My Patch 1.1 Wish List

ComradeKroo

Chieftain
Joined
Feb 5, 2015
Messages
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Hello guys, after playing awhile, here is my wish list for what we need, and maybe Devs can do, in the first patch of Civ6.
I know, there are alot of things we want, but the list below are just the most realistic wishes i think we can get - Devs can do soon and fast. Other harder and complicated wishes are left to another topic.
The wishes are just about overal gameplay, mechanics, ... not other aspect like graphics or sound, ...

Ok, ill start.

First is about Horse Economy.
-Reduce the ratio of Gold/Production when selling units, from 2/1 now to 0.5/1.
-Cut half Production bonus from Policies, to 50% with Cavalry, and 25 % for Melee and Ranged, the same 50% for Support.


Reduced one forth the gold price is best way to deal with Horse Economy right now is breaking the game balance.
Why ratio should be 0.5/1 but not 1/1?
Because with Ratio 1/1, Civs like Scythia or with many Suzerained Military City State still can run Horse Economy very effectively, though its not at the Breaking rate as now. The same about Corps and Armies selling Exploitation, the problem is when you have Military Academy, the cost of those Corps and Armies are reduced by 20% (means 25% more gold), with the reduction ratio of Gold/Prod = 1/1, it still causes trouble, especialy with Scythia and Venetian Ship Yard can double trained units.
Ratio 0.5/1 is the right price, to ultimately get rid the Horse Economy, and set the Military Way to its right path.

About District overall.
-District Cost Progression (CP) is increase by number of each District type you have in your empire, 5% for each the same type District currently existed (not built).
-District are removable or be sold, Buildings on Districts can be sold. The ratio gold/prod are 1/1.
-Halved the cost of repairing District and its Buildings.
-Increase base cap of District to 3 from 2.
-Give back the Percentage Bonus Yield factor for District or its high end buildings, not flat number yield.


District CP right now base on number of Teches and Civics you had is just unwise, i can say that. Cost increase at the late game for districts is insane high, and it prevent late game expanding for tall empire, which is very unlogical. I think most of players want to freely build their city by remove and place right District they want, and with the time advance, they want more districts to civilized their nation and build empire at massive scale. And the last, for the conquerors style, remove and selling District and its building is another way to mitigate gold treasury while the Horse Economy is nerfed.

About Teches and Civics.
-Halved Eureka bonus to to 25%.
-Increase Tech/Civic Cost of Industrial and later Era. 25% for Industrial, 50% for Modern, 75% for Atomic and 100% for Information.
-Bring back old good "Tech Cost Increase by number of Cities" mechanic. 5% Tech/Civic Cost increase for each Cities in your empire, count except your capital (the percentage of course depend on map size, like Civ 5).


People may complain about 4 cities tall empire again, but i have to say, with new district and city state system, going wide is still give much more science advantage than being tall with low price T/C Cost. This old mechanic is just great to distinguish and balance out play styles, choices and decisions. Wide empire with enough investment in Science or Culture will easily surpass Tall Empire at mid late game.

About Settler, Builder.
-Those Units CP increase base on number of T/C, instead of number of units created.
-Builder can now Rush Districts, each charge increase amount of 25% production cost of District (4 charge to complete). Aztect get double bonus, to 50% each charge.
-Builder get +1 Movement Speed from Industrial and later Builder Policies.
-Settler can be built with Food, adding to production, and still cost 1 pop when come out.

Again, the Units CP method is still a problem. Builders and Settlers are common Units, and with the old method, its just another way to prevent people expanding in mid late game, which is, as i said, unlogical.
New mechanic which allows Builder to rush District, not only open a way to focus labour source, help new cities to start up, also, it nerfed Aztect OP ability as now.

Revitalize Gold Economy.
-Bring back Gold Improvement, Trading Post give 1-3 gold.
-Rebalance Gold income from Seaside Resort, 4 gold max, of course.
-Gold Building in Commerce District give significantly amount of % bonus Gold (max 100%).
-Adding Gold Cost Reduction Policies, Wonder, GP.


