My dream of a Spring 2014 Balance Patch

GoStu

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Hello, Happy New Year! With it being 2014 now, I've dared to dream that my favorite game will get an update in the spring to resolve some long-standing issues. Here's my dream patch notes for your critique. I've incorporated a few bug fixes, a few commonly used mods, and my favorite suggestions I've seen in the last few months. I hope these would make your CiV experience a lot better.

Please feel free to leave some feedback. I'd love to hear if anyone has a different dream of 2014 in CiV, or if you think any of these are ridiculous(ly awesome).

GENERAL CHANGES:
Spoiler :

- Great Engineers, Merchants, and Scientists no longer delay each other from being born.
- Exact values for diplomacy modifiers now visible. Mods are no longer required to see these values.
- Players may now request for an AI Civilization to gift them a Missionary of their Religion. Likeliness of this happening will depend on overall relations, plus the Religious flavor of the civilization in question.
- Cover Promotions now apply correctly to units that do not receive Rough Terrain defense bonuses. This was affecting Seige units and Mounted units in particular.
- Krakatoa will no longer appear in unworkable ocean tiles. A check has been added to ensure the base tile is Coastal. No Bonus Resources will spawn and be wasted based on Krakatoa's location.
- The Great Barrier Reef will always have both halves workable, and counts as a single Natural Wonder for the purposes of wonder count on the map. Therefore, maps with the Great Barrier Reef will have one more Natural Wonder tile than normal.
- The Rock of Gibraltar must be attached to a larger landmass, and has had its latitude restrictions tightened.
- Amount of ice at the poles reduced. A clear path around each continent's pole should be possible.
- Trade Route Science benefits from Culture now increase by one point every Era.



COMBAT BALANCE

Spoiler :

- Lancers now upgrade into Landships.
- Lancer strength increased to 28.
- New Unit added: Anti-Tank Rifle. Available at Combustion. Ranged unit, Range 2, strength 40, +75% vs. Armor units. Defensive strength 30.
- Anti-Tank Rifles upgrade into Anti-Tank Gun. Anti-Tank Gun now Ranged unit, Range 2. Strength 50, +75% vs. Armor units. Defensive strength 40.
- Anti-Tank Gun upgrades into Attack Helicopter. Attack Helicopter now Ranged unit, Range 1. Strength 60, +100% vs. Armor units. Defensive strength 50.

- Archer, Composite Bowman, and Crossbow units now have 25% weakness to Mounted units.

- Catapults, Trebuchets, and Cannons now use their +200% bonus against cities on defense against City Ranged Attacks, enabling them to survive these attacks for longer.

- XCOM squad no longer available for normal production. May only be built through the XCOM Initiative (see World Congress changes for more).



CIVILIZATION UPDATES:
Spoiler :

ROME:
- Roman Legion now starts with Cover (1) Promotion.
- Roman Ballista now starts with Cover (1) Promotion.

SWEDEN:
- Removed Finnish city names from city list.
- Haakapellita's combat bonus now works if a Great General is in an adjacent tile, not only if stacked. This ability carries forward on upgrade.
- Haakapellita's base strength increased to 28.

BYZANTIUM:
- Cataphract replaces the Knight, with a corresponding strength increase.
- Unique Ability now includes a free Great Prophet at Theology.
- The Bonus Belief granted by their Unique Ability may be any Belief previously chosen in another religion, thereby reducing the urgency with which Byzantine players need to found a religion.

GREECE:
- Unique Ability description now informs players that there is no penalty for trespassing in city-state territory.
- Companion Cavalry now carry over their Great General generation bonuses when upgrading.
- Hoplites now upgrade to Longswords. Hoplites gain the Phalanx promotion, which increases combat strength by 10% for every adjacent unit with a Phalanx promotion. This promotion carries over on upgrade to Longswords.

DENMARK:
- Berserkers now retain the +1 movement promotion on upgrade.
- Denmark now gains double gold from pillaging Improvements.
- Norwegian Ski Infantry now have the Drill 1 promotion.

