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Congress #7: azum4roll's Voting Record

azum4roll

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Since everyone's doing one. I'm only including the ones that I have comments on, though.

(7-01) Make Villages Buildable on Marsh
No. Either Marsh also allows all standard improvements (farms, camps, plantations), or none.

(7-04) Autocracy Commerce Raiders Rework
Yes. The promotion is more interesting.

(7-06) Oil and Oil Well Tech Requirement Proposals
Yes to 6a. Unlocking a resource before its improvement is unprecedented and bad. The original proposal is also not well-defined regarding the improveable tech of Oil.

(7-07) Polynesian Maori Warrior Proposals
Yes to 7a. I simply don't like recon UUs and their negative impact on AI, and there's no need to rework the whole thing when number changes haven't been tested.

(7-08) Polynesian UA & UI (Moai) Proposals
Yes to 8. I'll skip the combat aura arguments (should be on a separate poll imo) and comment on the other details.
  • Culture is a good yield, but Polynesia is actually NOT food heavy despite coastal because of working Moai. Changing the food to culture or production might actually be a nerf.
  • Flight is not a tech that Polynesia wants to research early. Both Corporations and Electricity are more appealing (on the way to Radio), and the last Moai boost tech is Architecture at the very top. Polynesia only wants to backfill after researching Radio, regardless of what tech boosts Flight has to offer.
  • As for the sight range, I don't care either way.
(7-09 & 7-10) Shoshone and Huns Proposals
Yes to 9. I deliberately removed everything that gives an offensive bonus on Shoshone (extra tiles on conquest and combat aura extending outside owned territory), and then gave them extra tiles to compensate.
Your land? No, MY land!

Weird that people think that any bonus on settle but not conquest "encourages raze and resettle". Shoshone shouldn't even conquer cities to begin with.

Ruin picking is removed because too many people play with ruins off.

And to @Recursive, no, starting tiles on turn 0 can never be too powerful. You still need population to work the good tiles, techs to unlock resource tiles and improvements, and workers to make them better. And since you never get super good tiles (Natural Wonders) in your starting 3 rings, this should be balanced.

No to 10 since none of them removes ruin picking. If 9a and 10 both pass, there's not enough text space for the UA.

(7-11) Hospital and Medical Lab Rework Proposals
No. It's too drastic a change, and breaks the pattern of having -1 Poverty on this building line. Flat yields make a building feel like a building and should stay even if the numbers barely matter at the part of the game. Just buff the numbers if needed.
Medical Lab giving science on build overlaps with Zoo.

(7-14) Spy XP & Leveling Proposals
Yes to 14b. Security should be the only NP modifier (making it a multiplier) and everything else that modifies NP should be flat amounts and affected by security.
14a makes English counterspies bonusless, which is anti-synergic with White Tower.

(7-16) Kidnap Specialists Mission Proposals
Yes to 16a. Please refer to the thread to see why this mission should stay capital-only.

(7-17 & 7-18) Spy Passive Bonus Proposal & Great Leap Forward Proposals
Yes to 18a, don't care about 17. Again, security should be the only NP modifier.

(7-19 & 7-20) Constabulary and Police Station Proposals (& Counterspy Buff)
Yes to 19 only. Security should be increased to an amount that building these is worth it, but at the same time we shouldn't move away the yields. The kill yields on counterspies are too high for something that's luck-based.

(7-21) Sabotage City Production Mission Redesign Proposals
Yes to 21a. Feels weird to have it only affect part of the set of buildings.

(7-22) Allow Non-Recon Units to Pick Up Ancient Ruins
No. The current version is way better and it's already clearly conveyed to players through promotion text on a starting unit.

(7-23) Council of Elders Rebalance
Minor no, since I agree with pdan that founder beliefs shouldn't scale with era in general.

(7-24) Supply Cap Penalty Rework
No, I think the current penalty is enough (mainly affecting production; growth is just tacked in).

(7-25) Carthage Rework Proposals
Yes to 25. It adds a unique incentive of gaining luxury resources even if there's nobody to sell them to. The XP to purchased units I'm partial to, but not against.

(7-26 & 7-27) Tradition & Fealty Scaler Proposals + Fealty Policy Rework Proposals
Yes to 26a and 27a. It's weird that Tradition doesn't have any flat food beyond the opener (on capital only), while Progress has 3 food in each city.

(7-28) God of the Sea: Remove +2 Food from Coast
No. It's clearly the sea luxuries that are overpowered, not the pantheon. Nerf those instead.

(7-29) Porcelain Tower Changeup
No. It's going to become a very weak wonder.

(7-35) Merchant Specialist Buff Proposals
Yes to 35a only. Merchants are fine at base.

Why weren't these changed to 2 proposal numbers when they're not mutually exclusive?

(7-36) Promise Not to Attack Applies to Both Parties (Troops Near Border)
Yes, but we should make sure the AI knows about this too.

(7-37) Remove Faith -> Production Conversion from the Order Building
Yes, this is a reasonable nerf, and removes a repeated component.

(7-38 & 7-39) Authority Rework Proposals
No for 38a, yes for 39. (Voting for both "7-38 and 7-39" and "7-39 only" options. See people, that's how you should vote.)
38a is too much of a nerf.
39 is a cool idea that's moved from a failed Goddess of Protection proposal.
I don't know if 38 is the right amount.

(7-40) Progress Rework Proposals
Yes for 40a. Organization already got two nerfs in a row (settler production bonus revert, then only workers get +1 move), and going right side first is stronger.

