[GS] How would you buff or nerf the Civ 6 Civilizations?

Lord Lakely

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In GS, several of the Civs have received small buffs that made them slightly better: Egypt for instance is stronger because of their flood damage immunity, the Tsikhe aids Georgia's culture game (who have previously received zero bonuses towards CV), Russia and Japan have immunity to Blizzards and Hurricanes respectively.

While all these bonuses are nice and in character, some of them don't go quite far enough for me. I've seen other also complain about certain civs needing better buffs or nerfs.

So, here's a topic where you can post which adjustments you would make the the Civilization 6 leaders, in order to balance them out and make them roughly equally good. :-) Note that this IS NOT a redesign topic. This topic is about either adding a small bonus or nerfing an OP ability, so that each Civ becomes good (but not too powerful) under most circumstances.

Without further ado, this is how I would buff the following civilizations:

Canada: Last Best West gives Canada a Free Worker for cities settled on Tundra or Snow.
China: First emperor allows Qin to finish Canals and Dams with builder charges.
Eleanor: Court of Love also provides +25% album sales from Rock Bands.
Egypt: Cleo's trade bonuses scale with alliance level, River district & Wonder production bonus is 20% and also applies to buildings.
France: Wonder Construction bonus is +25%, not +20%
Germany: Frederick can levy the troops of Suzerainless City States, at double the normal cost.
Greece: Pericles gets a free promotion on Galleys, Gorgo on Hoplites.
Georgia: Strength In Unity provides free Ancient Walls in every city.
India: 'Satyagraha' provides -1 Food and +1 Production and Faith from Pastures.
Khmer: Holy Sites on a river generate +1 Great Prophet point.
Mali: Instead of a production nerf, Mali's units and buildings are 50% more expensive to build and their mines provide the standard production, plus 2 Gold (double gold if on a resource)
the Netherlands: 'Grote Rivieren' decreases the production and maintenance costs of flood barriers by 50%
Scythia: Kurgan provides tourism equal to the intrinsic gold + faith output after Natural History.
Spain: 'El Escoreal' provides full loyalty in the first city Spain conquers on a foreign continent.

No Changes: (Game mechanics are good enough imo): America, Arabia, Australia, Aztecs, Cree, Hungary, Inca, Japan, Korea, Macedon, Maori, Mongolia, Nubia, Ottomans, Phoencia, Persia, Poland, Rome, Russia, Sweden, Zulu


Abilities that are flawed by design and should be overhauled or replaced: England (WotW/Pax Britannica), Kongo (Entheusiastic Disciple), Scotland (Bannockburn), India (Dharma), Netherlands (Radio Oranje), Norway (Knarr/Stave Church/Berserker), Georgia (Glory to the World, Kingdom & Faith), Sumeria (Epic Quests/Adventures with Enkidu), Mali (Songs of the Jeli)

How would you change the existing Civs? Post yours here :)
 
1) Pericles' UA also grants +1 diplomatic favour per Acropolis. +1 adjacency bonus if it's next to the city center.
2) France's civ ability also grants +100 production progress (normal speed) to a wonder of any era when any great person is activated in the city the wonder is being built in.
3) Crouching Tiger deals bombardment damage to cities and districts.
4) Brazil's civ ability also provides +2 diplomatic favour per city with rainforest tiles after the Environmentalism civic is researched.
5) Philip's UA also reduces grievances generated by religious wars by 50% and allows Philip to declare religious wars against foreign civs if they convert free cities or city-states as well.

Reworks:
Spoiler :

1) Georgia civ ability reworked: Golden ages now grant +50% faith yields and make Georgian-founded cities immune to loyalty flips. Georgia starts with 50 faith (normal speed) and gains a free missionary every time a Holy Site district is completed.
2) Tamar's UA reworked: +5% faith per city-state Georgia is the suzerain of. The envoy part of the ability is kept the same.
3) India's civ ability reworked: Foreign religions naturally wane per turn in your cities if they have no majority religion or your founded religion as the majority one. -10 theological combat strength to religious units of other religions than your founded one when adjacent to your city centers or Holy Sites.
4) Berserkers no longer have +10 combat strength when attacking and -5 when defending. Instead they suffer no combat strength penalties of any kind when attacking.


Edit: Damn, I just saw the "no redesign" disclaimer. I'm putting the suggestions with complete reworks in spoilers then.
 