BRAZIL:
- Carnival now boosts production of all great people by 25%, not just Writers, Artists, and Musicians.
- Pracinha now gains a 15% bonus when fighting in foreign lands.

JAPAN:
- Zero production cost reduced by 25%.
- Unique Ability now grants one additional Culture per Coastal city, in addition to the Fishing Boat and Atoll bonuses. This is intended to add more reliability to the Unique Ability without being substantially changed.

MOROCCO:
- Kasbah improvement now gains additional Gold at Economics, and is treated as a Trading Post for all Social Policy purposes (e.g. Free Thought)
- Unique Ability now scales by one point of Culture and Gold per two eras.



WORLD CONGRESS:
Spoiler :

- World Congress now allows a third Civilization to propose resolutions upon becoming the United Nations.
- United Nations allows a fourth Civilization to propose resolutions upon the world reaching the Information era.
- Likelihood of a Civilization proposing a Ban on a luxury decreased.
- Likelihood of a Civilization proposing Scholars in Residence, and Standing Army Tax increased.
- Multiple Civilizations have had their liking for Arts Funding reduced, and their liking for Sciences Funding increased.
- New Resolution: The XCOM Initiative. This Project must be proposed, and constructed prior to any XCOM Squads being produced. The XCOM Initiative may be Proposed when any Civilization has researched Nanotechnology.
-Winner: XCOM Headquarters: XCOM Headquarters appears in Capital. May construct XCOM Squads in City with XCOM Headquarters.
- Silver Prize: XCOM Outpost: One-time research boost equivalent to two Research Agreements based on own science. 2 Free XCOM Squads appear near Capital.
- Bronze Prize: XCOM Council Member: 1 Free XCOM Squad appears near Capital.​
- New Resolution: Human Rights Movement. -5 Happiness in every Occupied city. -3 Happiness from every Puppet City. Available after any Civilization has researched Radio.



SOCIAL POLICY CHANGES:

Spoiler :

ALL:
- Policy Tree-Specific Wonders are not unlocked until the player has taken at least one of the Policies in the tree, e.g. Opening the Tree only does not unlock the Wonder. This is intended to both make players more aware of the competition for Wonders, and restrict these Wonders to players willing to make more commitment to the trees.

TRADITION:
- Oligarchy city defense bonus reduced to 25%

LIBERTY:
- Collective Rule (Free Settler, 50% Production Bonus to Settlers in the Capital) is now the prerequisite for Republic (+1 Production Per City, 5% Bonus to building Buildings), instead of the other way around.
- Meritocracy (+1 Happiness per City Connection, -5% Unhappiness for Citizens in Unoccupied Cities) now adds +2 Gold per Turn per every City Connection in order to defray the cost of building Roads in the early game.

HONOR:
- Opener now grants gold per kill equal to the unit's combat strength whenever a non-Barbarian unit is killed, in addition to its other effects.
- Discipline's bonus now applies to Gunpowder units.
- Warrior Code changed from 15% Production Bonus to Melee units to +10% to all Military Units. Free Great General removed.
- Military Caste now grants +1 Culture and +1 Happiness for every Military Unit a player owns.
- Professional Army now reduces the chances that a Building in a conquered City will be destroyed by 50%, in addition to its usual effects.
- The finishing bonus now grants a one-time Culture boost for every city captured equal to the player's culture per turn times the population of the captured city. It also causes Great Works from other Civilizations to grant double Culture. Gold from killing any unit remains unchanged and is added to the opener's bonus.

PIETY:
- Adopting Piety grants +1 Culture per Shrine and Temple, in addition to reducing the Production cost of these buildings by 50%.
- Religious Tolerance now permits you to choose which additional Pantheon bonus you receive from all the religions present in your cities. The default will be the second-most popular.

PATRONAGE:
- Scholasticism increased to 33% from 25% of Allied City-State Science.


