Lately I've found it hard to play anything other than Assyria in the Antiquity Age and Bulgaria in Exploration. I think Assyria is decently overpowered and Bulgaria is clearly overpowered (and in need of a rebalance), so there's that, but they are also just more FUN to play. This got me thinking about ways to improve the other Civs, and make ALL Civs feel exciting to play. As I thought more about it, I came up with the following guidelines for Civ creation, and I've though about some possible Civ tweaks. I'm interested in how the community feels about these.
Guidelines: Civ powers (their basic features plus unlocks plus traditions) should...
1) Break a rule. I'm unexcited by a "bonus to land trade routes" or "+1 gold on all resources." Here's a rule: in prior instances of Civilization, you don't get tech from conquering settlements. Assyria BREAKS that rule, now you can get techs from conquering.
2) Open up a new play pattern or create choices. Again, "+1 gold on all resources" is a nice, strong bonus. But it doesn't create new play patterns, it just gives you extra money for doing what you would do anyway. Again, Assyria answers this nicely - instead of investing in Science, you can dump Science and get all your techs from conquering.
3) Be thematic. Assyria is a scientific and militaristic civilization. They conquer their neighbors and take their knowledge back to their Royal Libraries, where scientific advances are turned into military advantages. I think a unique siege unit would have really completed this well for Assyria, but the unique cavalry is fine.
4) Come into play early. Assyria falls a little on this - none of its bonuses appear on turn one, and neither the unique commander nor the unique unit show up by turn 10. By contrast, Bulgaria's plundering can net you benefits on turn 1 of exploration, if you declare war and charge right into your neighbors.
So, here are some thoughts on Antiquity Civ changes. I think a LOT of the Antiquity Civs could use reworking, as they often feel very similar, and don't open up new play patterns. LMK your thoughts!
Aksum: Replace +1 gold on resources with the ability to get 2 copies of a resource you claim (but not import). Later in the tree, unlock a +4/gold +4 happiness for unused resources instead of +2/+2. The theme: Aksum is an economic powerhouse that uses resources better than other civilizations. You can choose to slot these in or profit off of the internal demand for them, if left unassigned.
Carthage: Give Carthage the 4th ring and 4+ settlement limit unlocks in the tree. Gaulos gives you +50% purchasing in towns, Sicilian Wars gives you +50% purchasing in TRADE outposts. Change to unique boats.
Greece: +5 influence per turn innate. They have a unique endeavor "Help the League" which they can use influence to tell City States to provide assistance. This takes the form of making that City State count as another type for bonuses that key off of multiple states (ie. they can make an economic city state act as an economic city state AND a militaristic city state). Hoplites at tier 2 take 1/2 range damage.
Maurya: In addition to 2 founding beliefs from their Pantheon, Maurya get ALL Pantheon beliefs from any settlements they conquer with an Altar OR civs that are allies. Settlements not founded by you get a flat +20% to all yields.
Maya: Restore their unique quarter to 15% production for science breakthroughs. All settlements they found in vegetated terrain are invisible to units except for units directly next to them. All settlements settled on vegetation get a +2 bonus to culture until another civilization finds them. Theme: the Maya understand the jungle and make use of their science to advance their building projects.
Persia: Their unique commanders gain a level and collect 200 gold if they are the ones to take a city (not settlement). Immortals survive with 1 hp if they would otherwise be killed by a conflict. Immortals with 1 hp die regularly in conflict. Kara gives you two infantry if you purchase 1.
Roman: Legatus get 1x found charge from the beginning but do not get any more from levelling up. All towns you found are automatically connected to Rome by road (if possible, regardless of the distance. Water/mountains can interfere). If you put a Legatus in a town, you double the gold output. If the Legatus has a commendation, you quadruple the gold output. If the Legatus has two commendations, you octuple the gold output. And so on. Theme: All roads lead to Rome, where the Senate sends out it's members to lead troops and govern provinces.
Khmer: -1 settlement limit (this is a MALUS, clearly, I think there should be more of these generally in the game, make choices more interesting). River tiles no longer provide their benefit regardless of being having urban buildings. Instead, the base production from a rural or urban building is DOUBLED for river tiles. Example: A farm on a river tile would give 2 food, 1 production, 1 gold. This changes to 4 food, 2 production, 2 gold. Warehouse bonuses are not added, but disasters are. Urban buildings work the same: if you put a Barracks in that spot, that gets 5 production due to adjacencies, you get 10 production instead. Does not stack with specialists. Varna gives +3 gold/specialist but -1 settlement limit per age. Their unique merchant is more expensive initially but cost does not scale with number produced.
Han: Every Great Wall gets a +10% production per segment of Great Wall that it would connect to. Great Walls give +3 culture and +1 gold. Cho-no-ku do not get more strength at the second tier, but get a second shot (if movement allows). They do not get increased base strength or zone of control any more. ALL great people create a codex and provide some other benefit. When you build a great person, you get to pick one from a list of three.
Egypt: Major rivers yield 8 food, 2 production to CITIES. Every Medjay inside a city's boundaries boosts building/wonder production by 10%. When you build a great person, you get to pick one from a list of three. Theme: Egyptians are masters of the Nile, and use Major rivers to feed and build, while their troops push the populace to work harder.
