neilkaz
King
Here are all the 12/3 upcoming patch balance changes and I'll discuss my thoughts (many of them negative). Please note that I usually play Immortal Small single land mass maps. Those who play different levels/maps may have differing thoughts, but if you reply, please mention what level(s) you usually play on, if you don't mind.
AI
* AI will be more aggressive about pursuing Diplo victory if they are wealthy. (Added 12/3)
(NK) I hope this isn't a game breaker on Immortal and Deity. In my last Persia game, Askia had nearly 40k gold. There will be no stopping a big civ with that much gold from buying the UN vote. I hope I don't have to turn this LAME victory condition off, after this patch.
* AI more effective with building, moving, and using aircraft and anti-aircraft more effectively. (Added 12/3) (NK) OK good.
* AI more likely to effectively use siege units in a city attack. (Added 12/3) (NK) This is good. The AI too often has ranged units pounding a city, but fails to make room for a melee unit to take it quickly.
* Better nuke targeting by AI. (Added 12/3) (NK) I was unaware that the AI made nukes !!
* Tactical AI Tuning: Reduce chance of AI civs making "suicide" attacks. (Added 12/3)
(NK) Good.
* Multiple tweaks and bug fixes. (Added 12/3) (NK) There are so many to fix.
GAMEPLAY
* Increased city strength ramp-up based on technology. (Added 12/3)(NK) I suspect this is good, but I hope it doesn't become too difficult to take cities, noting that they also will heal quicker.
* Catapults and Trebuchets now weaker against units but stronger VS cities, and reduced effectiveness of Archers & Crossbowmen (and their UUs) VS cities. (Added 12/3) (NK) I suspect this is OK, but I wish it weren't so easy for a melee unit to kill a seige unit.
* Have culture cost for policies never go down (trading away cities to reduce culture cost exploit). (Added 12/3)
(NK) I really don't like this. Do we really need Firaxis to baby sit us so that we don't try to win a cultural victory via the LAME tactic of dumping cities allready owned. OK perhaps this is to prevent this in MP, but it isn't needed for SP as no one with an ounce of intregrity would win this way. I also fear that Firaxis will screw up and when you raze an immediately conquered city, it will add to total culture costs. The fix for that, is that cities, when razed immediately should NOT count as annexed but should simply be puppets. This also prevents the annoyance of having to set production for a city being razed and also will help fix the reloaded save bug when razing.
* Reduced effects of Forbidden Palace and Meritocracy (Happiness per city). (Added 12/3)
(NK) I don't like this at all! Unlike many here, I don't see ICS and REX as an issue nor the need to try to prevent it. The AI's expand like a fertilized patch of weeds and build cities anywhere and everywhere and have no happiness contraints on higher levels. Why shouldn't we humans do the same? How are we to compete on Immortal or Deity or even Emperor, unless we constantly war to try to knock down a strong AI civ and it isn't always possible to get at them easily on some maps?!? Also this makes the liberty tree less valuable and reducing any of the early SP's isn't good nor needed.
* Reduced points from Wonders & Cities, increased points for population. (Added 12/3)
(NK) I guess this is for score, which doesn't matter to me.
* Reduced culture needed for first plot acquisition. (Added 12/3) (NK) OK
* New Building: Circus Maximus (National Wonder for happiness track). (Added 12/3)
* New Building: National Treasury (National Wonder for economic track). (Added 12/3)
(NK) These seem OK and I may need the happy wonder.
* Unhappiness beyond a certain point breeds rebels within your empire, based on the number of cities a player has. (Added 12/3)
(NK) A throwback to previous civ games and one that I don't see the need for. Again an attempt to nerf ICS. ICS doesn't need much if any nerfing. Just try to expand too soon on a high level of difficulty and you get dog-piled by DOW's. If you don't have lots of cities in midgame, how do you compete vs AI's with a dozen+ cities and huge advantages in tech and production and gold and happiness??
* Reduced amount of food needed for cities to grow at larger sizes. (Added 12/3)
(NK) This is really GOOD.