AESTHETICS:
- Fine Arts bonus Culture increased to 100% of Excess Happiness.

COMMERCE:
- Tree Opener now grants an additional Trade Route.
- Wagon Trains now grants +4 Gold to Sea trade routes as well.
- Mercenary Army now grants a 10% Reduction in Unit Maintenance costs in addition to the purchasing of Landsknechts.
- Mercantilism now grants +1 Science per Mint and Market, +2 Science per Bank, and +3 Science per Stock
- Adopting all policies in tree grants an additional Trade Route slot in addition to the increased Gold from Trading Posts.

EXPLORATION:
- Navigation School now grants all Embarked units +2 speed, in addition to the bonuses to Great Admiral speed and generation.
- Treasure Fleets renamed to Merchant Marine, and grants your Cargo Ships defense equal to an Embarked unit. All Embarked Units gain the "Embarkation with Defense" promotion, strengthening them against raiders. The +4 Gold per trade route has been moved to Commerce's Wagon Trains.
- Adopting all Policies in Exploration permits Archaeologists to be purchased with Faith, in addition to Great Admirals.

RATIONALISM:
- Secularism reduced to +1 Science per Specialist.
- Sovereignty's description now lists exactly which buildings it applies to.
- Opener changed from +10% Science while Empire is Happy to Great Scientists are Earned 25% faster.
- Humanism's effect changed to +1 Happiness from every Library, Public School, and Observatory.



RELIGION
Spoiler :

- Religious Settlements increased to +25% Tile Acquisition Rate.
- Goddess of Love gains an additional Happiness per every 6 Citizens in a city after the first 6, e.g. a City with 18 population will gain +3 Happiness.
- Dance of The Aurora now adds +1 Food to all Tundra Tiles with Fresh Water in addition to its Faith-Generating effects.
- New Pantheons added:
- Fen Lore: +2 Faith and +1 Food per Lake and Marsh tile.
- Ceremonial Vestments: +1 Faith and Culture per Silk and Cotton.
- Animal Sacrifice: +2 Faith per Whales and Ivory. +1 Faith per Horses, Deer, Cattle, and Sheep.​
 
The xcom squad proposal makes people put in more hammers for the xcom squad, making the diplomatic victory a lot easier than it already seems to be.
 
Strongly agree :cool:

Me too, i have a spring patch dream !
 
First off, I'd like to encourage high excess happiness strategies by making Golden Ages a bit more imporant, so I would lower the increase in points required between Golden Ages by about 25%, and give them a +25% to all yields on top of the +1 Gold on all tiles producing Gold.

Additionally, they would give an additional +15% Production bonus for World Wonders.

Finally, excess Happiness for the next Golden Age would continue accumulating while a Golden age is ongoing.
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It seems a bit odd that Great People punish you for getting them and almost pigeonhole you into focusing on one of them, and your change would be a pleasant boon to strategies using high amounts of specialists.

Personally, I'd prefer it if Great Person points added to a national progress bar rather than a city-specific one, since the current system makes using specialists in newer, smaller cities feel less rewarding.

The Great Person could then be generated in the Capitol or have a percent chance of spawning in each city relative to how many points they contributed.

Those changes might require making the first few Great People a bit more expensive, though.
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I'd like to see Ranged units be a little less strong against cities and Melee units be a lot better.

I'd also like to see a historic "starve them out" tactic, where units deny every tile immediately adjacent to them from being worked by enemies.

With this, units could make a ring around a city to keep them from working all but the tiles immediately around the city, outside the range of the city's attack.

(More practically, they would deny the most valuable tiles rather than a complete ring.)
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Why the change of Arts Funding to Science Funding? Is Arts more popular with the AI for some reason?

In theory, they should be roughly equal when all civilizations are averaged.

The Bronze reward for the Xcom project seems a bit too low: perhaps give them just one Research Agreement, while Silver would get an additional Research Agreement and two Xcom Troopers.

