a step back from other editions of CivilizationI‘m not able to follow. What exactly is backwards?
On high difficulty levels and with recent patches it improved significantly, AI often compete with you for city states. Also, AI is now much more willing to go to war with you if you befriend city-states near them, so they conquer them from you.I think it's too easy to ally with them... all the influence points I have should be allying with the city states rather than making treaties... it seems a bit unbalanced but I don't know...
Not with continuity option. Now it allows to save 1000 influence from exploration to modern, plus one turn of production. So, you could save some influence on diplo and unleash it on your first turn. Even not starting as Greece, I was able to start befriending 3 independents on my first turn of modern in my last game (340 influence per independent with the leader diplo card, that's 1020 for 3 of them).I think it working good right now with influence being always scarce at the beginning of each age, because you want it for CS and for diplo.
The main disbalance I see are free tech and, in antiquity, free civic. I'd look at the following direction:The problem is that currently, the CS bonuses are just better than diplo. But this can be changed easily. I don’t think influencer cost need to changed for that. Simply make CS play a bit weaker by reducing the bonuses, without making it useless.
Per city state bonuses are ok if controlling multiple city states is a real challenge, like you constantly get into wars because of them and have to protect them, that sort of things.I think the "per city state" bonuses are the biggest culprits as they can get out of hand pretty damn quickly! I'd remoce the "per city state" tag to be a flat (but generous) increase or %
I think the current yields system need some careful review from Firaxis. The approach "let it grow uncontrollably, we'll just reset everything" doesn't work well, especially with all the additional continuity.And yes, influence scarcity is a first age problem so as someone who almost never plays past antiquity I'm showing my bias.
I think Influence is one yield where it would be ok reseting to 0 on obsolete buildings…maybe hub towns could get 1 (or 2) per connected city (instead of settlement)Per city state bonuses are ok if controlling multiple city states is a real challenge, like you constantly get into wars because of them and have to protect them, that sort of things.
Another idea I just got - the ability to attack city state with the owner being able to reject war and stop being owner. Not sure how losing ownership should work, but could create an interesting dynamic.
I think the current yields system need some careful review from Firaxis. The approach "let it grow uncontrollably, we'll just reset everything" doesn't work well, especially with all the additional continuity.
This would require rebalance of buildings as well. In modern influence buildings come pretty late.I think Influence is one yield where it would be ok reseting to 0 on obsolete buildings…maybe hub towns could get 1 (or 2) per connected city (instead of settlement)