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Brazil: Carnival Project should provide some tourism as well.
China: Same as OP
France: Give Chateau housing and amenities from luxury resources instead of gold or both.
Greece: Pericles should get more Diplomatic favor for being a suzerain of a city-state.
India: Stepwells provide tourism at flight based on faith and food output.
Khmer: Make Dams receive faith like Aqueducts and give farms extra food for the UA.
Maori: Do away with free shipbuilding but still allow ocean access.
the Netherlands: Let them be able to rebuild or remove flooded tiles.
Norway: Let the Viking Longship be a classical era upgrade to the galley and give it a melee strength of 40 and allow it to raid up to three tiles inland if adjacent to a river.
Persia: Domestic trade routes receive 1 extra gold and culture if the origin city has a governor.
 
Overall, I think most of the Civs are in a really good place. Other than nerfing Hungary and Maori, I don’t think much is needed.

My minimal suggestions:

England. Royal Navy Dockyard now provides +1 Movement to Units built or upgraded in this City; and provides a 25% discount to building or purchasing Naval or Land Melee units in this City if it’s on a Foreign Continent. I’m a tragic, I know. England just needs a buff to its RND, particularly given Phoenecia’s abilities, which would then help both Vicky and Eleanor. Applying the movement bonus to upgraded units would also resolve the RND Movement Bug.

Norway. Harald’s Thunderbolt of the North production bonus should be 50% for both naval and land melee units, but only apply to Coastal Cities. Getting a bonus to land Melee unit production would really help Harald get out Beserkers and just make him more formidable all over. Limiting the bonus to coastal cities would push players to settle more coastal cities, and make sure this ability isn’t unbalanced.

Georgia. Georgia just needs a buff to getting ancient or medieval walls or get something to make them more useful generally. I’m not fussed about the bonus, but one option would be that the UA gives +1 housing to Medieval and Renaissance walls, which would then stack with the Monarchy Wall bonus. Provided Georgia got some buff to getting ancient and medieval walls, I think her Tsikhe is really fine as is.

Netherlands. Grotte Riven loses the culture bomb for Harbours; instead, Netherlands get a free lighthouse whenever they build a Harbour (and therefore immediately get +1 trade route capacity). Netherlands want to build Harbours not Commercial Hubs, so they can use river tiles for the other districts that have additional river adjacency. The Harbour culture bomb is too weak an incentive though. Getting basically a free trade route would synergise with their other trade abilities.

Cree. The Cree UA should let them start with a free recon unit in addition to any other free units they normally get. They would no longer get a free trader at Pottery; instead, they get a +25% production when building traders. The Cree’s unique recon unit is too expensive, and so weirdly they are worse at early exploration compared to everyone else. A free recon unit would be an elegant way to balance out the additional cost, and would be a unique feature compared to other Civs.

Greece. Greece are really powerful and so I really wouldn’t mess with them. However, the Hoplites is quite underwhelming. It’s just not ... fun. My easiest solution is to give the Hopelite either the same bonus as the Samurai or give them +10 CS fighting in their own territory or the territory of any City State (rather than being adjacent to other units).

Phoenicia. I’d give Phoenicia a unique luxury - Phoenician Dye - which unlocks at Currency. They would have two units of it, and it would otherwise work like any other luxury. Phoenicia don’t need a buff - but I just think this would be really cool.

Other Civs. I think everyone else is basically fine as is. However, a few Civs need buffs to their Unique Improvements - specifically, China and France. I’d give the Great Wall an additional yield in Cities with Wonders (hammers or culture), and give the Cheateau additional yields during Golden Ages (Gold, amenities or tourism).

Other Changes. I think a few general rule changes would also buff a few slightly weaker Civs.

Specifically:
  • I’d have a Renaissance Diplomatic Policy Card that gives +x diplomatic favour for every Colonial City you have (which would be a solid boost for all Colonial Focused Civs like England, Spain etc.).
  • I’d buff IZs and Facotories, which would boost Germany, Netherlands and Japan (amongst others).
  • And I’d let Military Engineers rush Aqueducts and Flood Barriers, which would buff Khmer and help other coastal civs. I’d also buff coastal civs by giving coastal cities a free trading post.
 
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India: I've had a few thoughts for them as fair as their Civilization ability goes; drawing inspiration from the incarnation of India in Civ 5, it'd be neat if they had a focus on creating a small amount of high-population cities. A few potential ways or benefits towards doing that- have Indian cities provide more culture / science per citizen than normal, have luxury resources provide more amenities but to less cities, things along those lines. Stepwells could definitely factor into this as sources of food / housing, though the implementation could be better! I do like the idea, at least, of their current religious ability too. Maybe give it to Gandhi more specifically? Both him and Chandragupta could use a little touch-up as well.