I'd also give a Science, Production, Great Scientist and Great Engineer boost to Gold's Xcom Headquarters.
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America

Manifest Destiny:

Settlers cost 25% less to produce and Gold purchasing buildings in newly founded cities costs 25% less gold. Upon adopting an ideology, these bonuses are replaced with +25% Empire-wide Gold.

All land military units have +1 sight.

50% discount when purchasing tiles


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I love the less damage to a captured city change to Professional Army, but I would try to encourage more military infrastructure on top of existing bonuses.

Discipline would reduce the buidling time of defensive buildings by 50% and give them 1 :c5culture: and 1 :c5happy: each.

Warrior Code would reduce the building time of experience buildings by 50%, remove their maintenance cost, and give them +2 :c5production:

Military Caste would remove the maintenance cost of garrisoned units, while Tradition's Oligarchy would lose that bonus and instead provide a +15% bonus to Great Person production in the Capitol with its city defense bonus reduced to 25%.

The Finisher would give Citadels +2 :c5gold: and +2 :c5production:, and give +5 :c5culture: from each Great General in the Empire.
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I'd go a step further with Piety and change Religious Tolerance to grant a bonus Pentheon belief of your choice that is not restricted from already chosen beliefs and doesn't restrict others from them.

I'd also remove Enhancer beliefs, and instead give Mandate of Heaven +20% religion spread range and +20% religion spread speed and a +20% bonus to yields from Religion.

This would be on top of the current bonus, to help secure Peity empires as dominant religiously and get rid of the race to the best Enhancers.

Since the opener would give +1 :c5faith: and +1 :c5culture: to Shrines and Temples, Organized Religion would give a later-on bonus of +1 :c5happy: from Temples and +4 :c5happy:, +4 :c5culture:, and +4 :c5gold: from the Grand Temple.
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For Aesthetics I'd like your Fine Arts bonus Culture increased to 100% of Excess Happiness change, but I would also make it a bit less about spending Culture to get Culture and a victory condition.

Cultural Centers: +1 Gold from Monuments, Amphitheaters, Opera Houses, Museums and Broadcast Towers in addition to the construction bonus.

Flourishing of the Arts: +1 Happiness and Gold from World Wonders in addition to the existing bonuses.

Artistic Genius: Expending a Great Artist, Writer, or Musician grants a We Love The King! Day in a city of your choice in addition to the existing bonuses.

Cultural Exchange: Grants bonus Gold equal to 25% of your Tourism output.
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I'd add this to your Commerce changes, but without the trade route in the opener, which would be too easy to grab with minimal investment.

Commerce Opener gold bonus moved from Capital to the city with East India Company.

Commerce Opener also extends Empire-wide Trade Route length by 25%.

Entrepreneurship now gives +1 Gold to all Specialists.

Mercenary Army now gives Double Gold from Plunder promotion to all Melee/Gun units.

Big Ben now gives an extra Trade Route.
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Treasure Fleets: Gains a 20% boost in yields from Sea trade routes instead of +4 Gold.

Finisher: Legendary World Wonders (Solomon's Mines, El Dorado, ect.) are hidden for players who have not finished the Exploration tree, and their yields are doubled.

Hidden Antiquity Sites are converted into one of a set of Great Landmarks and Great Artifacts, which depend on which site was unearthed.
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Agreed on your Rationalism changes.
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Religion:

Holy Warriors Follower removed, Religious Ferver Reformation renamed to Holy Warriors, and works on units of all eras.

All Enhancer beliefs removed: the Piety policy branch will now be the most significant way to boost religion spread.

God King renamed Demigods- +1 faith, gold, culture and production to every great people improvement and palace.

Sacred Waters now gives +2 Food to Lakes and Oases.

New Pantheon: Sacred Isles- +2 Gold and +2 Culture for Atolls. +1 Happiness for each Atoll within your Empire's borders.

Cathedrals no longer have a Great Work of Art slot.