As far as i know, Gold is always a major factor to build empire in every Civ games. But as now, Gold is just a tool to maintain your empire and act as an additional way to rush buy buildings and units. As Horse Economy is gone, Gold is just under the shadow of Production if you want to build your empire.
Yield ratio Gold/Production now is 2/1, but Gold cost to buy for each Production is 4/1. The gap will nerver be fill with no Gold Improvement and buiding that help you generate 4 gold to replace each 1 production.
With Trading Post back, rebalanced Seaside Resort, Gold Economy for Capitalism is work again, give you traditional way to rush buy focus new cities, one by one, and ultimately, its for compete with traditional way of Communism, a massive production in every city.

Faith Rebalance
-Set Yield ratio Faith/Production to 2/1.

Faith is like another type of Gold, they can rush buy in city center and units (with Theology Government), so on, its open a way to Civ to not depend much on Gold. Faith/Prod ratio = 2/1 is fine IMO.

About Terrain and Improvement.
-Can build Farm in Tundra tiles with fresh water.
-Can Plant Wood sooner, at Industrial Era.
-New Improvement, Solar Plant for Desert Tiles, +2 Prod, 4 Gold. Additional +2 Prod or +4 Gold depend on Policies.
-New Improvement, Polaris Camp for Snow Tiles, +2 Science. Additional +2 Science from Tech, + 2 Science from Policies.


Build Farm in Tundra tiles is neccessary for ease the bad luck position, in other aspect, its a buff to Russia.
Plant Wood sooner make a new way to build your empire, through Builder. Plant Wood, then Chop, then Plant, ... Effective way for Fascism with their bonus on Units production.
New Improvements are just optional. As now, people build Districts or Wonders in wasteland like Desert or Snow, but with new late game improvements, it will be another trade off, and another choices between early and late cities settling place.

Coastal vs Inland Cities
-Habor +1 Food for Water Tiles.
-Shipyard + 1 Prod and +2 Gold for Water Tiles.
-Seaport + 1 Prod for Water Tiles.
-Trade Routes from Coastal Cities +2 Food and +2 Prod.


New Harbor district let cities not have to settle on coast, so, the coastal cities, with suck water tiles, are being ignored. Coastal Cities need buffed hard, make them more shiny and attractive water tiles. The dead of Coastal Cities means the dead of Sea and Navies. They need buffs, to being more precious, in consequences, means more warfare, more blockade and more useful and important to Navy development and investment.

About Religious Units.
-Apostle can heal.

This is the most wanted things right now for me, when AI missionary spam is a headache. People need a religious army, and those Apostle are the warriors, to secure borderland of your faith.

About Units Combinations.
-Add a new level of Organization, Legion for Medieval Era with combine of.
-Corps now need 3 units, so on, Armies need 4 units.
-Corps and Armies gain more max HP beside additional bonus for combat Stats, 50 Max HP for Corps and 100 Max HP for Armies (show as a Trait).
-HP regenerations is scale with Max HP of Corps and Armies (show as Trait, too).


Units Combination is one of greatest change in Civ6, it makes Units Training get more intent and more important. Add a new level of Unit Combination level make nations must distribute more production source to military, and then make wars are more brutal punishment for those who ignore military aspect, this make the game advancement more slower and feel worth each Era.
More Hp for Corps and Armies to balance out the Unbalance of Ranged vs Melee, while units have more HP its become more resilient, to counter focus fire and shock dead, make combat longer and more fun.

About UI and detail Information.
-Show % bonus XP of units.
-Detail source of Housing and Amenities.
-Fix Cities UI not refresh each time click on another cities.
-Unit selection doesnt auto cycle while current unit still can do actions (like making 2nd attack).
-Interface show the radius of District Extension bonus cover area.
-Bring back Watch command for units (auto wake up when enemies units are in sight).
-Re-Categorize the great work panel, right now its a mess.


About AI
-AI need everything they had in Civ 5, -50% Building, Units Cost, Faith Cost, -80% Unit Upgrade Cost, -50% Maintainance Cost, ...
-AI need Difficulty Trait for units, example, Diety Trait for Units that -33% ranged damage, +8 Strenght.
-AI Cities and Encampment wall hit points must be double.
-AI must be focus on Calvary Units, more aggressively to attack to damage player units rather than care about their loses.


We know it just another bigger cheat for AI, but its still effective way to make game harder, and much more easier than make AI smarter.
My idea is simple, AI need bigger armies, to counter mitigate the loses they cause by their easy mistake movements.
AI Units do not need to be more advance or out tech Player, with its dirrect bonus to raw strenght, their Units are challenging enough.
AI aggressive behavior is the only thing complicate here, but somehow its work, because ability to not affraid do a real damage to player units is a big difference.

