Civ 6 balance changes wishlist for future patches and DLC

Hello everyone ! First post here on civfanatics.
A few more suggestions:

Balance Tile yields
- remove 1 food to hills (same as civ5)
- add 1 cog to coast tiles.
- either halve food/amenities to specialists or make them generate 0.5gpp.

Encourage city specialisation:
- Allow to set a speciality to a city: only 1 specialty per city and only 1 city per specialty (incentive for tall play, use of specialists, unique improvements, tiles with gold/culture/science)
-- technopolis: 2x science / GSP
-- cultural centre: 2x culture / GWAMP
-- trade center: bonus trade to/from this city
-- militaristic: 1.5x production toward military units in this city. 2x GGP
-- etc...

More fun GP system:
- make players compete only for GP of there own era, not of the most advanced player era. IE if a great scientist has just been claimed and 2 players are in classical era while 4 others are in medieval era. The 2 first ones will now compete for the next classical scientist while the 4 others will compete for the next medieval one. (GWAM need to improve with era for this to be balanced). It allows underdevelopped civs to have a shot at GP, an avoid the GP to jump super quickly on deity.
 
Welcome to the site Arlequin :)
 
That was fixed in the last patch.... they have a default strength based on their era, still too strong IMO but sea horses are no longer immortal

He's talking about their ability (which they shouldn't have) to be used to put a seige on a coastal city from the water. i.e. embarked units exert ZOC from in water.
 
Ah, OK. Personally, I have no issue with that, if the opposition has no navy then maybe embarked units is enough, personal choice Inguess

Except we want ways for navies and air forces to be more relevant to most games, esp the former! If you have no naval ships, you should not be able to control water. Embarked units are just on transports of sorts - they aren't vessels suitable for blockading.
 
Welcome to CivFanatics, Arlequin. You have some good ideas there, If you don't mind, I'll add your elaboration on specialization to the OP with credit given. The GP system changes are absolutely necessary. Too many midgame great people get deleted from the game because the runaway AI (assuming you're playing on emperor or above) erases GPs from earlier eras from the pool. :( Great suggestion.
 
Victoria, I added some of your points to the post with credit. I apologize if I'm a bit slow in including ideas into the OP, there's been some feedback off Civfanatics as well and its difficult to keep track of everything.
 
Welcome to CivFanatics, Arlequin. You have some good ideas there, If you don't mind, I'll add your elaboration on specialization to the OP with credit given. The GP system changes are absolutely necessary. Too many midgame great people get deleted from the game because the runaway AI (assuming you're playing on emperor or above) erases GPs from earlier eras from the pool. :( Great suggestion.

Thank you you're welcome.
Go ahead I am happy that you like the idea.
 
Victoria, I added some of your points to the post with credit. I apologize if I'm a bit slow in including ideas into the OP, there's been some feedback off Civfanatics as well and its difficult to keep track of everything.
Oh no worries mate, ya doing a great job, whether the thread gets looked at is another thing. I think the diplomacy things really do need fixin. I suspect my list is more succinct but it's your thread
 
From a cultural victory perspective I think the writer slots are fine, you should just not be able to go bezerk with writers.... if you do that's what wonders are for.
What needs fixing is great artists, simply make their base tourism value 3 not 2 and they are on par pointwise with artefacts, harder to theme but faster to get.
 
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Oh no worries mate, ya doing a great job, whether the thread gets looked at is another thing. I think the diplomacy things really do need fixin. I suspect my list is more succinct but it's your thread

Removed the suggestion for more great works of writing slots. Secondary utility for GWAMS already accomplishes this. Added a bunch of stuff from suggestions via Zigzazigal, and removed some stuff as well that was not as well received. Suppose it is "my" list but I want it to reflect community opinion accurately as well.

Yeah :(. I am not optimistic that the devs will see the post, but they maintain a fairly active presence on social media, so you never know. Even in the worst case scenario, this provides a blueprint for modders.
 
1. A diplomatic victory and a World Congress are musts. There needs to be more to the late game than clicking "Next Turn", and WC resolutions is just what this game needs to break up the monotony and emphasis actual diplomacy.

2. Maritime City-States need to be a thing. Right now the Harbor is the only workable district that doesn't have a CS bonus, so adding new city-states that give bonuses to food to city centers and harbors sounds like a no-brainer to me.

3. UI fixes and missing features need to be addressed. We need a restart button. We need a production queue. These are QoL features that are long overdue, and they're not the only ones we're waiting for.