* Tradition branch balance (Landed Elite and Monarchy improvements). (Added 12/3)
(NK) Good.
* Liberty branch balance (Settler training bonus now only applies to capital). (Added 12/3) (NK) ROFL this isn't needed !! Why reduce the liberty tree at all, it and honor are the only decent early SP's anyhow.
* Buildings can now no longer provide more Happiness than there is population in a city (wonders are excluded from this). (Added 12/3) (NK) I can see the point here, but, while in the minority, I don't see the need to seriously nerf REX/ICS.
* 3 new additional Natural Wonders added to gameplay, with accompanying rarity code. (Added 12/3)(NK) OK
* Multiple Tech Tree tweaks to address slingshot tech exploits. (Added 12/3)
(NK) The way to reduce slingshots is to prevent more than 1 GS from being saved. I only save a GS for a few turns anyhow and don't save SP.
* Killing a barb inside a city-state's territory now gives a 5-turn buffer where there is no Influence intrusion penalty. (Added 12/3)
(NK) What about the penalty you get for moving thru the CS to get to the barb camp?
IMHO, when a CS calls for barb aid, there should be no intrusion penalty unless units are inside boundaries for 5 turns and this penalty also should not happen for 5 turns after the barb camp is killed so your units can get home if they need to pass thru the CS.
* Reduced and balanced combat bonuses. (Added 12/3)(NK) Will need to see these but probably good.
UI
* Additional updates to the Global Politics screen. (Added 12/3)
* Added game option to disable turn-blocking promotions and policy choices. (Added 12/3) (NK) I am in the minority but I'll still take promotions and SP immediately and not save them.
DIPLO
* Additional AI attitude tool-tips for cases that were not already covered. (Added 12/3)
I appolgize if this belongs in General Discussions, but I posted it in Strategy since I think the game will be considerably harder now. I greatly fear that it will be next to impossible to prevent the AI from winning a lame financial (bribe CS UN vote) victory on Immortal and Deity. All these REX/ICS constraints will make it clearly more difficult to stop the AI from winning by spaceship on Deity and likely Immortal as well.
The game should be balanced for the higher levels of play and I hope Firaxis isn't over nerfing here.
.. neilkaz ..
AI
* AI will be more aggressive about pursuing Diplo victory if they are wealthy. (Added 12/3)
(NK) I hope this isn't a game breaker on Immortal and Deity. In my last Persia game, Askia had nearly 40k gold. There will be no stopping a big civ with that much gold from buying the UN vote. I hope I don't have to turn this LAME victory condition off, after this patch.
* AI more effective with building, moving, and using aircraft and anti-aircraft more effectively. (Added 12/3) (NK) OK good.
* AI more likely to effectively use siege units in a city attack. (Added 12/3) (NK) This is good. The AI too often has ranged units pounding a city, but fails to make room for a melee unit to take it quickly.
* Better nuke targeting by AI. (Added 12/3) (NK) I was unaware that the AI made nukes !!
* Tactical AI Tuning: Reduce chance of AI civs making "suicide" attacks. (Added 12/3)
(NK) Good.
* Multiple tweaks and bug fixes. (Added 12/3) (NK) There are so many to fix.
GAMEPLAY
* Increased city strength ramp-up based on technology. (Added 12/3)(NK) I suspect this is good, but I hope it doesn't become too difficult to take cities, noting that they also will heal quicker.
* Catapults and Trebuchets now weaker against units but stronger VS cities, and reduced effectiveness of Archers & Crossbowmen (and their UUs) VS cities. (Added 12/3) (NK) I suspect this is OK, but I wish it weren't so easy for a melee unit to kill a seige unit.
* Have culture cost for policies never go down (trading away cities to reduce culture cost exploit). (Added 12/3)
(NK) I really don't like this. Do we really need Firaxis to baby sit us so that we don't try to win a cultural victory via the LAME tactic of dumping cities allready owned. OK perhaps this is to prevent this in MP, but it isn't needed for SP as no one with an ounce of intregrity would win this way. I also fear that Firaxis will screw up and when you raze an immediately conquered city, it will add to total culture costs. The fix for that, is that cities, when razed immediately should NOT count as annexed but should simply be puppets. This also prevents the annoyance of having to set production for a city being razed and also will help fix the reloaded save bug when razing.