Ok, above are what i think.
Thanks, for your patient to read this long post.
 
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An other way to fix the Horse Economy would be to have selling the unit always giving half of the production used to create the unit in Gold. So a free horse would give nothing (or half the gold of a normal horse, valid for both units), a horse produced with the horse policy card would also give half as gold, etc.
A way to implement it would be to have a variable attached to each unit when it's created after keeping track of how much production the unit actually costed.
 
Apostles can heal. You just have to park them on a Holy Site. There's no button for it. It happens automatically.
 
Keep the fog of war clear after you have discovered the area.
 
AI that doesnt have antisocial personality disorder

Make trade routes like civ 5 except you get a yield reduction for spamming many routes to the same city

Unit alert/sentry command

Culture/food needed for next border/population growth

Notifications that I can actually notice

Anticav dont get rekt by infantry

no yields for wood chopping/selling units

let me put districts in any of my tiles within 3 tiles of a city, regardless of what city claimed the tile

get rid of maintaince free units

scouts gain promotions from encampment/barracks etc

faster city interface

better naval trade

remove stupid AoE building minigame

dont have city production focus starve people to death, and show the focus on the map screen in the city name label
 
We don't want to create a new game just slightly tweak the existing one since it's already good.

About unit selling:

Make a base gold value for all units in a particular era regardless of what type they are or how much production they cost and set that to the lowest value. This will piss off some players but all that means is that you put a higher value on actually having your horseman in your army than just selling it. You basically value the production cost more.

Having workers rush districts would be broken. Aztecs should be the only ones able to do this. In order for them to do it they need extra workers they can only get them from early game aggression and the Aztecs are designed to be a warfare Civ. Giving peaceful SIM city monster Civs this ability also would be OP.

Increasing Civic/Science cost progressively by so much would make it even harder to play Civs that hit their peaks later in the game. There needs to be some sort of greater value put on culture/science but increasing the costs so dramatically isn't the way to do it.
 
Not a bad list. Here are my additions.

Improve Unique Improvements
In particular, the Chateau and the Mission, which are very weak right now and unlock too late to be useful. My recommendations:
  • Chateau - Unlock with Drama and Poetry (instead of Humanism), +1 Housing (it's a house after all), Tourism is unlocked by Humanism Civic instead of Flight
  • Mission - Make buildable on Forest/Jungle without removing feature (tested this--it looks great and allows Holy Sites to get +Faith adjacencies and the extra hammer), unlock earlier(either Theology or Naval Tradition). May need more than just this.

Fix AI Not Teching Archery, Other "Dead End" Techs
This is critical particularly at higher difficulties. AI will go to war with dozens of Warrior units without any regard for grabbing Archery.


Make Some Leaders More Rational
We need some leaders who are not off the charts crazy about their agendas. Problem right now is civs do not cooperate with each other at all. Right now everyone has temperament of Montezuma. Recommend lowering the aggression of:
  • Saladin (lower or eliminate anger over religion)
  • Kongo (lower or eliminate anger over not receiving religion)
  • Pedro (lower or eliminate anger over someone with more great people)
  • Barbarosa (somewhat lower anger over city states because this is almost impossible not to violate)
That will create at least a few civs who will tend to make more friends.


Fix Unfair Negative Diplomacy Modifiers
"Moving troops near borders" triggers too easily, even when your troops are in your own borders.


Fix Data Refresh of Various Menu Systems
This is an egregious bug that probably has lots of new players confused as making selections on various screens appears to do nothing. There are several screens not receiving timely updates, including:
  • City panel not updating when you change tiles being worked
  • Banner showing leader's faces at top right does not update with correct happy/sad icon in time with the leader's actual state when you visit that leader

Move Religious Units to a Layer Separate from Builders
You can 100% stop a religion conversion attempt by blockading with Builders, because religious units can't attack or move through the tile.


Settlers Should Die On Capture
Speaks for itself. Setting Settlers to "escape on capture" in the database is an instant fix for this. It's the same logic as for Great People. Tested in mods and works well.


Reduce Free Yields from Meeting a City State
+2 to a yield for scoring the free envoy is too much. Recommendation: each city state met gives you Influence points, which you can then possibly use to buy a delegate the normal way, instead of receiving one completely free.
 
