Suggestions for balance changes to gathering storm features
· I have always thought that the pace of the science and culture trees in Civ 6 are not particularly well balanced; some eras are too short, and overall the pace of advancement is far ahead of the chronological clock. This seemed to improve somewhat with the Rise and Fall expansion, but is back to being very lopsided—I seem to breeze through the middle ages and the Renaissance eras in most games, particularly in the science tech tree, and I end up building factories by 500-600 AD and hydroelectric plants by 1000 AD. I think a solution to this would be to use the eras as a framework for the cost of technologies and civics and apply a modifier to increase the cost of researching techs/civics in future eras. This is similar to how great people in more advanced eras have a modifier whereby they cost more points than they do if recruited in the same era of the game. While this is somewhat complicated by the boosts (do they give you an absolute boost or just a percentage), it would be feasible to implement. Another possibility would be to decrease the science yields per citizen with progressive eras, which would force players to spend more time building campuses and campus buildings, rather than just having a large population.
· In gathering storm, the AI seems to have a very strong predilection for trade deals involving great works once a great work has been obtained, but it would be nice if the AI would make other trade deals as well. It makes it much harder to generate decent trade deals and subsequently alliances unless you want to trade your great works.
· I think the power system adds a nice dimension to the game and is a great addition. However, I think that factories should get a larger benefit from being powered (and probably a higher base production as well). I would say at least a base production of three and an additional five production if powered. Since factories and stock exchanges are the only industrial era buildings that require power, I am only building the two coal plants for the refining boost. I don’t think that the rather meager addition of 3 production to the factory is worth the cost of coal plants regarding carbon emissions, and I wait until oil or hydroelectric plants to power cities. If the benefit of coal was greater for factories, then I would be more likely to build them.
· I love the raging barbarians that I’ve had in gathering storm. However, when playing civs with relatively weak ancient/classical periods where you may not want to devote significant time to units to countering barbarians early in the game, I think it would be nice to bring back the barbarian slider into the advanced start mechanic.
· I really like the emergencies system from rise and fall, but I think it got a little underpowered when incorporated into the world congress. It would be nice if the emergencies could still be activated before the world congress if founded, similar to how they were in rise and fall, especially since the AI likes to attack city-states early in the game. I think one way to implement this would be to have a continental congress (for that continent of adjacent continents) active starting in the Classical era, and the World Congress start when somebody has met all players.
· The world congress is a very welcome addition. Also, I personally love the randomness of the proposals to the world congress, and I actually prefer this to the Civ 5 proposals. However, I still think it needs a little reworking.
o First, I have found that the AI will sometimes vote for polices that just hurt themselves. For example, in one game there were somehow only two religions when the world congress voted first, and the AI used all their diplomatic favor to vote against great prophets; the civs that voted the most for banning great prophets were those who were about to get one.
o Also, I think there should be diplomatic consequences for voting for a proposal that significantly hurts a specific civ (for example voting against a military emergency when one of my allies capitals was captured should have negatively impacted my relationship with the ally).
o I am not sure it makes a lot of sense for you to be able to vote about an emergency that is about you. I get that you can build up diplomatic favor and keep the emergency at bay, but I think it should proceed without your vote.
o I think that the benefits of emergencies got significantly underpowered—I’ll go to war for a large sum of gold or another significant reward, but not for 100 diplomatic favor. This is particularly true in the late game when I am often generating that much in a few turns.
o I also think that the World’s Fair and the Nobel Prize bonuses are a bit weak. I have little incentive to allocate the production of cities to thse projects the benefits are rather meager, and I just passively accrue the points from great people etc.
· The grievance system is a great addition and an interesting concept. However, the grievances as they are currently implemented decay a bit too fast and are a bit unbalanced. For example, I think there should be greater grievances for converting a city, and those should last quite a while. If an enemy converts your city, you only have four turns before those grievances have decayed.
· It is nice to see railroads return to gathering storm, but I think they would benefit from a little adjustment. They are rather underpowered, and I only typically build a single railroad for the era score. Their carbon emissions are high, and their movement reduction and increase in gold for trade routes is comparatively low. I think one way this could be improved by creating different eras of railroads (industrial, modern etc.) that generate progressively less carbon. Another way would be to give railroads a greater movement reduction between cities and gold improvement.
· The rock bands are a neat addition. I would also like to see with a promotion where they would be able to perform at city-states, so that some of some of their other promotions (religious rock etc.) could be used on city-states.
· I am not sure why Machu Picchu is a late classical wonder when it really should be a late Medieval era wonder, similar to Cichen Itza.
· I think that there should be an era score for building the first ski resort. Also, I think that they need a little bit of rebalancing. I think similar to how the Cahokia mounds only provide bonuses based on the number you have in a given city, likewise you should only get an amenity from the first ski lodge in that city. As it stands, it is too easy to completely mitigate unhappiness in the atomic era by simply building ski resorts everywhere.
· The storms and droughts add an element of randomness into the game that is fantastic, and I have been playing on disaster setting 4 for all games. However, I have noticed that droughts tend to recur in the same location. Also I have found that on some map types (such as continents), that hurricanes end up only hitting land for one turn (if at all), and end up not having much of an effect. I wonder if hurricanes should last longer and move more slowly once they have hit land? Finally, I think that tornadoes are a bit overpowered—we can all think of major hurricanes and volcanoes that have impacted cities, but how many major tornadoes really devastate an entire city? Given how important Mountains and continental divides are to gathering storm, I think it would be interesting to include earthquakes as another natural disaster.
· I am not sure why oil is a requirement for infantry. It would be nice to bring back the rubber resource from Civ3 and make that a requirement for infantry, with some type of a non-resource based alternative if you are low on resources (such as the guerilla in Civ 3).
· While I love Matthias and I played him in my first Gathering Storm game, I do think that the Raven King is a bit overpowered with the black army unit and the movement bonuses, the additional envoys, and the free upgrades for levied units. This might be best to be somehow reduced (perhaps only getting the movement benefit and envoys if the city state follows the same religion as Hungary, since so much of the Hungarian empire and later Austro-Hungarian Empire was based on fighting Islam and later bringing back Catholicism into Protestant/Orthodox regions).
· I think the pillaging scaling makes a lot of sense, but the currently implementation scales too quickly.
· The Dam district is really a great addition to the game, and the hydroelectric plant is a much more realistic version than in prior versions of Civ. However, I think that the hydroelectric plant should provide some of the similar benefits as plants in the industrial zone (some small amount of additional production as well as Great Engineer points).
The Golden Gate Bridge is a great wonder and one I never expected to see implemented into the game. However, the current requirements for its construction are a bit steep, and there are some maps where there is only one spot on the entire glob where it can be built. I think either the maps should be redesigned a bit to have more bays or the requirement that both tiles be 180 degrees across from each other be removed.