Cree: Poundmaker could, perhaps, gain more diplomatic favor from alliances? I was hoping there'd be an ability or wonder along those lines in GS, but it'd make a addition to his ability too.

China: This is a pretty out-there suggestion, and I have no idea how easily this could be implemented, but what if the Great Wall could be constructed between tiles, like a river? It'd mean you won't be giving up a tile's yields to hold a great wall segment, and could look really cool too! It could also inherit rivers' movement-impeding qualities, too. This would also mean losing out on the yields GW segments currently give, though; Dynastic Cycles could be added to or reworked to make up for that (it's a fairly uninteresting, if strong, ability already- so something cooler would be preferred).

Aztecs or Germany: This is also a very wild and likely overpowered ability, mostly inspired by both the civilization's real-life histories. What if one of these civilizations could, after capturing a city state, immediately "liberate" it? This would be a unique form of liberation too. It would still reset the envoy count and give Germany/Aztecs immediate suzerainty, but it'd need other effects too- something like blocking foreign envoys for a certain amount of turns, while also having drawbacks.

This post got a little bit more spit-ball-y than I'd like, but I'd love to hear feedback on these. Also, hey, first post! Hello everyone. ^^
 
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I wish this thread was getting more attention. Perhaps it could move back to the front?

For England, maybe Workshop of the World could lose the power bonus and instead get something based around factories? You’d probably have to rework Facories and Powerplants etc a little too. MEs too. And I’d still want RNDs buffed per above.

So:

Industrial Zone. Stays as is, but gets an additional +1 adjacency from Strategic Resources (so Horses give +1 and an Iron Mine gives +2, one for the iron and one for the mine). Hanza remains unchanged in terms of adjacencies, but now provides an additional +1 Great Merchant Points.

Workshop. Unchanged, save it provides +1 housing and all Camps provide +1 food.

Factory. Factory provides additional production equal to the IZs current adjacency, and an additional +4 production when powered. No aura effect. Japan’s electronics factory keeps its +4 culture but also provides +2 housing.

PowerPlants. Powerplants when powered all provide additional production as an aura effect. Coal plants provide +4 range 6 tiles, Oil provides +4 range 9 tiles, and Nuclear provides +6 range 9 tiles and +4 science in the City with the Nuclear Powerplant.

Tech Hub. New Tier 3 IZ building. Can’t be built in same city as a Power Plant. City benefits from overlapping aura bonuses. When powered, provides +2 science and +2 production and an additional +1 production for each district in this City (including City Centre and IZ).

Military Engineers. Stay as they are, but can also build roads without spending charges (cost, 1 iron); Can rush Sea Walls; and Are required to build Offshore Oil Rigs or Windfarms (builders lose this ability). Forts also now provide +2 strategic resource capacity.

Okay... so after all that ...

Workshop of the World. Everything stays the same (eg iron and coal yields, ME bonuses) except for the power yield bonuses which are changed. Instead, England now gets an additional +4 production and +2 science from powered factories, but factories have increased CO2 emissions during the Renaissance and Industrial Eras.
 
I wish this thread was getting more attention. Perhaps it could move back to the front?

For England, maybe Workshop of the World could lose the power bonus and instead get something based around factories? You’d probably have to rework Facories and Powerplants etc a little too. MEs too. And I’d still want RNDs buffed per above.

I haven't gotten too much of a chance to play with England in GS yet, though I've seen a lot of ideas related to them! One thought I just had was- what if England didn't need Armories to build MEs? They could require a different building- shipyard, workshop, or factory perhaps- or just not need a building requirement at all. That'd be something, at least! Though I'd personally like to see improvements to both MEs and the power / industry mechanics, like you mentioned, too.
 
Well, I’m not sure about that. But I do think linking MEs exclusively to Armories is a bit nuts. Instead of Military Engineers, they should really be Civil Engineers, and there should be a different pre-requisite. I’ve no idea what though. Maybe just buildable in a city with a Governor?

Or maybe I’m seeing it the wrong way, and encampments shouldn’t be seen as a purely military district and actually as more production / infrastructure district. The fact they lead you store resources and give housing sort of suggests that.
 