Mississippian: Potkops improve RESOURCES and give 5 food. Watonathi give 50 gold/resource/trade route. Atassa gives +1 movement for ranged troops.
Thoughts? Ideas? I think there would be some big balance issues with these changes but hope that the AI would make good use of their bonuses as well.
Guidelines: Civ powers (their basic features plus unlocks plus traditions) should...
1) Break a rule. I'm unexcited by a "bonus to land trade routes" or "+1 gold on all resources." Here's a rule: in prior instances of Civilization, you don't get tech from conquering settlements. Assyria BREAKS that rule, now you can get techs from conquering.
2) Open up a new play pattern or create choices. Again, "+1 gold on all resources" is a nice, strong bonus. But it doesn't create new play patterns, it just gives you extra money for doing what you would do anyway. Again, Assyria answers this nicely - instead of investing in Science, you can dump Science and get all your techs from conquering.
3) Be thematic. Assyria is a scientific and militaristic civilization. They conquer their neighbors and take their knowledge back to their Royal Libraries, where scientific advances are turned into military advantages. I think a unique siege unit would have really completed this well for Assyria, but the unique cavalry is fine.
4) Come into play early. Assyria falls a little on this - none of its bonuses appear on turn one, and neither the unique commander nor the unique unit show up by turn 10. By contrast, Bulgaria's plundering can net you benefits on turn 1 of exploration, if you declare war and charge right into your neighbors.
So, here are some thoughts on Antiquity Civ changes. I think a LOT of the Antiquity Civs could use reworking, as they often feel very similar, and don't open up new play patterns. LMK your thoughts!
Aksum: Replace +1 gold on resources with the ability to get 2 copies of a resource you claim (but not import). Later in the tree, unlock a +4/gold +4 happiness for unused resources instead of +2/+2. The theme: Aksum is an economic powerhouse that uses resources better than other civilizations. You can choose to slot these in or profit off of the internal demand for them, if left unassigned.
Carthage: Give Carthage the 4th ring and 4+ settlement limit unlocks in the tree. Gaulos gives you +50% purchasing in towns, Sicilian Wars gives you +50% purchasing in TRADE outposts. Change to unique boats.
Greece: +5 influence per turn innate. They have a unique endeavor "Help the League" which they can use influence to tell City States to provide assistance. This takes the form of making that City State count as another type for bonuses that key off of multiple states (ie. they can make an economic city state act as an economic city state AND a militaristic city state). Hoplites at tier 2 take 1/2 range damage.
Maurya: In addition to 2 founding beliefs from their Pantheon, Maurya get ALL Pantheon beliefs from any settlements they conquer with an Altar OR civs that are allies. Settlements not founded by you get a flat +20% to all yields.
Maya: Restore their unique quarter to 15% production for science breakthroughs. All settlements they found in vegetated terrain are invisible to units except for units directly next to them. All settlements settled on vegetation get a +2 bonus to culture until another civilization finds them. Theme: the Maya understand the jungle and make use of their science to advance their building projects.
Persia: Their unique commanders gain a level and collect 200 gold if they are the ones to take a city (not settlement). Immortals survive with 1 hp if they would otherwise be killed by a conflict. Immortals with 1 hp die regularly in conflict. Kara gives you two infantry if you purchase 1.
Roman: Legatus get 1x found charge from the beginning but do not get any more from levelling up. All towns you found are automatically connected to Rome by road (if possible, regardless of the distance. Water/mountains can interfere). If you put a Legatus in a town, you double the gold output. If the Legatus has a commendation, you quadruple the gold output. If the Legatus has two commendations, you octuple the gold output. And so on. Theme: All roads lead to Rome, where the Senate sends out it's members to lead troops and govern provinces.
Khmer: -1 settlement limit (this is a MALUS, clearly, I think there should be more of these generally in the game, make choices more interesting). River tiles no longer provide their benefit regardless of being having urban buildings. Instead, the base production from a rural or urban building is DOUBLED for river tiles. Example: A farm on a river tile would give 2 food, 1 production, 1 gold. This changes to 4 food, 2 production, 2 gold. Warehouse bonuses are not added, but disasters are. Urban buildings work the same: if you put a Barracks in that spot, that gets 5 production due to adjacencies, you get 10 production instead. Does not stack with specialists. Varna gives +3 gold/specialist but -1 settlement limit per age. Their unique merchant is more expensive initially but cost does not scale with number produced.
Han: Every Great Wall gets a +10% production per segment of Great Wall that it would connect to. Great Walls give +3 culture and +1 gold. Cho-no-ku do not get more strength at the second tier, but get a second shot (if movement allows). They do not get increased base strength or zone of control any more. ALL great people create a codex and provide some other benefit. When you build a great person, you get to pick one from a list of three.
Egypt: Major rivers yield 8 food, 2 production to CITIES. Every Medjay inside a city's boundaries boosts building/wonder production by 10%. When you build a great person, you get to pick one from a list of three. Theme: Egyptians are masters of the Nile, and use Major rivers to feed and build, while their troops push the populace to work harder.
Mississippian: Potkops improve RESOURCES and give 5 food. Watonathi give 50 gold/resource/trade route. Atassa gives +1 movement for ranged troops.
Thoughts? Ideas? I think there would be some big balance issues with these changes but hope that the AI would make good use of their bonuses as well.