Gathering Storm: Failure or Success?

SahintheFalcon

Chieftain
Joined
Mar 11, 2015
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Massive balance issues - probably the most unbalanced of any civ expansion to date. Many multiplayer games already destroyed within the first 45 minutes by these issues, literally wasting the time of 8 players.


Resource Costs
1) Horse and especially iron resources are completely insufficient for early game armies. Less than 1 week after launch, multiplayer games are clearly sliding back into the insufferable Civ 5 abyss of ranged ranged ranged ranged ranged. Either resources need to be at least TRIPLE their production or ranged/anticav need a resource cost as well.
2) Completely takes the fun out of using unique units. Especially if your UU uses iron, there is effectively greater than a 50% chance that you simply won't be using it before it's obsolete.
3) Infantry and Artillery requiring oil, really??? Just because "melee" and "siege" class units after the warrior and catapult ALL have to require a resource? Whereas the field cannon and AT crew don't? Give me a break.


Maps
- Way too many mountains now, feels like I'm playing Civ 5 again waiting for the campers to spam stealth bombers because they know I can't get through the passageways. Had a whole 20-tile area in my last game that was walled off by mountains. My suspicion is that the addition of the Incas accompanied changes in the map generation formula.


New Civilizations
Maori - boom or bust. Five games in a row, the guy playing Maori landed right next to someone and was in an utterly unplayable position. In one game, he didn't even land until turn 29. I was hoping (expecting?) that the devs would make an "obvious" landing spot for Maori with plenty of space, not having them spawn literally randomly in the ocean. But if they do land promptly and get decent terrain, the Toa is beyond OP. Zero maintenance, zero resource cost (basically an instant upgrade from warriors), Legion strength, Varu effect on enemies.

Hungary - completely overpowered, can levy half a dozen city states at a time and have massive armies of swordsmen WITHOUT paying the prerequisite iron costs. Totally gamebreaking and a waste of time to even have Hungary in the match. And not to mention a district/building construction ability that rivals Japan.

Mali - actually pretty balanced on paper, but in practice they benefit greatly from being able to buy unlimited numbers of ranged units in this new meta where the typical counter to ranged (either horses or vet melee) is highly limited by the new resource mechanic

Ottomans - balanced on paper, but again, the fact that Janissaries get a 50% discount is totally nullified by the fact that they cost the exact same amount of nitre as a musketman. Really didn't think this through.

Canada - 60 strength Mountie coming at Conservation? Is this a joke?


Remaining Unsolved Issues
- City states are completely random and you can get 4 of one type with 0 of another type. Still not an option to balance this.
- Oligarchy still benefits only some classes of units for some unknown reason. This does not sound like a big deal at first glance, but it becomes a very big deal when you're next to a guy spamming sword UUs and all you have to counter with is horsemen.
- Steel (urban defenses) is still a ridiculous all-or-nothing cutoff point for battering rams. First of all, battering rams shouldn't be 100% useful until the opponent gets steel, nor should they become completely useless with the advent of urban defenses. Seriously, who has artillery/bombers/nukes at this point to counter? Also see above point about unit resource costs.
- Unbalanced unit promotion trees, with heavy cavalry and especially light cavalry being particularly shafted, though in comparison to the aforementioned issues, this is fairly minor right now.


Finally, some good changes/improvements. I love this game and I give credit where it is due:
- Environmental effects are awesome, I can tell that a lot of playtesting and balancing went into this and it is indeed virtually perfect on release. Very well done.
- Changes to governors make them more balanced and more viable. Very very smart changes here, I applaud the devs for this in particular.
- Eleanor/Sweden/Phoenicia/Inca - great balanced civs
- Increased embark speed in the later game
- No more using government legacy cards in that same government
- Unit production policy cards finally affect units of all previous eras
- Defender of the Faith finally nerfed
- Air units finally buffed
- I will give some credit for the fact that many unique units which were slightly overpowered/underpowered were indirectly rebalanced by changing their resource costs. For example, the Legion costs the full 20 iron, whereas slightly weaker sword replacements may only cost 10 iron, and so on. However, this is almost completely nullified by the insufficient resource generation. I really cannot believe that the encampment does not give a -50% resource cost, you'd think that would be a no brainer based on how it worked in vanilla and RF.
- GDR: AWESOME (see a pic from a multiplayer game yesterday)

Spoiler :

0B4192EB50ADB0CC92EA6174B9BF3C6A6288CB5A




Thoughts?
 
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I think you a little nit-picky. Units supposed to require a resorce, and field cannon and AT-anti-cavalry units always was like an alternative if you actually couldn't get resources.
Battering rams should get obsolete - it's quite logical.
City states should not be random?
 
Defender of the faith nerf? I loved hitting a brick wall of additional +10 troops, I like a challenge not a face roll.
The issue of rams is not their sudden demise, it is their OP ness in taking cities, they should reduce 20% per era if you want some slow compromise.
Legions cost 20 iron while Toa cost nothing
I like the resource change, 2 resource required nonsense was just that, I feel a lack of Nitre now even though Ihave some. This fact and the interesting different civs are the only things of interest.
Science victory was great, now is not so but still requires good planning to be fast.
Cultural has not changed, it’s just changed it’s dress.
If you think Inca is a balanced civ you will be in for a surprise if you face a human with Warak’aq

We differ slightly in view.
 
I think you a little nit-picky. Units supposed to require a resorce, and field cannon and AT-anti-cavalry units always was like an alternative if you actually couldn't get resources.
Battering rams should get obsolete - it's quite logical.
City states should not be random?