Well, I’m not sure about that. But I do think linking MEs exclusively to Armories is a bit nuts. Instead of Military Engineers, they should really be Civil Engineers, and there should be a different pre-requisite. I’ve no idea what though. Maybe just buildable in a city with a Governor?

Or maybe I’m seeing it the wrong way, and encampments shouldn’t be seen as a purely military district and actually as more production / infrastructure district. The fact they lead you store resources and give housing sort of suggests that.

As a "military" district Encampments are a bit underwhelming. They're nice to have for defense, at least, but everything else is quite mediocre. One idea I've had for them is for Encampment Training to, perhaps, grant combat experience to units nearby when it's completed? Changes to Encampment in general would be neat, though that's also a bit outside the scope of this thread. :P

As far as England goes, what do you think of Victoria's ability? That seemed pretty functional on paper, though again, haven't tried her yet myself. RN Dockyards could definitely be cooler than providing a speed buff, though.
 
I think Pax B is fine. It’s less powerful than the Vanilla version, but it’s fine and the extra trade routes are good fun. The RND needs some sort of buff - you can see how relatively weak it is when you play Eleanor.
 
I think Pax B is fine. It’s less powerful than the Vanilla version, but it’s fine and the extra trade routes are good fun. The RND needs some sort of buff - you can see how relatively weak it is when you play Eleanor.

Fair enough! A more interesting RND would definitely be nice. Maybe after researching Industrialization, it could gain a power load and bonus yields for being powered? Would tie into WotW at least!
 
Also, here's a quick idea for Georgia: what if Khevsurs gained Castille's ability from the black death scenario, allowing them to move & attack twice in one turn by spending faith? It would be a very strong addition, though one fitting for Georgia, at least!
 
I had a small idea for India that might help a bit.

Dharma - Receives Follower Belief bonuses in a city from each Religion that has at least 1 follower. India's founded Religion only requires 40% of a city's Citizens to follow it before being considered its Majority Religion, assuming no other Religion holds a standard 50% majority.

The percentage could be changed to 33% if it's too weak. The synergy with a Religious Victory is obvious; requiring only 40% will help save a missionary charge in maybe every other city, though many times it will still be helpful to convert all the way. It also helps make the first part of Dharma more useful, because Indian cities have less to fear regarding losing a RV due to being converted themselves; as long as 4 in 10 citizens in a city still follow India's religion, it's all good. And since Indian cities tend to be on the populous side, the gap between 40% and 50% is likely to be more than one missionary charge, giving India time to respond to a religious threat. In a less obvious way, it also encourages India to let other civs compete for religious dominance in other areas of the map. Other religions still need 50% supremacy to be counted, while India only needs 40%, so if there are three religions present in a foreign city, India has the easiest path to its majority. Finally, it synergizes quite well with Gandhi's Leader Ability because it makes India's religion difficult to fight with your own religion; it can achieve majority status quicker than any other civ and thus can return relatively easily after being wiped out of a foreign city. This makes conquest the easiest solution to get rid of it... which between Satyagraha and the Varus is a daunting task.

As for Georgia, I like the idea of free Ancient Walls. I would also make the Tsikhe increase religious pressure emanating from the city by 20%.
 
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I had a small idea for India that might help a bit.

Dharma - Receives Follower Belief bonuses in a city from each Religion that has at least 1 follower. India's founded Religion only requires 40% of a city's Citizens to follow it before being considered its Majority Religion, assuming no other Religion holds a standard 50% majority.

Huh! This is a pretty neat concept, and one that does fit pretty well into India as it stands. I'd be pretty interested to see it play out in practice. How do you feel about Satyagraha / Arthashastra as they stand? Chandragupta, especially, is pretty divorced from the rest of India (not to mention being too similar to other, similar LAs), so tweaks there could be especially nice.

Free Ancient Walls could be a bit much, but it would make sense for them, yeah. A bonus towards producing all levels of walls in general would be nice, too, if kinda bland? I personally also like the idea of having Tsikhes unlock earlier than normal Ren. Walls- maybe at Divine Right or Reformed Church, or maybe even just at Castles?
 
