The game is moving into a good direction, but by God, it is moving slowly. Some thoughts:
- Coastal Raids can now pillage districts in addition to the buildings within
You will need far more than that in order to make navies relevant.
- Cities can no longer receive yields from more than one regional building per type; they take the highest (ex. production from multiple Factories)
I am ambivalent on this. One one hand, I get that they want to avoid ICS spamming and the whole "mandatory industrial zone in every city" approach that makes every city the same. In the other hand, we do need more production, not less. Still, I do dislike overlapping strategies, as they completely destroy the whole "play with the terrain" ethos. It might be an interesting strategy, but it is too "Minmax-y", so I am verring more towards "good change". Also: No bonus in order to compensate Toronto's being nerfed into the ground?
- Decreased production costs of Wonders progressively
- From the Industrial era (about -10%) to the Atomic era (about -40%).
Too little, and too late (wonder costs are still ridiculous in the earlier eras).
- Decreased production costs of all Space Race Projects by 40%.
Thanks God for this. Absolutely necessary, space race production costs were ridiculous.
- Increased research costs of Technologies and Civics progressively
- From the Industrial era (about +5%) to the Information era (about +20%).
Once again: Too little, too late. Early game civics and techs fly by.
- Increased Faith from Mission
- Increased Culture from Chateau
Much needed buffs, but I would like to see the concrete data about these. Also, both Spain and France need to be buffed areas other than their unique improvements.
- Most Civilization unique districts now require population to construct (like normal districts)
- Spaceport district no longer requires population to construct
These are superb changes. No popullation requirements for unique districts made every city and unique district far too similar, while devaluating housing and food in favour of production, and it also made Germany's Unique Ability be more of a footnote.
So far, good changes overall, but I expected a far more extensive, in depth rebalance, Firaxis has clearly focused into the DLC instead, and it shows. There's still a huge list of changes pending to do: Different layer for religious units, production / adjacency bonuses in order to compensate for the loss production, water tiles not sucking, trade routes not being overpowered, far, far costlier civics / techs and far cheaper wonders, too, cultural gameplay... well, lots of things left to do.
Thanks God the modders are doing that work for Firaxis, because as of now, the progress has been bood, but far too small for what is needed.