Some of my personal suggestions
:cracks knuckles:
America:
> No changes. (well rounded civ)
America's strengths lie in their powerful late-game culture victory, which they can pull of reliably.
Arabia:
> The Last Prophet: gains +1% Science for every city following Arabia's religion, as opposed to a flat +1 Science
> Righteousness of the Faith: Worship building increases Science, Culture and Faith yields by 15% (is 10%)
> Mamluk: Iron cost reduced to 1.
Improving the scalability of Arabia's bonuses should polish them up a bit.
Australia:
> Land Down Under: Negative appeal reduces district adjacency (to a minimum of 0)
Australia's yield gains through their CUA is absurd. Reducing adjacency from unappealing tiles will nerf their science and production enough to no longer make them the best Science Victory Civ under the sun.
Aztec
> Legend of the Five Suns: Now grants +50% Production towards Entertainment Complexes and their buildings.
> Tlachtli: +1 GGP, +1 Culture and +1 Faith from each district adjacent to the Entertainment Complex.
A few minor bonuses to make the Tlachtli more appealing.
Babylon
> Enuma Anu Enlil: Science yield reduced to -100%, increasing by +5% for every era reached. Eureka percentage starts at 100%, but decreases by -5% every era.
> Sabum Kibittum: replaces the Spearman, upgrades into the Pike&Shot.
A more extreme and scalable version of Babylon's CUA should make them highly Eureka dependent early on and put them on the same level as other civs in the late game. Sabum Kibittum is largely useless as it's rendered obselete too quickly to really affect things. Making it replace the Spearman (or Warrior) should amend this.
Brazil
> Magnanimous: GPP recoup bonus increased to 25% (is 20%)
Brazil's fine the way they are. The only room for improvement would be increasing the effect of Pedro's LUA.
Byzantium
> No changes (bonuses are strong but hard to make use of)
Byzantium's bonuses are challenging to pull off, but not impossible. I see no reason to change them.
Canada
> Last Best West: All tile improvements on Tundra grant +1 of their base yield. Discovering Civil Engineering extends this bonus to Plains and Snow tiles as well. (retain ability to cheaply purchase tundra snow, extra extraction and build farms on tundra)
> Four Faces of Peace: +1 Diplomatic Favour for every 50 Tourism earned.
> Mountie: Range from National Parks extended.
This should make Tundra significantly better for Canada, while also keeping the nearby Snow and Plains tiles appealing. The other changes improve their Diplomatic game, as I feel this should be the victory type they should be going for.
China
> Dynastic Cycle: Eureka/Inspiration boost increased to 60% (was 50%)
> Crouching Tiger: Now replaces the Crossbowman.
China's weakest abilities are improved, to better synergize with Kublai Khan.
Cree
> Nihitaw: Start the game with a recon unit, and all recon units gain double experience from combat and +5 Strength when attacking. (trader and land claiming bonuses retained)
> Favorable Terms: Yields scaling upon reaching the Medieval and Industrial era's.
> Okhichitaw: Cost reduced to match that of a regular scout
This should make Cree Recon units better and allow them to retain them for the remainder of the game.
Egypt
> Iteru: Flood Plains grant +1 Appeal as opposed to -1 Appeal. Wonder/District bonus from rivers increased to +25%
> Mediterranean's Bride: Bonuses increase by 50% per alliance level.
Much needed boost to river-related production to keep pace with the other production bonuses introduced since. The appeal bonus synergizes well with the Sphynx. Cleo's trade routes should be better per alliance.
England ~ Reworked
> Workshop of the World: Reworked - Industrial Zones, Encampments and Royal Navy Dockyards grant a major adjacency bonuses to all adjacent specialty districts. Cities with an IZ, Encampment or RND extract +1 extra strategic resource per turn (all resources, not just Iron and Coal) and build all buildings +15% faster. Power from owned Power Plants is doubled, and Powered Buildings grant +4 of their respective yield. Receive a Free Military Engineer when completing a Factory, Armory or Shipyard building, whichever is built first.
> Pax Britannica: The first city settled on a new continent (including the starting continent) grants Victoria +1 Trade Route capacity and a free trader. Owned cities on a different continent than the Capital ignore 50% of other Civilizations's loyalty pressure.
> Court of Love: Each different Great Work displayed in a city grants it +1 Amenity (in addition to the usual bonus). Capitals flipped by this ability do not incur a Diplomatic Favor penalty.