Religious Building Yield Rebalance:

Cathedrals- +4 Culture +2 Faith +1 Happiness.

Mosques- +2 Culture +6 Faith +1 Happiness.

Pagodas- +1 Culture +1 Faith +2 Happiness,


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General Changes (bracketed are my changes)

- Great Engineers, Merchants, and Scientists no longer delay each other from being born.

(Great Merchants are on a seperate line, GS and GE are still on the same line)

(Great Merchants give double its current amount of gold, both Custom House and Trade Mission. GMoV will give 50% more of its current output.)

- Exact values for diplomacy modifiers now visible. Mods are no longer required to see these values. (dont understand, not really into the technical part of civ)

- Players may now request for an AI Civilization to gift them a Missionary of their Religion. Likeliness of this happening will depend on overall relations, plus the Religious flavor of the civilization in question. (YES!)

- Cover Promotions now apply correctly to units that do not receive Rough Terrain defense bonuses. This was affecting Siege units and Mounted units in particular. (YES!)

- Krakatoa will no longer appear in unworkable ocean tiles. A check has been added to ensure the base tile is Coastal. No Bonus Resources will spawn and be wasted based on Krakatoa's location.
(Krakatoa must spawn within 2 tiles of land)

- The Great Barrier Reef will always have both halves workable, and counts as a single Natural Wonder for the purposes of wonder count on the map. Therefore, maps with the Great Barrier Reef will have one more Natural Wonder tile than normal.

(Change GBR to one tile, but double the bonus to that one tile)

- The Rock of Gibraltar must be attached to a larger landmass, and has had its latitude restrictions tightened.

- Amount of ice at the poles reduced. A clear path around each continent's pole should be possible. (No, a restriction to exploration is a good idea)

- Trade Route Science benefits from Culture now increase by one point every Era.

(Definitely a good idea, also science buildings should affect science sent in and out)

- Lancers now upgrade into Landships. (I think they should upgrade to Cavalry)
- Lancer strength increased to 28. (Yes)
- New Unit added: Anti-Tank Rifle. Available at Combustion. Ranged unit, Range 2, strength 40, +75% vs. Armor units. Defensive strength 30. (IDK)
- Anti-Tank Rifles upgrade into Anti-Tank Gun. Anti-Tank Gun now Ranged unit, Range 2. Strength 50, +75% vs. Armor units. Defensive strength 40.
- Anti-Tank Gun upgrades into Attack Helicopter. Attack Helicopter now Ranged unit, Range 1. Strength 60, +100% vs. Armor units. Defensive strength 50.

- Archer, Composite Bowman, and Crossbow units now have 25% weakness to Mounted units.

(I would understand the Archer, but I would end it before X-Bows)

- Catapults, Trebuchets, and Cannons now use their +200% bonus against cities on defense against City Ranged Attacks, enabling them to survive these attacks for longer.

(Maybe change it to 200% better against cities on attack, and 100% better against cities in defense)

- XCOM squad no longer available for normal production. May only be built through the XCOM Initiative (see World Congress changes for more)

(Sure, but with this, they should be available earlier)

CIV changes

(Im going to this completely my own)

ROME- Legions upgrade with their ability. When building roads, gain 50% defense.

UA- Change to All Roads Lead To Rome

Roads cost 50% less. Production bonus only comes in with roads. Roads are built 50% faster.

America- Remove the cheaper tile buying, replace with 50% faster settler building and movement (3 tile per turn)

Byzantium- UA- Gains a Free Prophet when building temple in capital. Keep extra belief, but limit it to Founder or Follower.

Japan- Remove Zero, change to Dojo, replaces Barracks. +15XP for melee units, +1 happiness.

Austria- UA- Make the cost to buy CS a flat 550 gold, and 750 at the start of the Industrial.

France- Give the Musketeer a flanking bonus when having a adjacent musketeer, increased when there are more adjacent musketeers.

Huns- Takes city names from random civs, not just in-game ones so there is more of a mystery to who is in the game. Give Battering Ram less of a penalty on defense.

