Let's play a game: "buff a weak civ", and comment on if other posts are too much buff or not enough!

iammaxhailme

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Jun 4, 2015
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Alternately: Nerf a strong civ!

Let's start off with my idea...

Georgia Buff: Tsikhe, their renaissance wall, now no longer obsoletes, gives 3 culture in addition to 3 faith, and does not require lower levels of walls.


Is that enough buff? Just right? Not too much?

I think it's not enough, but let's see what you think.

Here's an idea for nerfing a strong civ:
Korea's Seowon district now gives +1 science isntead of +4. Same penalty for adjacency applies.

Is that too much nerf? I think it's probably too much nerf.
 
Spain
Leader Ability - El Escorial

+5 Combat Strength against units of a different Religion. All Apostles automatically receive the Convert Barbarian promotion. Inquisitors can Remove Heresy one additional time.
Unique Ability - Treasure Fleets
Oversees domestic Trade Routes grant additional yields per the Districts and Buildings of both the sending and receiving city. E.g. +1 Faith per Holy Site, Shrine, Temple, and Worship Building. Likewise with Gold from Commercial Hubs, Science from Campuses, Culture from Theatre Squares, and Production from Industrial Zones.
Additionally, May form Fleets and Armadas with Mercantilism. Fleets and Armadas lose no Combat Strength.
Mission
Must be built on a foreign Continent. +2 Faith, +1 Housing, & +1 Loyalty. +1 Faith for each adjacent Holy Site or Luxury Resource. +1 Loyalty adjacent to City Center. If this city follows a Religion founded by Spain, each Mission increases Religious pressure.
 
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