This polishes England's rougher edges and streamlines their industrial and expansive capabilities. Also fixes Eleanor's problem of no early game bonuses / negative Dip from flipping Capitals peacefully.
Ethiopia
> No changes
Ethiopa is strong and their bonuses have good synergies. They need no changes.
France
> Grand Tour: All cities with a World Wonder gain +1 Appeal to all tiles. Wonder Tourism Bonus increased to +200% upon reaching the Renaissance era. Construction bonus retained.
> Court of Love: Each different Great Work displayed in a city grants it +1 Amenity (in addition to the usual bonus). Capitals flipped by this ability to not incur a Diplomatic Favor penalty.
> Château: No longer require a river. Instead must be placed on a tile with Charming appeal or better, and receive +2 Tourism if built on a tile with Breathtaking appeal.
Grand Tour now actively aids France's CV in a more meaningful way. Tying Châteaux into appeal would be a logical follow-up here. CdM's abilities (either form) stay the same - she's a good leader.
Gaul
> No changes
Gaul is powerful enough and I see no reason to buff or nerf them.
Georgia ~ Reworked
> Glory to the World, Kingdom and Faith: Have access to the Golden Age War Casus Belli whenever in a Golden Age. All units receive +5 Combat Strength when in a Golden Age and lost -5 Combat Strength when in a Dark Age. Every Envoy sent to a City State while in a Golden Age counts as two envoys. -15% to ALL yields when in a Dark Age.
> Strength In Unity: : All faith purchase costs are increased by 100%. All buildings can be bought with faith. Gain +1 Era Score from buying units or buildings with Faith. Allied City States provide +2 Faith per stationed Envoy.
> Khevsur: Now replaces the Musketman, Combat Strength adjusted accordingly. Costs no Niter.
> Tsikhe: Now built automatically in every city with Medieval Walls upon the discovery of Siege Tactics. They are also built automatically in every city upon discovering Steel, regardless of whether they have other Walls present or not.
Massive changes, but they turn Georgia into an asymetrical religious warmonger who live and die by their ability to chain Golden Ages.
Germany
> Holy Roman Emperor: Receive +1 Diplomatic Favour for every 5 unspent Envoys.
Patches up Germany's weak Dip somewhat. Doesn't feel right that a Holy Roman Emperor should be so bad at Dip, right?
Gran Colombia
> Ejecito Patriota: Movement bonus now exclusive to all Civilian units and military units in range of a Commandante General.
> Hacienda: retconned back to their original value.
Adds a condition to Gran Colombia's crazy CUA, and buffs the useless Hacienda's.
Greece
> Surrounded by Glory: Culture yields decreased to +3% culture per City State Suzerainity.
> Thermopylae: Culture gained is now 50% of the defeated unit's production cost.
This should improve the balance between Greece's leaders and make Gorgo more viable. (Alternatively, Pericles could get +5% Science, Gold, Culture or Faith based on the City State type, but I feel iffy about giving him Science bonuses. Science is too precious to just hand out like Candy)
Hungary
> No changes
Hungary are one of the best Civs in the game without being ridiculous. No changes needed.
Inca
> No changes (Strong, balanced Civ)
The Inca are one of the most fun Civs to play and hold up well against the others. No changes needed.
India:
> Dharma: Instead of increased religious pressure, all trade routes receive +1 Faith and Culture for each different majority religion present in the sending and origin city.
> Satyagraha: +5% faith per peaceful Civ met, not +5 (up to +35% extra Faith)
> Stepwell: Provide an Amenity at Civil Engineering.
Chandy stays the same as his Varu rush remains very dangerous. Gandhi is buffed to patch up his pathetic Faith economy. Stepwells need to be buffed, and giving them an Amenity seems like the easiest way to do so.
Indonesia
> Great Nusantara: Adjacency bonus from coast and lakes increased to +1. Water Parks now also benefit from the extra amenity from being built adjacent to coasts and lakes.
Indonesia struggle on land maps, and this should make them more reliable.
Japan
> No changes
Japan is an easy Civ to play and master. No need to change them.
Khmer ~ Reworked
> Monasteries of the King: All districts built adjacent to a river provide +2 Housing and Culture bomb adjacent tiles and reduce the cost of the next district by 5% each. (capped at 50%)
> Grand Barays: Aqueducts, Dams and Canals provide major adjacency bonuses to adjacent specialty districts. Improvements adjacent to Aqueducts, Dams and Canals provide +1 of their associated yield.