Buff:

Egypt: sphinxes grant an additional +1 of culture per era after built.
China: great wall of at least seven linked tiles increase +2 gold and +2 culture in their tiles
France: Great works exhibited in wonders in the French capital grant double tourism.
Georgia: receives +20% of faith during golden or heroic age.
Brazil: carnival projects grant tourism and culture by turn.
India: holy sites cost half of the production and they grant +2 culture and +1 housing.
Khmer: dams grant the same bonuses as aqueducts.
Netherlands: in Wilhelmina's ability, international trade routs grant +2 production for each industrial zone, commercial center or harbor in the destination city.
Russia: in Peter's ability, Russia gains an eureka and an inspiration every time it establishes the first trade route with a new civilization. And trade routes to more advanced civilizations grant +2 culture and science instead +1.
Spain: cities that follow the religion of Spain receive +2 extra loyalty, +4 if they are on another continent.

Nerf:

Korea: governors no longer award science per promotion, instead give +1 loyalty per promotion.
Canada: other civilizations may declare surprise war on Canada but concede twice as many grievances.
 
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Laurier (Canada) - Resources in tundra or snow have double bonus yields.

France - Can begin building a wonder upon entering the era of its tech/civic prerequisite.

Tamar (Georgia) - Can spend faith to buy envoys

Norway - +1 embarked unit movement points. All Naval units heal in neutral territory
Harald (Norway) - No naval melee bonuses. Coastal raids cost one movement. Pillaging costs melee units one movement.
Longship - Naval raider unit (So invisibility unless adjacent, raider promotion tree etc).

Norway is more redesign but I feel like that is a more effective version of what the devs were going for.
 
China:
Without drastically changing anything?

Leader Bonus:

- Builders receive an additional build charge. Can spend Builder charges to complete 15% of the Production cost for Ancient and Classical wonders, Canals and Dams. Canals unlocked with Masonry technology.

This would make China’s Leader Bonus relevant throughout the whole game. Which means they still have a great early wonder rush, whilst still maintaining some Production value later in the game. The additional build charge does start to lose effectiveness as the game goes on thanks to Wonders, Governors, Policies and the reduction of improvable tiles (there's less tiles to improve as a player improves them).

Civ Ability (Unchanged):
I actually really like their Civ ability, it is always relevant. It also synergises well with Wonders, GP that provide Eurekas/Inspirations, Tribal Village and Spies.

UU:
Crouching Tiger (I have two ideas for them):
- Option 1:
Made into a Siege Unit. Available at Gunpowder. Replaces Bombard. Weaker than Bombard. Lower Production and Gold cost than Bombard. Can upgrade from Catapult. Can upgrade into Artillery. Range 2. Melee Strength 38. Bombard Strength 50.

- Option 2: Chinese unique Renaissance Ranged Unit. Available at Gunpowder. Can upgrade from Crossbowman. Can upgrade into Field Cannon. Range 2. Melee Strength 40. Range Strength 50.

Either of these would make the Crouching Tiger much more interesting. Being able to actually upgrade into them would be a nice boon. Of course you can play around with their Strength or Cost to make them better fit their new place in the Tech Tree.

UI:
Great Wall (I have a simple and complex solution):
Simple:
Triggers Ballistics Eureka. Occupying unit receives +4 Defense Strength and automatically gains 2 turns of fortification. +1 Culture. +1 Gold from each adjacent Great Wall. +1 Culture from each adjacent Great Wall (requires Castles).

Complex:
Triggers Ballistics Eureka. Occupying unit receives +4 Defense Strength and automatically gains 2 turns of fortification. +1 Culture. +1 Gold from each adjacent Great Wall. +1 Culture from each adjacent Great Wall (requires Castles). Loses Defense bonus at Steel and Great Walls gain +1 Culture. Bonus Tourism (requires Flight) if providing Culture and worked by a city.

Not the biggest buffs, but being able to trigger the Ballistic eureka incentivises players to build at least 2 Great Walls. It also fits into their Civ Ability. Losing the Defensive bonus at Steel (same as Urban Defenses) would shift Great Walls from a military improvement into a cultural one, which would make it very unique.

France:

Leader Bonus:

I feel like both of their leaders have interesting abilities. Catherine de Medici can get additional Combat Strength thanks to her additional level of Diplomatic Visibility. Whilst her early Spy can get her Science, Gold or further Combat Strength thanks to Espionage. Eleanor's ability on the other hand goes well with Grand Tour and the Chateau, which lean towards a Cultural victory.

Civ Ability:
- +20% Production towards Medieval, Renaissance, and Industrial Wonders.Double Tourism from Wonders of any era and Great Works placed in Wonders.

This would indirectly buff Eleanor's ability as it incentivizes players to build more Theater Squares and culture focuses Wonders. It would also help Catherine's France in achieving a Cultural victory.

