vote also for option 2, but keeping in mind that as others have pointed out, researching tech (reputation) to hire someone seems a little nonsensical - i can understand something like 'researching myths and legends to discern identities'.... except these people are already out in the open. It would make a bit more sense if this was an ability to relate and flatter, and thus reduce recruitment costs... AND cause them to gravitate towards your area of influence.
After playing around for a bit, i have to say i do NOT like the new changes. early game is... painfully slow, as predicted. It is now much more difficult to obtain gildar and exp - thus pretty much removing the rpg and adventuring aspects.
Hey, let's not default to TINY map =p
I notice this because as starting resources have become harder to come by, and starting itself more difficult, I have resorted to starting a new game, looking at my starting position, MAYBE playing a round or three, and exiting to start a new game. That's hardly the way to go...
I'm noticing that the AI still has a few advantages and rushes towards certain goals - it has kids far earlier than it should be able to. I know that if, at the outset, you attempt to marry an npc, they will refuse until your reputation rating is higher than theirs. So it seems that rival factions begin the game married... Perhaps that is to offset janusk? But at the same time, rival factions are pushing out pioneers, soldiers, and even TRADE wagons out far, far across the map (without dying, I might add) much earlier than I would have reasonably expected - particularly given the increased impact of maintenance and wage costs.
Organized and adventuring is still the dominant tactic, and even more so given: 1) resources are hard to come by, 2) movement is still slow, 3) you need to get out and find heroes you can actually recruit, and 4) there's almost no reason to fight any monster now (which are stronger), so better by far to avoid them (especially early game).
This is not surprising. I would take organized even if it cost me the entire starting allotment of points... or more (keeping in mind that there does not seem to be anyway to obtain the first 4 basic spell books). Because increasing the cost of the trait does nothing to rectify the perceived development problem 'Organized as a trait is too prevalent/dominant'. You have to get at the underlying issue that is causing Organized to be dominant.
Specifically:
1) the other traits don't really do that much for you in either the short run or the long run
2) every damn unit moves too goddamn slow. 2.0 for EVERYTHING (if not 1.0) is ridiculous.
What would have been the proper method to adjust player tendency away from organized would have been to:
1) adjust the speed at which units move - by first doubling the current rate, and then adjusting for variety (such as dragons and umberdroths vs. golems and catapults).
2) adjust the speed at which groups move at
3) adjust the point cost of the other positive (and negative!) traits to provide incentives towards variety - and not simply penalize players.
I know you're listening stardock - I mentioned how obsurdly powerful Adventurer + Organized is, and you gimped it. I mentioned how an empire-side Vigilant Minion can solo a combat 400+ army in one turn with Arcane Doom, and you removed the ability (that was, btw, a nasty surprise to have since it wasn't int he changelog).
I'm just wondering how keenly you are listening, because these steps don't make the game fun. Whereas 1.07 may have had it's flaws in the changelog of 1.08, it was at least fun. It was sandbox. 1.08, by contrast, is a grind: not fun anymore.
Meanwhile, many of the more frustrating problems remain - perceived value is at absurd ratios, battle AI still shows little tactical ability, Auto resolve AI is laughable (does not understand retreat if necessary, does not understand prioritize ranged attacks, does not understand conserve spellpoints, does not seem to understand utilize minion/summoned abilities). Diplomatic AI is still one-sided (hey, i want you to declare war, and no I'm not offering you anything to do it) and hypocritical ("It would be great for both nations to set up some treaties!" ok "My treaties are worth 10 times yours so, I guess we can't make a treaty" fine, don't waste my time. "Hey, I think we should talk about treaties....")
As for upkeep stopping "city spam" - that was predominantly an AI flaw. The ai has a tendency to build cities randomly, in greater numbers, and both quickly and early. The upkeep changes haven't stopped that at all. In a 1.08 game, I watched tarth come half way across the map to build a tiny settlement near mine... and not capture ANY resources in doing so. This settlement got destroyed (presumably by a wandering wolf). It was, 3 turns later, rebuilt.
and as another forum goer has pointed out... I'm not sure there is any reason to bother with 1.09 (nor even 1.08). I'd say just go for 1.1 For example, 1.1 is, purportedly, going to switch to a global mana system (not sure how that will work, so I will reserve judgment on it... not personally in favor of it, but curious to see how it will be implemented, and how imbue will be affected). As such, there was no need to work on essence-ring exploit (or even essence inheritance by children). It just strikes me that the resources spent on 1.0x patches would be better spent on 1.1x... since at least some, if not all, these patched changes are going to be overwritten. And I'd rather have 1.1x sooner than later, than "proof we are fixing things" (which i and most others would simply take you at your word for).