> Prasat: Grants double Tourism from Relics stationed in their city.
Makes Khmer's bonuses more generalistic and easier to pull off, as opposed to awkwardly pigeonholing them into faith and growth, two weak yields to be specializing in. Khmer also needs a boost to their relic tourism, as it's one of the few 'Win Conditions' they currently have.
Kongo
> Nkisi: Extra appeal on tiles adjacent to a Mbanza or Preserve District. (in addition to the usual bonuses)
Kongo are strong, but the extra appeal can help them make use of the new Preserve District (which sucks for Kongo due to their start bias)
Korea ~ Reworked
> Hwarang: +3% Culture and +3% Science per specialist citizen in that city. All Districts and World Wonders provide +1 Housing to their city.
> Three Kingdoms: Receive a Governor Title each time they build a World Wonder in their Capital city. Governors provide +1 Amenity and +5 Loyalty to their city per promotion level. Cities without Governors suffer a -1 Amenity and -5 Loyalty penalty.
> Seowon: +1 Science from each adjacent Mine, Lumber Mill or Quarry. No science from Districts, Reefs or Mountains. Must be built on a hill.
These changes should make Korea fun and asymetrical. Please implement them, tyvm.
Macedon
> error 404 no footage found
Mali
> No changes
honestly, this Civ is not for me and I doubt I'll ever play them but they have their purpose.
Maori
> Pa Fortress: Grant +1 Production, increasing to +2 at Conservation. After Flight, provide Tourism equal to Production yield.
Makes Pa's better. Maori don't need anything else.
Mapuche ~ Reworked
> Swift Hawk: Loyalty losses due to this abilty cannot be recouped for the next five turns. Cities flipped by this ability skip the Free City stage and join the Mapuche outright. Free Cities NEVER attack Mapuche units.
> Toqui: Military units gain +10 Strength against Civs in a Golden Age or Free City units. All Governor bonuses extend to any owned city within 6 tiles of their city. (bonus experience is dropped)
This fixes Lautaro's negative leader ability, while Toqui's changes synergize with the whole "anti-GA, anti-Free City" shtick they've got going on. Mapuche should be a wide Civ and hopefully these bonuses help with that.
Note: while you are at it, fix their godawful city list, tyvm.
Maya
> Mayab: All cities start with +2 Housing, irrespective of Fresh Water or Coast. (other bonuses retained)
> Ix Mutal Ajaw: Range extended to 7 (is 6), bonuses increased to +15%, penalties decreased to -10%
> Observatory: +1 Science from each adjacent Camp, Farm and Plantation. No adjacency bonus from Districts, bonus from Reefs and Mountains reduced to minor boosts. Must be built on flat lands.
Mayans are rather underwhelming, but these small adjustments should aid their empire. Observatory adjacencies amended to make it a better district (and the flatland counterpart of my reworked Seowon).
The Netherlands
> Radio Oranje: Culture/Loyalty bonus increased by +1 for every era reached after the Classical.
> Polder: +1 Production.
The Dutch are a good Civ already, so all we need is increased scaling for the Polder and Billie's LUA and we're set.
Mongolia
> Örtöö: Reduces the time a trade route remains active by -50%
A small change that allows Mongolia to extend their trading post network faster.
Norway
> Knarr: +1 Production from Fishing boats and Fisheries, +2 Faith from reefs. (in addition to the usual bonuses)
> Berserker: Can be purchased with faith, grants Faith when killing units or if killed.
> Stave Church: Reduces Faith Purchase costs by -25%.
Helps Norway's religion (which is needed as their UI is a temple), while also giving them a window of opportunity for a Berserker time push/rush in the early medieval era.
Nubia
> Nubian Pyramid: +2 Yields from adjacent districts, as opposed to +1. Can now be built on Tundra (hills) and Snow (hills).
Buffs the weak Nubian UI to acceptable levels.
Ottomans
> No changes
The Ottomans are good at what they do, and I see no reason to change their abilities.
Persia:
> Satrapies: Domestric Trade Route yields increased upon entering the Medieval and Industrial era's.
Adds scaling to yet another weak trade-related ability.
