SahintheFalcon
Chieftain
- Joined
- Mar 11, 2015
- Messages
- 88
For multiplayer. At this stage, people are quite well catching on to what the most powerful civs are, and the most powerful strategies. Without rules (i.e., banning civs), the game devolves into an unbalanced mess.
I propose:
Civs
- Rome: only get a free monument in subsequent cities, not the capital. Right now, Rome generally gets first dibs on the pantheon and gets political philosophy way sooner than anyone, paving the way for oligarchy-buffed Legions.
- Scythia: give +25% production for cavalry, remove free cavalry. Right now they essentially have +100% production for light cavalry, which is gamebreaking.
- Sumeria: War Carts to come at the Wheel, cost increase (can keep their lack of vulnerability to anti-cavalry units)
- Nubia: nerfed to +25% production for ranged AND Pitati Archer cost increase. Pitati Archers at their current strength level should not be cheaper than a generic civ's archers.
- Japan: nerfed to +25% production for encampments, theater squares, and holy sites. Currently Japan is always in the running to get the first great prophet or first great general, and this is too strong considering that they are a top tier mid/late game civ due to their adjacency bonuses.
- Macedon: free promotion removed from Hetairoi
- Persia: changed to +1 movement if they declare a surprise war OR if another civilization declares a surprise war on them. Currently, people will pre-emptively declare war on Persia if they see it to prevent use of this (admittedly overpowered) bonus.
- America: changed bonus to +5 strength for all combat within 10 tiles of borders and within borders. Right now the continent bonus is too random.
- Russia: Cossack decreased to 62 strength (same as cavalry), but can keep its move after attack ability.
- Indirect buffs and nerfs to other civs (see general balance changes below)
General Unit Changes
- Field cannon to cost niter
- Decreased penalty for siege unit attack against regular units
- All anti-cavalry units buffed to 3 speed. Currently, anti-cavalry is near useless because they can never catch their opponents, and are extraordinarily weak to both melee and ranged.
General Balance Changes
- Unique districts to cost 75% of generic district cost (currently they only cost 50%). Currently, civs with a unique district have a HUGE advantage because they are so dirt cheap to make. This is an indirect nerf to civs with a unique district, such as Russia, Germany, Greece, Korea, Zulu, etc.
- Unique buildings to cost 75% of generic building (currently same cost). Unique buildings are very weak right now. This is an indirect buff to civs with a unique building, such as Mongolia, Macedon, etc.
- God of the Forge nerfed to +15% production for ancient/classical units
- Defender of the Faith/Crusade to only give +7 strength
- First great general should be for ancient/classical era units. Currently, civilizations with an ancient era unique unit (primarily Greece) are at a disadvantage at times since they cannot make use of great generals.
- Oligarchy to give +3 global strength, as opposed to +4 for only melee units. Oligarchy legacy card also nerfed to +3 strength
- Autocracy to increase the yield of every worked tile in the capital that produces at least 1 of a given yield. For example, if a tile produces 2 food, 2 production, and 1 faith, it will now produce 3 food, 3 production, and 2 faith.
Settings
- For multiplayer, make start biases guaranteed. If a civilization has a bias for a certain start setup, make them guaranteed to start as such. I understand that in singleplayer, variety/unpredictability are interesting and welcomed, but in multiplayer, too often people will quit right away if they don't get what they expect.
- Add setting to set balanced city-state types. Far too often we will see 4 of one type of city state and none of another type.
- Add option to ban player (not just kick)
- Add option to mute player
I believe the above changes would address the most blatantly gamebreaking problems. It does not address the multitude of underpowered civs or mechanics, but that can be saved for further discussion.
I propose:
Civs
- Rome: only get a free monument in subsequent cities, not the capital. Right now, Rome generally gets first dibs on the pantheon and gets political philosophy way sooner than anyone, paving the way for oligarchy-buffed Legions.
- Scythia: give +25% production for cavalry, remove free cavalry. Right now they essentially have +100% production for light cavalry, which is gamebreaking.
- Sumeria: War Carts to come at the Wheel, cost increase (can keep their lack of vulnerability to anti-cavalry units)
- Nubia: nerfed to +25% production for ranged AND Pitati Archer cost increase. Pitati Archers at their current strength level should not be cheaper than a generic civ's archers.
- Japan: nerfed to +25% production for encampments, theater squares, and holy sites. Currently Japan is always in the running to get the first great prophet or first great general, and this is too strong considering that they are a top tier mid/late game civ due to their adjacency bonuses.
- Macedon: free promotion removed from Hetairoi
- Persia: changed to +1 movement if they declare a surprise war OR if another civilization declares a surprise war on them. Currently, people will pre-emptively declare war on Persia if they see it to prevent use of this (admittedly overpowered) bonus.
- America: changed bonus to +5 strength for all combat within 10 tiles of borders and within borders. Right now the continent bonus is too random.
- Russia: Cossack decreased to 62 strength (same as cavalry), but can keep its move after attack ability.
- Indirect buffs and nerfs to other civs (see general balance changes below)
General Unit Changes
- Field cannon to cost niter
- Decreased penalty for siege unit attack against regular units
- All anti-cavalry units buffed to 3 speed. Currently, anti-cavalry is near useless because they can never catch their opponents, and are extraordinarily weak to both melee and ranged.
General Balance Changes
- Unique districts to cost 75% of generic district cost (currently they only cost 50%). Currently, civs with a unique district have a HUGE advantage because they are so dirt cheap to make. This is an indirect nerf to civs with a unique district, such as Russia, Germany, Greece, Korea, Zulu, etc.
- Unique buildings to cost 75% of generic building (currently same cost). Unique buildings are very weak right now. This is an indirect buff to civs with a unique building, such as Mongolia, Macedon, etc.
- God of the Forge nerfed to +15% production for ancient/classical units
- Defender of the Faith/Crusade to only give +7 strength
- First great general should be for ancient/classical era units. Currently, civilizations with an ancient era unique unit (primarily Greece) are at a disadvantage at times since they cannot make use of great generals.
- Oligarchy to give +3 global strength, as opposed to +4 for only melee units. Oligarchy legacy card also nerfed to +3 strength
- Autocracy to increase the yield of every worked tile in the capital that produces at least 1 of a given yield. For example, if a tile produces 2 food, 2 production, and 1 faith, it will now produce 3 food, 3 production, and 2 faith.
Settings
- For multiplayer, make start biases guaranteed. If a civilization has a bias for a certain start setup, make them guaranteed to start as such. I understand that in singleplayer, variety/unpredictability are interesting and welcomed, but in multiplayer, too often people will quit right away if they don't get what they expect.
- Add setting to set balanced city-state types. Far too often we will see 4 of one type of city state and none of another type.
- Add option to ban player (not just kick)
- Add option to mute player
I believe the above changes would address the most blatantly gamebreaking problems. It does not address the multitude of underpowered civs or mechanics, but that can be saved for further discussion.