I understand that ranged and anticav are meant to be units of last resort if you don't have resources. But right now, effectively nobody has enough resources, so ranged and anticav are the mainstays of anyone's army. The crossbowman and especially the field cannon were always borderline overpowered to begin with.

I'm saying that battering rams ought to become gradually obsolete, with a slowly reducing effect the higher your opponent's tech. I am ok with them being 80% obsolete by the industrial era (really they should be 80% obsolete by the renaissance era even), but right now there is way too big of a gap between the instant battering rams become obsolete and the time it takes to build up artillery or other anti-fortification units.

I'm fine if people want city states to be completely random; I for one want a game setting that enables "Balanced" city states for the multiplayer matches that I host.
 
Defender of the faith nerf? I loved hitting a brick wall of additional +10 troops, I like a challenge not a face roll.
The issue of rams is not their sudden demise, it is their OP ness in taking cities, they should reduce 20% per era if you want some slow compromise.
Legions cost 20 iron while Toa cost nothing
I like the resource change, 2 resource required nonsense was just that, I feel a lack of Nitre now even though Ihave some. This fact and the interesting different civs are the only things of interest.
Science victory was great, now is not so but still requires good planning to be fast.
Cultural has not changed, it’s just changed it’s dress.
If you think Inca is a balanced civ you will be in for a surprise if you face a human with Warak’aq

We differ slightly in view.

Agree with your thoughts on rams. I also like the resource changes, it's just that producing +2 resources per turn from each source simply isn't enough.
I have not faced a competent human player with Inca but from what I've seen they are pretty non-threatening. No production card for recon units. Will hold off judgment on this though until I see it.
 
I don't do multiplayer and I kindda hope this game is mainly balanced around singleplayer games. I like the resource change, I finally have a reason to not only build heavy cavalry. It also makes for a nice competition for resources, in one game I had to settle a one tile island in the middle of nowhere for two extra oil sources, only had one.
 
it's just that producing +2 resources per turn from each source simply isn't enough.

There are civic cards that give another resource per source.
 
Doesn't the encampment give a large discount to resources needed to build units? Otherwise Magnus definitely does.
 
Doesn't the encampment give a large discount to resources needed to build units? Otherwise Magnus definitely does.
You can store 50 of a resource by default and each encampment building makes that +10.
The level 3 Magnus promotion (80% less resource requirement) will not be early unless you want to sacrifice Amani for it (no thanks)
Q: Why does pillaging an iron mine give science, not iron?
 
Maori - boom or bust. Five games in a row, the guy playing Maori landed right next to someone and was in an utterly unplayable position
If you're going to play MP you really need to ban the Maori!
 
1) Horse and especially iron resources are completely insufficient for early game armies. Less than 1 week after launch, multiplayer games are clearly sliding back into the insufferable Civ 5 abyss of ranged ranged ranged ranged ranged.

Man this is always been the case with humans.
Ranged used by humans is and always will be better.
There is no way around it until AI is capable of kiting and playing with human level of tactics.
 
My humble opinion is that this exp is a succes in most parts, especially in what is the theme and that is enviroment and issues surounding it.
 
well I believe there is "abundant" resource setting and that it increase the frequency of all resource types.
 
I think the new strategic resource management system is pretty nice for single player, as it gives you more things to do. I can see that it isn‘t quite as welcome in MP right now, but I fear not too many thoughts went into multiplayer balance in civ VI‘s development.

I actually like the hit or miss that Maori provides. It‘s a risk to choose this civ in MP, and the player should be aware of it when doing so.

@Victoria I agree that pillaging strategic resource tiles, it should definitely yield the correct type of resource. And pillaging encampment districts should also yield strategic resources.
 
People in general seem to enjoy the expansion, Civ6 has been peaking at almost 100 000 players on steam and afaik it's the only civ6 related item on steam where the reviews are firmly in the blue. Personally I really like it as well, I think it makes the world feel more alive and I really dig the changes to diplomacy and resource management.
 
I can't speak to the multiplayer game but I'm enjoying single player a great deal so far, though I am still only partway through my second game.

The natural disasters and strategic resource overhaul are the biggest successes so far. I got caught out upgrading a bunch of levies for "free" as Hungary but took a big attack penalty as I hadn't connected all the oil to support them. I really like that strategic resource nodes are valuable now and worth going after more than one or two. As for the disasters, the frequency does seem to vary depending on the map you end up with (my first game was very mountainous so I couldn't move for eruptions; my second game has been calmer but there's still loads going on). I haven't quite got far enough to see the impact of climate change yet (my first game was over in Industrial).

Balance is out of whack but I love how different and unique all the new Civs feel. I found most of the R&F Civ designs to be quite boring. I do agree that Hungary is crazily, disgustingly overpowered. I've had great fun levying armies and flattening the AI but it definitely feels broken. Reducing the amount of time you can keep a levy for might be one solution.

I really want to like the Grievance system and it does seem like the intention is good but as per the thread I posted it doesn't seem to be quite there yet. The production queue, while great to have, is clunky and needs work (things should be added to the queue when you click on them, and it should be possible to queue buildings in a district that you are still building).

The World Congress isn't inspiring me at the moment. The two-tiered voting can lead to bizarre results, plus Favour is too easy to amass in huge amounts. The best thing about it is the reworking of Emergencies which work better now - but then they were terrible in R&F.
 
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