I'm looking forward to 7 seas + England to see if Britannia really can finally rule the waves.
That change to rams/towers has massively increased the importance of swords; hopefully their iron bonus will help.
I'm more interested to see if the AI will actually be able to push wall upgrades enough to make early war significantly more difficult. If you can't just gallop up to a medieval walled city with Knights, that's going to rustle some jimmies in the early war department.
It seems like a good change.
Rams have been nerfed hard, and in a way which makes them really interesting.
I was still hoping there would be a more general rebalancing of units though. At a minimum, nerfing Light Cav v Cities and Buffing Seige v Ranged Attacks. I think that’s a really big missed opportunity.
England are really quite good now. The additional resources combined with additional resource capacity is a strong combo, although you have to line up quite a few things. Reduced Niter for Red Coats is also strong. I think FXS could maybe drop the free Melee unit from Pax B at this stage, just keep the trade route and free ships.
It really is a pity for England, and everyone else frankly, that there weren’t some tweaks that improved colonial cities and coastal cities (although ME speeding Sea Walls is nice, particularly for England).
Harbours seem to have gone backwards with the Specialist changes. Again, feels like a missed opportunity. All it required was maybe a few mid game cards or something.
I have very mixed feelings about this patch. It’s an A+ for just size and reach. Lots of great UI changes and stuff under the hood. The production, world congress and Civ rebalancing are a B+ - mostly good, but I think some changes to Production are just a bit blunt and boring. The Pantheon changes specifically are A+++. They needed a rework post GS, and these changes seem really good.
But
overall, I feel the Patch is kinda B. Sorry. There’s just too much stuff that still needs some balancing. Colonial Cities, Coastal Cities and Unit balance.
I think
the pace of Science also still needs work. Increasing tech costs is good - but it doesn’t really address the core problem that (1) Campuses come way, way early, (2) they are easy to get high adjacencies for now they also get +2 from thermals, (3) you can buff these bad boys to crazy levels with cards and City States, and (4) there’s really no break in spamming campuses, particularly given you can just chop chop and chop.
Big patch. Well done FXS. Lots of good stuff. But still probably not quite big enough.
I’m really not sure I’m going to rush to play Civ after this. I’m interested in playing with the Rams / Seige Towers / Seige, Pantheons, Tier 3 buildings and IZ buildings. But it the changes to IZ and Lumbermills feels like there is actually less of the fun “puzzle map” stuff. And I’m not sure how invested I can get when Coastal and Colonial stuff is so lame (and Naval stuff).
(You know. This is probably the first patch where I wish FXS would revert some of the changes. They shouldn’t have removed science and culture yields from Harbour and and Encampment Specialists. They shouldn’t have removed River Adjacencies for Lumber Mills. Not a big deal, I know. But Civ is about the numbers and sometimes messing with small numbers does just make the game less interesting and fun.)