I think it would be neat if they expanded this idea to have regional cultural dominance - like spheres of influence in the real world. Could be caused by trade routes/rock bands/etc just giving you an excessive amount of tourists in a city and a few around it. Could have the effects be the same...
The cultural domination bonuses are really interesting - extra gold for trade routes to them, extra loyalty, and faster spy missions! It doesn't seem big but it ties in loyalty a lot more with the rest of the game
What if they increased the overall cost of builders, but made it so if a citizen worked a tile for 25 turns it would slowly improve naturally into what the builder would make.
This way you have the option to immediately get better yields at a cost, or wait for them to come in
Well what if they just make a mid-game ship unit that can settle on titles adjacent to coast? This would be close to now initial settlements occurred anyways - plus it reduces the total unit load and encourages the naval game too
For Base Game; Rome/Greece/Russia/Germany are base game civs that still hold up really well in the current meta (though among those Greece is most likely to get a buff imo). I would say England - but it wouldn't really be a civ 6 expansion without a massive retooling of their abilities. I think...
Monopoly tourism fix, nerf to hero tourism - very necessary
cultists being used better by ai is a nice surprise!
Nothing crazy but seems decent in general. Hopefully next patch they fix the lack of improvements the ai builds!
After watching the video I’m very hyped, this seems fun and unique in terms of play style.
Poor old phonecia just got pretty badly powercrept tho, with it’s naval focus and extra trade routes being absolutely blown past. All they have left is the capital movement - hope they receive some tweaks...
While thats fair, maybe instead they should make autocracy 1/1/0/2, similar to what potato said - this way they're still a bit tall focused, but offer more control. Though if this does happen it could become too powerful, which is a fair concern to have. Maybe 1/2/0/1?
Regardless of card...
Sorry I was trying to make some examples of power levels would be needed to match that era of military/economic policies - I might have gone a bit overboard, but more because charismatic leader feels weaker and I wanted some alternative options.
Later on someone found it worked fine when at least 1 city state was allowed in the game - it was strictly with 0 starting city states that caused the problem. I can't personally confirm it, but I believe that was the conclusion reached.
Honestly if the diplomatic policy slot is so week they should just make 1-2 more early game diplomatic policy cards that are worth running. Something like:
Diplomatic Immunity: Increase bonuses given by the first envoy to a city state by +1
Sphere of Influence: -4 loyalty to any foreign city...
Okay but counterpoint - it is cool and something I'm all for. Even if it is unintended, civ is a dynamic story generation game at its core.
Though I do think they should make it not lose on a reload that doesn't help their case.