-Bring back old good "Tech Cost Increase by number of Cities" mechanic. 5% Tech/Civic Cost increase for each Cities in your empire, count except your capital (the percentage of course depend on map size, like Civ 5).
No, just no. Civ6 may have many flaws, but this is not one of them.

-Builder can now Rush Districts, each charge increase amount of 25% production cost of District (4 charge to complete). Aztect get double bonus, to 50% each charge.
Wow, that would be extremely imbalanced.
 
2 things I want most:

1. Agenda diplomatic bonuses/penalties ramp up slower.
2. Causus belli's reduce war monger penalties more.

The agenda's cause too big a hit early game and starts the cycle of everyone hating everyone else.
Causus belli's are a good idea in concept but don't work due to the warmonger penalties being too high.
It's just "does everyone hate me or really hate me?"
 
Horse Economy: I like your idea, but all cards should be 50%
Districts: the cap is fine. District and it's buildings should stay permanent. 5% is too low of a cost increase per district, make it 10 and give it a hard cap at some point.
Harbors: food from lighthouse would be fine, I'd hate to generate production from water tiles though (except resources).
If you want to 'boost' coastal cities, play old maps. Lack of mountains and often rivers force you to found coastal cities.
Commercial hub: no % increases, really, just no.
and it goes on like this for almost every point you make...
I really don't like those ideas and I hope they won't be implemented. You are addressing some of the bigger problems though, which is good. Just your solutions are not my cup of tea.

2 things I want most:

1. Agenda diplomatic bonuses/penalties ramp up slower.
2. Causus belli's reduce war monger penalties more.

The agenda's cause too big a hit early game and starts the cycle of everyone hating everyone else.
Causus belli's are a good idea in concept but don't work due to the warmonger penalties being too high.
It's just "does everyone hate me or really hate me?"

I'm still wondering why warmonger penalties are such a problem for so many people. Even when I play domination, I find some allies easily and manage to keep them for most of the game. What are you doing with diplomacy? Nothing? Or do you think you should be friendly with all other civs all the time? Problem here is the AI hating almost all other AIs....
 
Personally I love the super high production cards, and if you don't use horse economy, it's fine. It encourages you to plan out production to sync with your Civics. You can get Wonders and such to sorta cheat the system and be able to use more cards, but I'm finding myself doing cool things like plan out when I'll have short periods between two civics or reasonably long ones. They just need to tweak the values for selling and it'll be fine IMO.

I'm just curious... Why exactly do people say the tech tree goes "too" fast? I'm finding it hard to rush much of anything. The victory isn't faster. Getting units isn't always easy since you often need the tech and some civic component to have the proper card for either cheap upgrades or fast production.

Like for example, I was trying to come up with a Samurai push, only to realize, I should focus on getting Feudalism faster so I can have the card to build them quicker and if I just rush the tech, sure it's fast, but then I'm taking ages to build them. Balance and planning seems to be the theme behind 6, and so far I love it.
 
I'm just curious... Why exactly do people say the tech tree goes "too" fast? I'm finding it hard to rush much of anything. The victory isn't faster. Getting units isn't always easy since you often need the tech and some civic component to have the proper card for either cheap upgrades or fast production.
I always get factories in 1000-1100 AD without any campus. Also just look how fast the eras pass. If you play on higher difficulties you'll see the AI get to the Renaissance in 100 BC. That's just ridiculous. And yes I think the victory is faster. Just look how many people win between turn 250 and 350 in a game that has 500 turn. Getting techs and civics faster means faster scientific and cultural victory, also faster domination victory since you'll have a better economy faster and better units faster.
 
I always get factories in 1000-1100 AD without any campus. Also just look how fast the eras pass. If you play on higher difficulties you'll see the AI get to the Renaissance in 100 BC. That's just ridiculous. And yes I think the victory is faster. Just look how many people win between turn 250 and 350 in a game that has 500 turn. Getting techs and civics faster means faster scientific and cultural victory, also faster domination victory since you'll have a better economy faster and better units faster.

It's not faster than 5 ever was, but I have to admit, some of the really broken stuff was abusing Overflow. However even without the broken stuff, you could be well on your way to space in 200 turns. That's simply not the case here. Also rushing into an Era, and having most of the tools so it feels like you are actually in that Era are two completely different things.

You can get really quickly to the renaissance or Medieval via Cartography or Apprenticeship, but if you do so, you'll still likely have a ton of ancient and classical units, maybe 1 or 2 Medieval ones.
 