Morocco- Increase Culture and Gold by one every two eras.

Polynesia- Maori Warrior replaces Swordsman, does not require Iron, appropriate strength increases.

Siam- Wat gives +5 culture instead.

Venice- Great Galleass has the same p.cost as a regular Galleass.












SP changes (based on yours above and ones I think need to be added

Tradition- Nothing needs to be changed, Oligarchy is a average policy, does not need to be nerfed. I would switch the Faith GE with Liberty for one Free GP

Liberty- Completely agree with your changes, but I would want to see the free worker policy give one free worker per city.

Honor- Warrior Code- Yes, I like it but add free GG back, it is kind of important for early domination.

Your Military Caste is way to OP. It should be only for Garrisoned units, but garrisoned units gain a ____ amount of combat strength when attacking out of a city.

Professional Army- Good, but remove the double culture from Great Works.

Piety

Opener- Exactly what I want

My idea for Mandate from Heaven is so all faith purchases (faith units, buildings and GP including Prophets) are 20% cheaper.

I dont really understand your Religious Tolerance.

Patronage

Scholastism change is good

Finisher gifted GP do not count toward your progress because they are "gifts"

Aesthesics- dont change it, fine the way it is.

Commerce/Exploration- All good changes, wouldnt change anything else myself.

Rationalism- Dont really like you r changes, except for +1 for specialists, but everything else should stay the same. The gold from science buildings and final policy weaken it enough.






Religion

New Pantheons

Goddess of Beauty- +1 faith for Cotton, Dyes and Silk

God of the Sea changed to +1 faith for Whales, Crab and Fish

Sacred Waters give +1 food to lakes and coastal tiles next to cities.

Reformations- Make them stronger, I dont really know how but the few times I have used them, they seem weak and passive for the cost of getting them.
 
What if they would move the National College further into the tech tree?
 
Quite impressed with your suggestions in this thread, by far most of these are things I agree on. Certainly, there are some things I would do a bit differently and some other changes that you haven't listed I would do, but this comes a good way in improving the game.

What if they would move the National College further into the tech tree?
I think National College is fine where it is, BUT the bonus from it should be reduced from 50 % to 25 % in the city it is build. The remaining 25 % should be moved to Oxford University, which at the moment lacks a per turn effect that encourages to build it right when it becomes available instead of saving it up for a key technology pinch later in game.
 
I believe the Oxford gives +3 science per turn, but it's often used for snagging vital techs/slingshotting eras.
 
I like most of the suggestions here, but there are a few i dont like:

Cathedral should not get extra Work removed.

GG from Warrior code should not get removed.

The X-COM thing seems like too much. the unit is very powerfull, as it can invade almost anywhere in an empire. Therefore I think it would be bad if someone could monopolise them.

I also noticed that allmost all of the improvements would make players much stronger. I think its good that people struggle with it all, not being too easy.
 
@jlim201: Why make the GMOV relatively weaker?

You can get them early, one from optics and one from Liberty, 2 if you can finish that tree.

They give you if you use them in the classical era 800 gold each and 60 influence each, with the change they would 1200 gold each and 60 influence allowing Venice to rush buy an army to rush the other civs or CS very fast which they can allready do now but it would be far stronger with 1200 gold each and rediculus with 1600 gold each.
 
You can get them early, one from optics and one from Liberty, 2 if you can finish that tree.

They give you if you use them in the classical era 800 gold each and 60 influence each, with the change they would 1200 gold each and 60 influence allowing Venice to rush buy an army to rush the other civs or CS very fast which they can allready do now but it would be far stronger with 1200 gold each and rediculus with 1600 gold each.

I think you underestimate the opportunity cost of not buying a city state: and UU's are supposed to be better than default.
 