UU:
Grande Imperiale:

- French unique Industrial Melee Unit. Can upgrade from Musketman. Can upgrade into Infantry, but not made obsolete. Obsolete with Mechanized Infantry.

Similar to the Crouching Tiger being able to be upgraded into is a huge bonus for France. It actually means players can pull off timing pushes. I also suggest being upgadable into Infantry as Infantry have a higher Melee Strength, meaning they can be situationally better which gives France more options.

UI:
Chateau:

- This is a simple suggestion. I would also give it +1 Housing.
 
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Finally got around to playing as Georgia and had a tough time at it. Fell into two Dark Ages, only two Golden Ages, mostly Normal Ages (despite building Taj Mahal), and had no Protectorate Wars to fight at all. Also had minimal foreign aggression because my City-States acted as effective geographic buffers, but that meant my Tsikhe and Khevsur were also negligible in their effects. I really relied on the Envoy ability to push for a Diplomatic win, but my empire suffered in all other ways. Everything seemed so situational. The Khevsur and Tsikhe only help if you're attacked, and the Tsikhe required huge amounts of investment in walls that was never necessary in most of my cities. If I played that game again, I'd only Tsikhe one city for the Era score. By the time the Tsikhe can be built, I'm already making enough Faith elsewhere to make that +4 not too noticeable. If I had planned my Era Score better I may have climbed out of those Dark Ages, but keeping track of that is just mind-numbing. I'd rather simply make Golden Ages as Georgia better rather than making you work to get more of them.

So if I could change Georgia:

Civilization Ability: Strength in Unity
Each Envoy you send to a City-State of your majority Religion counts as two Envoys. City-States you are Suzerain of receive +100 defensive strength from their city walls.

- Keeps the Envoy ability which was really good. Gives your city-states the ability to protect themselves better from aggressors.

Leader Ability: Glory of the World, Kingdom, and Faith
City-State yield bonuses to Georgia increase by 50% during a Golden Age or Heroic Age. Building a City on Hill terrain provides +2 Faith and grants free Ancient Walls.

- Makes Golden Ages better, especially considering all the City-States you'll have. Also helps you secure an earlier Religion for settling on defensive Hills, which shouldn't be too hard and is similar to Indonesia's Coast ability. The free Ancient Walls is popular and makes sense, but I'd limit it to cities on Hills for theming reasons.

Unique Building: Tsikhe
Georgian unique building that replaces both Medieval Walls and Renaissance Walls. Provides the defensive strength of Renaissance Walls at the technology and production cost of Medieval Walls. Also provides two Ranged Strikes and +3 Faith. +100% Faith (and Tourism after researching Conservation) during a Golden Age or Heroic Age.

- Get to your unique walls earlier, providing that Faith boost when you really need it, and also without having to build three different sets of walls.

Anybody have thoughts on these?


P.S.: I wanted to give my city-states a way to protect themselves more, because in my game I was Allied with my neighbor Montezuma (because Diplomatic Favor!), but he decided to attack my city-states, and because I was his Ally I could not declare a Protectorate War against him to save Babylon. All I could do was watch as he took my city-state from me.
 
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Germany: Frederick can levy the troops of Suzerainless City States, at double the normal cost.
I would never complain about a Germany buff, even though I think anyone who applies the methods in my signature will find Germany is one of the top civs in GS thanks to King Coal Plant.

I petition some stronger civs for judgement before the nerfhammer:
-Sumeria's Warcarts are now vulnerable to spears. Apologies to the donkeys.
-Australia's Citadel of Civilization reduced to +50% for 10 turns in all cases. This ability is one of the most exploitable and it affords minimal counter play in MP. I still think even this is too strong.
-Scythia's People of the Steppe no longer grants a free light cav unit; instead, Scythia receives +2 horses (double) from all horse pastures. (And perhaps -50% upkeep on lightcav.)
-Nubia's Pitati Archer now costs 105 instead of 70. This is so that when built in conjunction with Ta-Seti the effective cost is 70, essentially canceling it out; this increase over the base archer cost (60) is in line with the cost increase applied to a unit like a Legion. Heavy handed but this particular unit is abusively good. Slotting Agoge will make them effectively 53 cost; compared to the standard archer's 40 under Agoge, this is still much smaller than the differential that Eagle Warriors have with regular warriors.
-Korea's Three Kingdoms now applies +1 gold to mines instead of +1 science. The Seowon is already uber; the mine interaction is just as bad but hidden. Removing some of it. Korea will still be an elite civ.
 
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