Pretty comprehensive work OP, agree with many, but some of your ideas are imo extremely bad:

- 5% increase cost for each build district for the same type is insane, are you suggesting that first Theater Square should always cost 60 cogs no matter when you build it? So good cities will spam district in mid game in 1-2 turns? I have actually no idea what is everybody talking about, districts costs are overall perfectly fine. If binding it with tech tree is not good idea then ok, base it on turns or whatever you wish, but keep it roughly in same conditions as now. It is not the point of the game to have each district everywhere.
- moving/selling districts is the worst idea on your list, it goes against fundamentals of the game design
- increasing cap for districts is also bad, goes against game design
- yields are fine as they are, don't change them to percentage
- I am not sure if teching is faster than in civ (doesn't seem to me in early/mid game), if yes, then ok lets increase late game costs, but definitely not in amounts you propose, and for god's sake, let's not decrease eurekas to 25%
- please please do not allow builders to rush districts, goes totally against game design... sometimes I really wonder what kind of game do you want to play. It is perfectly fine to have 1 civ like that
- settlers should be build by production, I don't get why food should be added (it was totally confusing a bad mechanic in civ5 as well)
- I don't mind improvements on tundra/desert/snow, but I find them totally unnecessary... snow is irrelevant, tundra is for Russians, and desert is for districts/Petra/floodplains/Desert Folklore
- I for one don't care about sea tiles, but seems that everybody else does, so whatever. But I really don't get why is everybody bothered with the change, "coastal" cities are now those 1-2 tiles from coast

What I expect from first patch:
- fix all known major exploits
- disbanding units should give 0 gold (or something similar)
- repairing districts should be fixed somehow, there seems to be some bug there (but it should imo take 1-3 turns for building and 3-6 turns for district)
- fix peace deals with AI, so they don't give you everything
- warmongering penalties should drop a little
- fix some UI parts, especially add some resource lenses, looking for strategy on the map is painful, also add some info about next culture border grow
- fix spy UI, that is really bad, especially confirming counterspying by 3 buttons each 3 turns
- captured settler need to die or change to builder
- buff unique improvement, they might not need builder charge for example, or increase their yields
- polishing agendas would be fine, but it can wait for some major patch
 
-Fix CTD when capturing cities/gifting cities in late-game for the love of God.
-Add at least one more Great Prophet so that religion is more viable in higher difficulties.
-Fix weird stutters in combat animations (i'm looking at you spearman)
-Make AI actually upgrade their units in later eras. Also make them bolder, barbarians are better than civs at combat at this point. (beating a dead horse but idc, this is critcal)
-Maybe make scientific progress a bit slower in modern and atomic era. May be just me but i think it advances too fast.
-Give religious units their own layer of tile, like trading units so that we no longer run into problems of missionary waves not allowing us to do anything with our own lands and at the same time fix some cheesy strategies such as blocking tiles people want to settle on later with religious units.
-Border growth info, at least tell us how many turns are left for border growth. I can live with the casino that border growth is just tell us when.
-City states that can actually defend themselves to some degree.
-Why is Victoria still angry that i captured her city 1000 years later when she ceded control of it to me?
 
REBALANCING PATCH


>> Minor, encompassing patch:


=> Remodelling the district increase curve. Make it dependant on the number of districts that you already have placed on that particuar city + which era you are in, rather than tie it to the number of civics / techs that you have already researched

=> Make unique districts popullation dependant like a regular one, increase 1 pop the requisite for districts (one district per 4 pop instead of 3). The idea is to give increased importance to food and housing yields rather than making production your only relevant bottleneck

=> -50% base cost for wonders. Self explanatory. Wonder costs are utterly ridiculous right now

=> +25% tile adquisition speed from culture. Need moar terrain.

=> -80% gold for disbanding units. So you kill those pesky horse exploits

=> -50% warmonger penalties for justified wars in the late game (strong penalties still in place for late game surprise wars)

=> +50% speed adquisition of legacy bonuses. They are irrelevant right now, and the USA needs a boost too.