Nice to see some feedback getting written up. I want to reply to two specific comments:

1) That the 1 Happiness and 1 Culture per military unit is OP. I don't actually think this will get too horribly out of control, given the opportunity cost of building enough Units to really abuse it, and the constant maintenance costs of having this many troops. Maybe it could have a cap equal to roughly the population of your largest city or so, or a cap of two units/city can benefit.

2) That the XCOM project would reward one player too heavily. As much as I love XCOM: Enemy Within right now, I want to keep the XCOM squads under control in Civilization. Essentially, they'd be a very, very rare unit as it's a pretty rare game where the proposal would be proposed, passed, and built. There's a lot of people out there who really dislike their inclusion in the game at all for a couple reasons, namely that they're outrageously overpowered in the right hands, and that they don't really fit the spirit of the game. This would restrict them only to a world that really wants the XCOM project funded and succeeding, and restricts their use to one or two nations that really worked for it.
 
Nice to see some feedback getting written up. I want to reply to two specific comments:

1) That the 1 Happiness and 1 Culture per military unit is OP. I don't actually think this will get too horribly out of control, given the opportunity cost of building enough Units to really abuse it, and the constant maintenance costs of having this many troops. Maybe it could have a cap equal to roughly the population of your largest city or so, or a cap of two units/city can benefit.

2) That the XCOM project would reward one player too heavily. As much as I love XCOM: Enemy Within right now, I want to keep the XCOM squads under control in Civilization. Essentially, they'd be a very, very rare unit as it's a pretty rare game where the proposal would be proposed, passed, and built. There's a lot of people out there who really dislike their inclusion in the game at all for a couple reasons, namely that they're outrageously overpowered in the right hands, and that they don't really fit the spirit of the game. This would restrict them only to a world that really wants the XCOM project funded and succeeding, and restricts their use to one or two nations that really worked for it.

To be honest, I'm surprised we don't have a XCOM-inspired scenario in the Information Era.
 
I think the Military Caste is overpowered if you get a culture and happiness for EVERY single unit you own I think it should change to either scale (for every X ) or count only for units in your territory.
 
Just saw this post (followed link from the Polycast):

The general section: I agree with most of what's written.
Except: It's already the case that there is one more natural wonder in the game when there is Deep Sea Rift; in fact, discovery of the first natural wonder tells me weather or not its in the game when I mouse over to see natural wonders remaining.

And I'm fine with the amount of ice near poles: It's not supposed to represent periods warmer than normal nor periods colder on normal, but should be the overall normal.

Combat : Disagree with most.
All I'd do compared to standard is remove the requirement that Lancer needs Horse.

Civs changed:
Legions already build roads; they don't need cover. Their other UU could use it though.

Sweden's city names: Finland was part of Sweden for centuries. And their UU is fine as is

Byzantine: Overkill to add both a great prophet and ability to reuse someone else's belief. Just add one of these, not both.

Brazil: Already the most powerful cultural civ in the game. It doesn't need any more boosts

Japan: Japan already got some boosts in the fall patch; doesn't need more.

A lot of what's written in World Congress is flavor & grand strategy driven. AI needs improved.
As to core; I like the idea of a 3rd proposal but not a 4th (overkill)
No need for a project as late as XCOM

Venice would hate that version of Human Rights. (Everybody else can annex and buy a court house; Venice can't)

Social Policy:
Actually I's refer requiring completing the entire tree to build the world wonder.

Obligary: I'd just remove the range bombard promotion entirely.

Liberty tree: Is already regarded as the best for self founding wide; it doesn't need any boosts at all.

Humanism: There's already an order tenet granting happiness to science buildings.

Scanning rest of the thread I see references to National College. Instead of changing this one national wonder, what I'd do is change how all national wonders work.
They would instead all require a flat 4 copies of the best building to build; instead of 100% of self founded & annexed cities.
 
this would be great for a mod not a patch no Xcom world wonder sounds unbalanced and as for the Xcom squad it is fine as it is because its a counter to the GDR
 
as for an XCOM-inspired scenario in the Information Era someone should make it
 
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