I didn't see a comprehensive megathread for balance suggestions, so I thought I'd start one. Please be on your best behavior - this thread is not for complaints about the exclusion of leaders or civilizations or religions, but for ways in which the current gameplay framework could be rebalanced and improved. I will update the OP periodically with interesting arguments posed in the thread.
Please post your thoughts on these and other balance issues.
- First, let's talk about city growth.
The new system of growth is interesting, but problematic. The main problem is that maritime city-states are too powerful. With the help of two or so of these, food becomes trivial to acquire. Combined with the additional food surfeit from Civil Service, and later, Fertilizer, you will never suffer for want of food. This leaves you with Happiness as the only resource that places any sort of cap on your capacity for growth. Happiness is far, far more difficult to acquire than food, requiring limited map resources, expensive buildings, or expensive social policies. This problem is exacerbated by the AI's massive happiness bonuses which allow it to offer you unfair trades on luxury resources.
- Are Great Scientists too strong in comparison to other GPs?
It seems to me that the GS's ability to beaker an entire tech of your choosing makes them significantly more powerful than any other GP. Additionally, scientists generate a respectable +3 beaker/turn, compared to the lukewarm +1 culture/production per turn of some other GPs. The GS's ability to beaker an entire tech also deprecates its ability to build an academy for +5 science/turn: only in the most well-specialized of cities would this bonus overcome the 2000+ beakers from instant research.
- Related to this, Rifling is worthless. With a GS or two, it becomes very viable to slingshot directly to Replaceable Parts. The Infantry unit should require Rifling, as it did in Civ 4. Other benefits to the metallurgy/rifling branch of the tech tree could also help balance this.
- The Liberty Social Policy is not suited to Civ V.
Civ V has made it so that more cities is not always better. That's okay! But the Liberty policy is designed just so that a player can attempt to crank out more cities than his happiness would ever allow. It needs to be retooled.
- Bonus resources are a two-edged sword.
The bonuses from many bonus resources are quite weak. In some cases, they are even a hindrance, since they will preclude other, more useful improvements that could be made to the tile. For example, a grasslands tile with a river and cow can only be pastured for 3f 1h 1g, no matter how much you might have liked to farm it for 5f 1g or post it for 3f 3g. Giving people the ability to mine sheep, a la Civ 4, produces novel and meaningful ways to micro your cities.
Please post your thoughts on these and other balance issues.