ElliotS
Warmonger
This seems excessively hyperbolic. If you really think you can succeed with no production buildings and no growth then do your own challenge, because this implied that they're as or more OP than when we nerfed them from getting yields on kill.I'm thinking you don't really get Denmark. You can puppet every city you come across, because puppets don't affect bonus yields. Growth isn't particularly important either, because your production isn't tied to your population. (PS, if you are building workshops or factories before other buildings, you are doing it wrong).
Also might I remind everyone that last time they were OP (Jelling Stones gave 5 / per unit kill scaling with era) we nerfed the yields to 3 / and they became really, really bad. (As a counter-point to myself, people did think that they were a bad or middling civ until I posted a photojournal and called attention to how OP they were.)
We moved in the right direction by lowering the yields and expanding their toolkit. (You pillage less tiles than units you kill, and need to be winning a war to pillage tiles. Also indirect nerfs because war-weariness was buffed to perpetual war is more difficult.)
So they went from entirely relying on OP yields per kill to having some actual bonuses to warring and being less knife's edge on balance.
The thing is that right now they're not OP until they hit this 'critical mass'. Where they have 8+ cities and are in later eras in an okay position. That's when they can go ham.
That means we should aim to move balance to what they're getting right now at 5-6 cities. Some suggestions have us smashing their yields into the realm of 1-3 cities, which is just clearly an overreaction.
We need to remember the history of danish balance nightmares to avoid repeating it.
To address some specifics:
Massive over-reaction. Their yields aren't even good in classical, by design. The yields are lower because we know they scale with era. This would make them unplayable.Why don't we just drop the era scaling and call it a day?
I don't disagree with this idea. It's thematic enough, and lowers the yields by reducing their quality. I would only say that the runestones should then reduce the cost of buying a unit by 25% as well. (Still have XP penalties apply.)Just to add to chaos and put another idea out there, if it gave gold instead of production, it would already be a lot better balanced, just because infinite gold is a lot less useful than infinite production.
Cutting their yields in half seems kinda extreme. At the very least give Jelling stones some production to compensate.It's interesting. I don't know - the more I think about it, the more I just want to nerf it as-is, perhaps just dropping the +5 production on pillaging and calling it a day. It would be a lot less work and rebalancing!
What would you buff the values to? 25 /? Also a more-or-less uncontrollable flow of production into random cities is terrible. Even at 40 / I would call this a severe nerf.Perhaps 'closest city' is just the easiest method, period. Buff the value slightly, but make it only apply the bonus to the closest city. Might also be a good idea to do this for the 'on victory' bonus for Rome/Greece, just to keep things the same (buff their values, but make it closest only).
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Out of all these suggestions my favorite is CrazyG's of changing production to gold.
If I had to pitch another I'd say to change it to "If you pillaged a tile on the previous turn, get +10 / scaling with era." so alpha strikes are less powerful, you're capped at the value of 2 tiles per turn, and longer wars are needed. This should significantly reduce the outliers without really hurting more normal play.