=> +40% base cost of civics and technologies from the medieval era onwards. Already pointed out by many people on this tread


>> Series of major patches:


=> AI improvement, obviously

=> General coastatal yields balance & city center buildings for coastatal cities

Spoiler Dettails :


Adjacency rebalance:
Coasts adds +2 housing, rather than being a housing value into itself
Entertainement centers generates +0.5 extra amenities for each adjacent coastatal tile
Commercial hubs generates +1 gold for each adjacent coast tile and +1 if next to a river (instead of +2)

Workboats yields +1 food and +1 production
Added new pantheon "song of the tides". Makes workboats yield +1 food +1 culture

Lighthouse generates +1 housing per worked workboat
Shipyard generates +1 production per worked workboat
Seaport generates +2 gold per workboat
Harbor district generates +2 production per adjacent sea resource

Colossus makes all sea tiles in this city generate +1 science, gold and production in addition to its original effects
The great lighthouse gives +1 food to all your coastatal tiles in addition to its original effects
The arsenal makes workboats generate +2 production in all your empire in addition to its original effects
The Sydney opera gives +2 culture to every sea tile in addition to its original effects

Added 3 new buildings exclusive to coastatal city centers:

Fishery: +2 food to all your deep sea tiles. Requires shipbuilding
Coastatal batteries: Your city gains one extra attack. Can only be employed against naval units. Requires gunpowder
Oceanographic institute: +2 science to all your deep sea tiles, 1 slot for archeological artifacts. Requires natural history
Scenic pier: +1 tourism to all your coastal sea tiles, +2 tourism to all your coastatal districts. Requires sanitation




=> Harder conditions for getting eurekas (so they are not as production-dependant)

Spoiler Dettails: :


HARDER TECH EUREKAS

Irrigation: Farm a resource => Harvest a wheat or rice resource
Writting: Meet a civ => Complete a CS quest
Bronze working => Kill 3 barbarian units => Kill 5 barbarian units
Wheel => Mine a resource => Build one road
Currency => Make a trade route => Connect your capital by road with another civ's capital by road
Engineering => Build ancient walls => Build 5 city center buildings in all your empire
Military tactics => Kill a unit with a spearman => Have a classical melee unit with at least 2 promotions
Machinery => Own 3 archers => Have an industrial district with at least +5 adjacency yields
Education => Earn a great scientist => Earn a great writter and a great artist
Military Engineering => Build an aqueduct => Build an encampent and an aqueduct district
Castles => Have a 6 slot goverment => Adopt a Monarchy goverment
Cartography=> Reveal every land tile of any given continent
Mass production => Build a lumber mill => Have at least 10 district specific buildings in your civilization
Banking => Adopt the guilds civic => Adopt the merchant republic goverment
Printing => Have a cultural district with at least +5 adjacency yields
Astronomy => Build a university next to a mountain => Adopt a theocratic goverment
Square Rigging => Kill a unit with a musketman => Fund 3 coastatal cities
Metal casting => Own 2 Crossbowman => Have mines placed over 3 different metallic resources inside your borders
Siege tactics => Capture an enemy capital during the medieval era onwards
Industrialization => Build 3 Workshops => Reach 3000 gold in your treasury
Military science => Kill a unit with a Knight => Capture at least 3 walled enemy cities
Sanitation => Build 2 Neighborhoods => Have a city with a culture yield of 50 per turn or greater
Economics => Build 2 banks => Have a trade route that generates 25 gold per turn or more
Replaceable Parts => Own 3 musketman => Have a city that yields 40 production per turn or more
Electricity => Own 3 privateers => Generate 3 great engineers
Advanced Flight => Build 3 Biplanes => Kill one aerial unit with another aerial air unit
Advanced Ballistics => Build 2 Power Plants => Have a modern artillery unit with at least 4 promotions
Synthetic Materials => Build 2 Aerodromes => Get access to 3 great people generated luxuries
Nanotechnology => Build an alluminium mine => Have access to every strategic resource (trading counts)
Telecommunications => Build 2 Broadcast Centers => Be the first civ to submit another civ culturally

