I think that in fact new cities need a negative mechanic, something to correspond to the bureaucracy and empire management concepts that exist in real life. Otherwise there is no gameplay balance to encourage you to slow your expansion and creates stale gameplay from simply managing hundreds of...
I'll assume that you're exaggerating here to make your point, but I feel obligated to point out that in a game like Civ, AI may be one of the most complex parts of the game and certainly one engineer wouldn't make or break the quality. Just think about the complexity of Civ vs chess, and that...
I'm actually still not convinced. If you're pursuing a wide strategy it's almost certainly smarter to proceed directly to the fixed-science structure and specialists rather than percentage boosts, then back-fill the % boosts later.
Whereas right now in the current situation, tall has no...
I've never felt that starting only with a worker to be a strong disadvantage. You get basically 18 free turns of production, so even if your worker can't do anything for the first 8 turns you're still way ahead by the time it can start making improvements. You can immediately start with a scout...
They don't take damage in return for attacking but at least at one point the city+garrison would destroy one siege unit per turn which was pretty depressing.
I'm not arguing for your second and third cities. I'm arguing for your *capital*. Starting with 1 production in your capital is cripplingly slow when an opponent that starts on a hill has TWO production in their capital.
The significant gameplay problem with nuclear subs requiring uranium is that they're competing with nuke plamts, missiles, and GDRs for that resource. How do you balance a ship competing with those resource consumers?
I don't play with policy saving and I can count on one hand the number of policies I've had to pick that I didn't want. If optimal gameplay is to hold back a bunch of policies (and I don't think it is) we should of course address *that*.
For a brief period of time in VEM Thal enabled the emigration mod where if *your* empire was unhappy people would leave. He then implemented better happiness models and removed emigration.
This change itself makes starting near a warmonger like Monty or Nappy even *more* devastating because you lose a ton of gold income in addition to having to build up a significant defensive army. I'm not sure what to do about it though...
This list seems very intuitive to me even without the high/low markers. If you really want, call it
Victory (1)
Best (2)
and such, just like the difficulties have numbers.
I do like "marginal" instead of "low" though.
I actually happen to really like embarkation pretty much as it exists and don't feel it needs additional restrictions. I'd probably be willing to entertain a test of "pay 10 gold to embark" or something like that but the other two options you presented seem extremely restrictive to how you can...
This, this, and this. I thought opportunities were awesome and even though they were powerful everyone had equal access which should make them relatively balanced. The only ones I'm concerned about are the free worker and free settler. Those were far too powerful early in the game (although a...
While I agree we should spend more time looking at the existing mechanic, I do think it's currently broken.
Even proceeding fully towards a tourism approach (including buying great musicias/writers/artists with faith), I have never come *close* to winning a cultural victory with tourism, while...
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