(7-41 & 7-42) Japanese Dojo Buff Proposals
Yes for 42a only. Changing Dojo conversion% to 140% makes it better than the original (pre-nerf) version (science on level up) for humans, and almost undoing the nerf for AI.
42a makes a Benevolence unit almost equivalent to a Medic and unnecessitates the need of using XP on a dedicated Medic unit, while still allowing a stronger Medic if you do use XP on it.

(7-43) Remove Notification when a City Starts WLTKD
No. Notifications should stay even with niche use cases.

(7-44) Remove Notification When a Trade Route from Another Player is Plundered
No. This one is too important to remove.

(7-45 & 7-46) Mongolian Khan & Ordo Proposals
No for 45 (no preference for 45a), yes for 46.
Khan doesn't need a buff, while changing Ordo saves many minutes of clicking, and the AI.

(7-48) Songhai Nerf Proposals
Yes to 48b.
Plus points for 48b over the others:
  • Civilians get to benefit from movement bonuses
  • All river tiles cost 1 move, that's easy to calculate
    • But you don't benefit from half of the river tiles
      • This is supposed to be a nerf!
  • No more bonus while embarked, or when moving through marsh
    • But what about AI and new players picking Amphibious?
      • AI knows they already have 1/2 of Amphibious when scoring the promotion; new players don't deserve help if they don't read.

(7-49) All Civs Gain City Connections Along Rivers
No, since there isn't any promise to fix what's considered river connections.

(7-50) Industrial City Connections
Yes please. This is more consistent and intuitive.

(7-55 & 7-56) AI Difficulty Bonus Change Proposals
No for 55, don't care for 56. (which means the picked options are "56 only" and "nay to all")
I think food is the problem rather than gold. AI cities have high population regardless of how wide they go, and handicap food ignores growth penalty from unhappiness/oversupply.

As for newly founded cities, they build up quickly because of production discounts (and maybe the food), not because of handicap gold which is global (they already have gold to invest regardless).
But on the other hand, that food is a lot early on when AI founds their second city. So I'm torn whether this should pass.

(7-62) Ottomans Nerf
No, they don't deserve any nerf.

(7-64) New Coastal Artillery Promotion for Cannon and Later Siege Units
Yes, specialization promotions are good to have.

(7-65) Add Tourism to France's Yield Per Unit Scaler
No preference. New France hasn't been tested enough. It could be that their personality is the thing that needs to be fixed.

(7-66) Make Forts Pillageable and the Time to Repair Improvements Stop Scaling With Game Speed
Yes, because I really don't know why they were made unpillageable to begin with.

(7-67) Tourism Modifier Cap Change
Yes, we don't need caps on specific modifiers.

(7-69) Diplomatic Buildings - Count CS you Conquer as Allies for Bonuses
Yes, this may slightly make capturing CS viable for Rome.

(7-70) Vassal Unit Levy Proposals
Yes for 70a. Treat your vassals well.

(7-71) Remove Unit Upgrade Discount and Some Building Science from Military-Industrial Complex
Yes. Next congress we can get rid of Mine Field and Strategic Defense System yields from Defender of the Faith. And hopefully nobody will think that upgrading units is too easy anymore.

(7-72) Purchase Cost Reduction Rework Proposals
Yes for 72. Keeping common bonuses (Industry, Stock Exchange) the same but making rare bonuses (Forbidden Palace, Rialto District) better individually should be the way to go. They still don't stack as strong as currently when put together.

72a makes Industry way better than it is now, and still stay better when stacked with Stock Exchange.

72b makes everything stack multiplicatively (except between Industry policies), which is never expected by any player and is not conveyed clearly enough. If this passes, I think we'll have to slap the sentence "Note: this discount stacks multiplicatively with other discounts" on every affected component.

(7-75) Giant Death Robots Standalone, Limited to 2 & Cost More
No. I don't think I ever build new units that late in the game.

(7-76 & 7-77) Mayan Kuna & Atlatlist Proposals
Yes for 77 only. The Kuna nerf is overboard.

(7-78) Standardize City Tile Yields
Yes, this should stop everyone from asking how this works.

(7-80) Bomb Rack, Aerial Torpedo Buffs
Yes, they're never worth picking before Air Repair otherwise.

(7-83) Korea Nerf
No. there's no reason to nerf only a subset of Great People products.

(7-84) Lebensraum Rework
Yes, this is what I'm waiting for. Maybe I can finally pick this tenet again.

(7-86) God of the Sun Tweak Proposals
Yes to 86 only. I still think 86a is an overbuff.
 
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(7-01) Make Villages Buildable on Marsh
No. Either Marsh also allows all standard improvements (farms, camps, plantations), or none.
Why? Hills vs flatland, forests and jungles, desert and snow. Requirements for improvements are very specific.
Also I am sanctioning you at the next congress in 45 turns.

Again, security should be the only NP modifier.
There is also tech lead and cultural influence. Do you want these gone too?

Minor no, since I agree with pdan that founder beliefs shouldn't scale with era in general.
Ok but as we discussed, they mostly do. So better make this change and then have a proposal later to flip them all to no scale. So they are consistent.

(7-26 & 7-27) Tradition & Fealty Scaler Proposals + Fealty Policy Rework Proposals
Yes to 26a and 27a. It's weird that Tradition doesn't have any flat food beyond the opener (on capital only), while Progress has 3 food in each city.
While I prefer my Fealty change because it's--I think--a lighter touch, yours 27a is also solid and I've voted for it.
 
There is also tech lead and cultural influence. Do you want these gone too?
"Modifier" in this game means percentage change. Others are all flat value changes.
Ok but as we discussed, they mostly do. So better make this change and then have a proposal later to flip them all to no scale. So they are consistent.
There was a proposal (or was that a draft?) that changes all founders to have no era scaling components (except Transcendence).
 
Completed.
 
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