Phoenicia:
> Founder of Carthage: Receive the cheapest Tech or Civic they can research for free when meeting a new Civ for the first time (in addition to other bonuses)
> Mediterranean Colonies: Cities with a Cothon District build Settlers +100% faster. No Eureka for Writing (other bonuses retained)
> Cothon: Grants Production equal to its gold bonus (Settler recruitment bonus moved to CUA)
Shuffles Phoenicia's abilities around while polishing them up. Phoenicia is very close to being a good Civ but falls just short of being one.
Note: the cheapest tech or civic includes the cost reduction after the Eureka/Inspiration has been attained. So basically, it grants them a tech or civic they've already boosted but haven't researched yet. Moved this part of the ability to Dido to reflect her lore (and interactions with the Numidians and Aeneas)
Poland
> Golden Liberty: Receive +1 Faith and +1 Culture from each Wildcard Policy Slot in the government (scales with Government type) (other bonuses retained)
> Winged Hussar: cost reduced
This improves Poland's early Faith economy and their ability to get a better Pantheon. Cheaper Winged Hussar's improve their military, as their bonuses point towards Dom.
Rome
> All Roads Lead To Rome: All Roman cities within trade route range of the capital have double loyalty to Rome.
> Roman Fort: +1 Production, +1 Food when completed, gains +2 Culture after Conservation and +4 Tourism after Flight.
Buffs the Roman Fort to mirror my changes to the Maori Pa. Extra loyalty from Trading Posts makes sense for an expansionistic empire and makes Rome even more noob-friendly.
Russia:
> Grand Embassy: Now provides a random Eureka or Inspiration the foreign Civ has upon completing the Trade Route. Russian Trading Posts grant their city +1 slot for Great Works.
> Lavra: Provides a GWP point if it has a Shrine, a GAP, when it has a Temple and a GMP once the Worship building has been completed
One of the rare cases where I would advocate a nerf. Russia's problem is that they have the fastest Culture Victory in the game. These changes delay it without compromising on their competency.
Scotland:
> Bannockburn: Reworked: Military units receive +5 Combat Strength against Civs that have more cities than Scotland. Using a Casus Belli doubles Scotland's Great Person Points for the first 10 turns of the war. (doesn't stack)
> Golf Course: An additional Golf Course can be built upon discovering the Professional Sports Civic. It also allows Golf Courses to be built on Desert and Desert Hills tiles.
Bannockburn is utter garbage, and these changes make Scotland better adept at Domination (weird that a Civ so good as Science and Production is so bad at war, right? That doesn't feel right). Extra Golf Courses in the endgame should allow them to take advantage of their CUA even if they went wide.
Scythia:
> Killer of Cyrus: now affects religious units again.
> People of the Steppe: Light Cavalry no longer cost gold maintenance. Instead, cost Faith.
> Kurgan: +1 Faith from Mysticism and Reformed Church. Upon discovering Conservation, grants Culture equal to Faith. Upon Discovering Flight, Grants Tourism equal to Faith.
> Saka Horse Archer: Now replaces the Horseman, promotion tree changed to Light Cavalry. Remains a Horseman with +1 Range however.
This should buff Scythia back to acceptable (ie: high power) levels.
Spain
> El Escorial: Combat bonus vs Civs of other faiths increased to +6. Inquisitors can be bought immediately upon founding a religion (other bonuses retained)
> Treasure Fleets: Their default bonuses (+1F/+1P or +6G) apply to all trade routes and double for incontinental ones. Additionally, receive +5 Combat Strength to Fleets and Armada's.
This turns Spain into naval Zulu and gives their mediocre economy a much-needed boost. The combat buff helps their Dom game even when they don't have Conqs.
Sumeria
> No changes
I would give Sumeria a new CUA because of the flavor, but mechanically they don't need a change. They're good and will remain such after the balance.
Sweden
> No changes
Sweden have a strong mid-game Culture spike which can usually carry them to CV depending on who their opponents are.
Vietnam
> Nine Dragon River Delta: bonus Culture/Production/Science scales with building tier. All clearable features provide +1 appeal to adjacent tiles.
Vietnam's CUA is highly underwhelming and counterintuitive. Increased yields prevent falling behind, and the appeal allows them to use the Preserve to receive yields from Rainforest and Marshes before they spam districts everywhere.
Zulu
> No changes
The Zulu are boring, but reliable and not particularly unfun. I see no reason to alter them.
For the most part, i expect mechanics to stay the same, but tweaked. Some of the previous nerfs should be reverse-engineered to accomodate the new power creep.