Wielki Hegemon
Emperor
A few days ago a posted a message here saying I would prefer a few well-reworked Civs like Spain or Khmer than small changes for 20 Civs because I was suspecting the things will go in that direction. Someone answered we will get both. That was a common expectation not only here. And well we didn't get both. Still, I am disappointed too.This video has left me deflated, confirming the worst case scenario that the earlier video highlighted the lion's share of substantial changes to Civ design (enumerating a change to spawn bias, as they did for Australia, as a balance change is a cop out).
However I kind of expected that. What has left me more disappointed is the lack of any coherent thought underneath the changes they made, which makes me reconsider my initial enthusiasm for the April update video.
They justified their Poland change by stating that Poland has no innate bonus to getting a religion. That totally ignores that Poland can slot Revelation early and can reliably secure a religion.They overlooked the fact that the relics bonuses are an odd fit for Poland's playstyle and that the Sukienne is pretty much outclassed by all other trade abilities and it requires you to invest production into a building.
I'm annoyed by the change they made to Kongo because directly before introducing it they discussed how faith economy has become more central to the game the more additions have been made through expansions. When comparing Kongo to Khmer - who I think were on the same tier prior to this patch - the addition of +1 faith per relic is measly. Its especially disappointing as Kongo were the first asymmetrically designed Civ and they feel outright neglected in comparison to all those who have followed them (full disclosure, Kongo stan).
I'd really hoped this balance patch might have compressed the tiers which Civs currently occupy on power rankings. Prior to their buffs I think Maya represented an optimal of Civ design. Very powerful if executed well but also capable of faring adequately if map generation didnt align. I think the game probably benefits from having challenging Civs which will invariably occupy the lower tiers when compared to overpowered and easy to play Civs.
But there doesn't seem to have been a great deal of holistic thought at play in this patch.
Last observation - in response to a question from the chat Carl from Firaxis went out of his way to emphasise that balancing is undertaken with a view to both single player and multiplayer play. This struck me as deluded or disingenuous as it should be really apparent from how the community has played the game in the last 4 years that the Civs in this game have never been well balanced for multiplayer
As for balancing for multiplayer. Actually, it is really hard to ballance the single-player game with over 50 Civs for multiplayer. Either you focus on balancing Civs at the cost of design space for the single-player experience, or you focus on unique gameplay the Civ may offer for a single-player game at the cost of power creep and multiplayer issues. It is not Carls fault, and we shouldn't expect the impossible from him. That's the way it works. At least in multiplayer, you can always ban OP Civs or the weakest ones.