4. The Aerodrome needs work. Right now there's no real reason to build one. Even if the AI gets to a point where it builds air units, there's still going to be little reason to build one. My proposal is this: give us a choice between a Military Airbase and a Commercial Airport for the second building, with the former working as it does now while the latter instead increases tourism and gold per turn.
 
Very good list. Just want to add

  1. they should cut down the repair cost of pillaged districts. Taking like 50+ turns to fix a district is silly.
  2. Specialists should generate GP points
  3. While I hate the insane corruption in those remote cities in the previous civ versions, I still think that this version seriously needs a punitive mechanism to reduce the efficiency of the cities that are far away and disconnected from your core city group. It is unbelievable to see the ancient Romans forward settling in china without any inefficiency issue. This penalty can be reduced with the advance in tech and civics.
  4. Include some limited variations in the eureka/inspiration from game to game, but clearly listed in the tech tree so the players can still plan ahead. This makes the game more fun but still under control.
  5. The game should not penalize players for advancing their techs and encourage delaying the progress. This is so "anti-Civs" IMHO.
  6. Conquering a CS should somewhat make other CSs more skeptical of you. Taking one may be excused, but a repeat offender should receive something like reduced influence, reduced CS reward etc for a period of time. Taking out say one-third of CS should automatically make all CS hostile or at least quite cold to you.
  7. Give a 10 turn grace period to the barbs to start a game to cut down those silly turn 5 horsemen trios scenario. Tone down the barb activities by a notch and reintroduce rampaging barb for those barb lovers, but give the AI and CS more bonus vs the barbs.
  8. Be able to build aerodromes at coastal tiles with additional cost. In reality some cities just landfill to build airports. This will increase the strategic value of certain one tile islands.
  9. Include some late game crisis scenario, like all civs that are not your friends will gang up to Dow on you if you are close to a victory.
 
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Very good list. Just want to add

  1. they should cut down the repair cost of pillaged districts. Taking like 50+ turns to fix a district is silly.

This is one of the weirdest things in the game. It usually takes longer to repair a district than build it in the first place!
 
This is one of the weirdest things in the game. It usually takes longer to repair a district than build it in the first place!
I actually think that the game should even allow deletion of districts, but at some cost such as burning 3 builder charges and -1 amenity (-2 in captured cities) for like 20 turns to indicate resistance to reform. This will give players more flexibility to shape their nation for a victory type during mid-game.
 
  • they should cut down the repair cost of pillaged districts. Taking like 50+ turns to fix a district is silly.
I'll add this to the post. You're right, I realize that they want to punish you for pillaging, but jeez!

  • While I hate the insane corruption in those remote cities in the previous civ versions, I still think that this version seriously needs a punitive mechanism to reduce the efficiency of the cities that are far away and disconnected from your core city group. It is unbelievable to see the ancient Romans forward settling in china without any inefficiency issue. This penalty can be reduced with the advance in tech and civics.
I never thought about it in terms of Civ 3 & 4's corruption systems. Interesting idea.

  • Conquering a CS should somewhat make other CSs more skeptical of you. Taking one may be excused, but a repeat offender should receive something like reduced influence, reduced CS reward etc for a period of time. Taking out say one-third of CS should automatically make all CS hostile or at least quite cold to you.
Agreed, though I didn't put that in the post because I don't actually bully CSs, so I wasn't sure if the game had this or not. If the game actually doesn't have a CS self-defense mechanic, then I'll be sure to add something about that.
  1. Include some late game crisis scenario, like all civs that are not your friends will gang up to Dow on you if you are close to a victory.
I've actually thought quite a bit about this one. Total War Shogun has a system like this, and it makes the game really hard (which is good). I don't know how compatible this is with the massive boosts the AI gets to make it more competitive, though. Another downside to this is that the Shogun system made you feel like you were playing on borrowed time before all the AI's ganged up on you. Some sort of system to reign in revisionary powers is a must. Civ takes a long time though, so it would be difficult to implement this without making some of the losses feel cheap.
I actually think that the game should even allow deletion of districts, but at some cost such as burning 3 builder charges and -1 amenity (-2 in captured cities) for like 20 turns to indicate resistance to reform. This will give players more flexibility to shape their nation for a victory type during mid-game.
I like this idea quite a bit. When I first started playing I was very surprised that just about nothing can be done once a district is placed. The system should be flexible with appropriate penalties for players who plan poorly.
 
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