* Reduced effects of Forbidden Palace and Meritocracy (Happiness per city). (Added 12/3)
(NK) I don't like this at all! Unlike many here, I don't see ICS and REX as an issue nor the need to try to prevent it. The AI's expand like a fertilized patch of weeds and build cities anywhere and everywhere and have no happiness contraints on higher levels. Why shouldn't we humans do the same? How are we to compete on Immortal or Deity or even Emperor, unless we constantly war to try to knock down a strong AI civ and it isn't always possible to get at them easily on some maps?!? Also this makes the liberty tree less valuable and reducing any of the early SP's isn't good nor needed.
* Reduced points from Wonders & Cities, increased points for population. (Added 12/3)
(NK) I guess this is for score, which doesn't matter to me.
* Reduced culture needed for first plot acquisition. (Added 12/3) (NK) OK
* New Building: Circus Maximus (National Wonder for happiness track). (Added 12/3)
* New Building: National Treasury (National Wonder for economic track). (Added 12/3)
(NK) These seem OK and I may need the happy wonder.
* Unhappiness beyond a certain point breeds rebels within your empire, based on the number of cities a player has. (Added 12/3)
(NK) A throwback to previous civ games and one that I don't see the need for. Again an attempt to nerf ICS. ICS doesn't need much if any nerfing. Just try to expand too soon on a high level of difficulty and you get dog-piled by DOW's. If you don't have lots of cities in midgame, how do you compete vs AI's with a dozen+ cities and huge advantages in tech and production and gold and happiness??
* Reduced amount of food needed for cities to grow at larger sizes. (Added 12/3)
(NK) This is really GOOD.
* Tradition branch balance (Landed Elite and Monarchy improvements). (Added 12/3)
(NK) Good.
* Liberty branch balance (Settler training bonus now only applies to capital). (Added 12/3) (NK) ROFL this isn't needed !! Why reduce the liberty tree at all, it and honor are the only decent early SP's anyhow.
* Buildings can now no longer provide more Happiness than there is population in a city (wonders are excluded from this). (Added 12/3) (NK) I can see the point here, but, while in the minority, I don't see the need to seriously nerf REX/ICS.
* 3 new additional Natural Wonders added to gameplay, with accompanying rarity code. (Added 12/3)(NK) OK
* Multiple Tech Tree tweaks to address slingshot tech exploits. (Added 12/3)
(NK) The way to reduce slingshots is to prevent more than 1 GS from being saved. I only save a GS for a few turns anyhow and don't save SP.
* Killing a barb inside a city-state's territory now gives a 5-turn buffer where there is no Influence intrusion penalty. (Added 12/3)
(NK) What about the penalty you get for moving thru the CS to get to the barb camp?
IMHO, when a CS calls for barb aid, there should be no intrusion penalty unless units are inside boundaries for 5 turns and this penalty also should not happen for 5 turns after the barb camp is killed so your units can get home if they need to pass thru the CS.
* Reduced and balanced combat bonuses. (Added 12/3)(NK) Will need to see these but probably good.
UI
* Additional updates to the Global Politics screen. (Added 12/3)
* Added game option to disable turn-blocking promotions and policy choices. (Added 12/3) (NK) I am in the minority but I'll still take promotions and SP immediately and not save them.
DIPLO
* Additional AI attitude tool-tips for cases that were not already covered. (Added 12/3)
I appolgize if this belongs in General Discussions, but I posted it in Strategy since I think the game will be considerably harder now. I greatly fear that it will be next to impossible to prevent the AI from winning a lame financial (bribe CS UN vote) victory on Immortal and Deity. All these REX/ICS constraints will make it clearly more difficult to stop the AI from winning by spaceship on Deity and likely Immortal as well.
The game should be balanced for the higher levels of play and I hope Firaxis isn't over nerfing here.
.. neilkaz ..