased ABC yields to compensate



--Sweet!



Industry

Mercantilism - swapped gold per construction with science per construction

Protectionism - now grants +10% food/science in WLTKD cities



--These are both nice changes, but I don't know if its addresses the main concern. As CrazyG put it, Imperalism is great for war, Rationalism is great for peace. So what is Industry's niche at this point in the game...how does it help you win in a way the other trees don't cover. DV seems the better area to target.



Fealty

Serfdom - now 33% internal (was 50%)

--I think its a reasonable change.



Rationalism

Enlightenment - now +10% science during GA (removed WLTKD element)

--Giving Rationalism a focus on GA makes more sense to me.

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