HARDER CIVICS EUREKAS

Craftsmanship => Improve 3 tiles => Chop down a forest or rainforest tile
Early empire => Grow your empire up to 6 popullation => Grow one of your cities up to 6 popullation
Military Training => Build an encampment => Capture one enemy city
Recorded History => Build 2 campus districts => Generate one great writer or great scientist
Feudalism => Build 4 farms => Grow one of your cities to at least 12 population
Civil service => Grow a city up to 10 popullation => Become the suzerain of a city state
Mercenaries => Have 8 land combat units in your army => Buy at least 5 medieval or renaissance military units with gold
Guilds => Build 2 markets => Acquire 5 different types of luxury resources
Divine Right => Build 2 temples => Have a holy site district with at least +10 adjacency yields
Exploration => Build 2 caravels => Discover every continent
Humanism => Gain one great artist => Earn a great writter and a great scientist
The englightement => Gain any kind of 3 people => Gain any kind of 5 great people
Colonialism => Research the Astronomy Technology => Have one city present on each continent
Opera and Ballet => Build an Art Museum => Generate at least 2 great musicians
Natural History => Build an Archaeological Museum => Reach every single natural wonder in the world with one unit
Urbanization => Grow a one of your cities up to 15 popullation => Grow 3 cities up to 15 popullation
Scorched Earth => Build 2 Field Cannons => Raze one enemy city during the modern era onwards
Capitalism => Build 3 Stock Exchanges => Have at least one trade route with every capital and city state in the game
Suffrage => Build 4 sewers => Reach a level of 10% goverment legacy bonus
Totalitarianism => Build 4 military academies => Conquer 2 city states or one capital during the modern era onwards
Class Struggle => Build 3 Factories => Build 3 new cities during the modern era onwards
Cold war => Research the fission technology => Acquire the uranium resouce
Space Race => Build one spaceport => Have a city that yields 70 science per turn or more
Globalization => Build 3 airports => Have access to every natural luxury resource (either trought trading or territory)
Social media => Research telecommunications technology => Put a satellite in orbit



=> General buffs for underperforming civs and leaders: Spain, USA, Norway, France, India, Egypt

Spoiler Dettails: :


Spain
El Escorial: +4 combat bonus against heathens and unbelievers (civs with different religions, no religion & barbarians)
Mission: +1 food and faith if adjacent to a natural wonder and +1 food and faith if ajacent to a plantation. If located in another continent, all its faith outpùt doubles outright

China
Great wall: Can be built over other improvements as if it were a road, can't be built adjacent to more than other 2 wall sections

India
You can build missionaries and buildings of any faith as long as it is present in your cities. You do no need to have that city converted to any given faith in order to build these. All your religious districts have +1 additional slot for buildings (so you may have a mosque and a pagoda on the same city)
Stepwell yields +1 housing if adjacent to a river with sanitation


Egypt
Sphinx: +1 production if placed on a desert or floodplain tile

France
Grand Tour: Wonders give +6 tourism and increase the appeal in all their surrounding tiles by 2 instead of 1
Chateau: +2 culture if located on a tile with breathaking appeal. Unlocks at Feudalism

Norway
All current Norway's bonuses get transferred to Harald
Norway's UA: Strategic resource fund
You can build units everywhere with just one strategic resource (no need for encampment)
+2 gold and +1 production in all your strategic land resources and on every sea resources hexes

USA
Faster legacy bonuses for everyone (and thus, greater effect of your "funding fathers" UA)



=> Hard cap for religious units and heavily rebalanced religious game

Spoiler Dettails: :


- You can build missionaries of any faith, as long as it is present in your city, even if it isn't converted to one religion yet. Even one single follower will do. Note how this does not apply to more powerful religious units such as apostles or inquisitors => This will make your civ more resistant towards early conversion rush, will allow civs which benefit from conversion such as Kongo or India to take a more active role in religious gameplay and exploiting their own abilities

- Multiple religions in one city means that you can buy multiple unique religious buildings on it => So you do have an advantage of having multiple religions present, rather than automatically aiming for erasing heresies

- Inquisitors will be strenghtened (one charge will be enough to kill every single non-believer in one single city), but employing them will carry heavier diplomatic penalties => In order to make religious victory possible even in the face of easier requirements for missionary buying, inquisitors will be a powerful tool. However, it will be a tool with many repercussions (diplomatic penalty + non-multiple religious buildings)

- Increased faith cost for religious units based on how much religious units you currently own. So you can't build massive conversion waves, you will have to expend and replace your religious units lossess



=> Increased building slots (4 instead of 3) for districts + additional buiding options for commercial, religious, production, entertainement and scientific districts. The idea would be for districts to have 4 building slots and at least 6 building options each (so you would be forced to choose and further specialize your cities)
 
When a new game begins bring back the auto-save-initial file and the menu option to Restart Game (same game parameters but the map is regenerated).
 
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