Well this took a bit, but here are my thoughts on the ones I thought were needing tweaks (if i didn't comment it means I think its fine)
Arabia: The change to the Last Prophet I like, but I feel like the second is far too powerful if you're also doing the third. Just doing the first on global science should be plenty - or do + 1 science in cities following the religion, and +1% science to your global science for each city in the world that follows it.
Australia: I agree they're appeal adjacency is overpowered - but I don't think this the way to hit them. Maybe just a flat -1 to adjacency in districts with negative appeal (so that rain forest and hill starts aren't dead on arrival)
Aztec: Instead of making the entertainment complex easier to make - which their other ability already does - perhaps provide more incentive to it, ala give the Tlachti - +1 culture for each luxury resource in this city, and +1 faith for each luxury resource your empire controls.
Babylon: This means they get no science in the early game, when they most need it? I don't think this works. If you want to add another malus in this, perhaps do something like '-5% production for each era past your culture your science is'
Cree: Bonuses to scout combat aren't incredibly useful - perhaps add a flat +1 movement to all units in the recon line (still weaker then Vietnam's but more consistent).
I think if you're going to buff Workshop of the World just simplify it. Its got wayyyyy too much text and different ideas behind it. Something like - Industrial zones/RND/Encampments provide major adjacency bonuses to other specialty districts. Double power provided from buildings, and powered buildings gain +8 of their respective yield.
I like your Pax, maybe make the first city also loyalty immune for like 20 turns? Could be abuseable, but the British were known to abuse...
Court of Love is also good and thematic imo.
Grand tour's appeal is less helpful - give them something like +5% culture and faith yields in a city for each wonder in it instead.
I don't think any of these buffs or nerfs are needed, except maybe to thermopylae. Germany and Gran Colombia are in relatively good places now, and Pericles is hardly overpowered unless you roll lucky.
Inca: I think Inca is a bit weak honestly. I'd give them something like +1 food to mountains for each adjacent Campus/Holy Site/Theater Square/Seaport, +1 Production for each adjacent Encampment/Industrial Zone/Commercial Hub. Makes the mountain ability less...awful without the preserve.
Khmer: You've lost the religous theming in the 'Monostaries of the King. I would say instead of providing the housing to everything, have rivers provide a major adjacency bonus to holy sites.
Grand Barays is now too powerful, making improvements just super op. I think keeping with the aqueduct if you're going to do that is better, and then keeping it to a standard adjacency.
Korea: I think they're actually is fine right now, but the extra housing might be fair. I think adding a world wonder concept behind them isn't the way to go though, but if you had to add something more governor focus would be good.
Mali: Personally I think it should have the production malus not apply to civlian units.
Mapuche: I like the idea that free cities are somewhat allies with Mapuche, but the loyalty losses cannot be recouped seems a bit abuseable. Instead maybe change it to -1 loyalty for each point of war weariness in a city, as well as -1 loyalty/turn for each unit killed by a city for five turns (Max -10 loyalty).
Maya: The bonuses seem on par with what I'd want - except the observatory should provide adjacency to each adjacent Camp, Farm, and Plantation improvable resources instead, so they can use tiles they haven't improved.
Norway: I like the religious theme you're adding on here, though I worry it steps a bit on some other civs toes. Maybe make all water improvements provide + 1 faith instead? Then make the Berserker half off is purchased with faith. Perhaps even increase faith yields from pillaging by 25% (though this might lack flavor). This way the goal is to set up a small faith engine and stockpile early game with plundering to push for a mid-game faith purchase supported dom rush.
Nubia: Nubian pyramids being build on snow/tundra feels wrong from a history standpoint. Perhaps instead, make it +1 yields from adjacent districts, and doubled if on a desert - this way you can place it more, but there is still incentive to place it on desert over other tiles.
Persia: Persia really doesn't need more bonuses though imo, they're one of the best civs in the game.
Phonecia: I think it would be more interesting if you gave them the free tech whenever they finished the change capitals project - as well as making that notably cheaper. Also make it part of mediteranean colonies. This way they're incetivized to use it. Cothon creating production makes some sense to me.
Poland: I like the idea, but seems too much like a copy/paste of america. What if we inverted it's old ability into something like: Gain extra military card policy slots for each wildcard slot you curretnly have. (This might be op tbh). Or something like bonus culture and faith for encampments.
Rome: Like the double loyalty, thought it might be a bit much. Perhaps just a flat +5 or something is better. Roman fort will never be good until forts are better though.
Russia: This is just Kublai, but with great works, I don't think changing it like this is better, I think just buffing the numbers would help. I like the seperation/delay for the Lavra, though perhaps not even giving them would also be fair. Honestly though i'm not even sure he needs the first buff hes just so good.
Scotland: Bannockburn is better here, perhaps add defensive war as a condition, as scotland was mostly the one attacked in its notable conflicts with England. I don't think scotland should do domination so I might say switch that way entirely. Golf course should just increase the ammenites and provide bonus gold for each adjacent district that doesn't provide culture.
Scythia: Agreed the religous part is fun. Thats an interesting change that I'm not against, but perhaps they cost faith equal to half the gold/turn it normally would, so they still have an advantage in it. Kurgan would need more faith/turn if you go this route though.
Sumeria: Allies of Endiku needs a buff - perhaps bonus yields to them and any civ they declare friendship with.
Vietnam: I personally don't find its ability bad, its just not the biggest tool in the kit. Marshes and Jungle providing appeal isn't terrible, but maybe just have them not be an appeal malus so as not to step on Brazil's toes.
Well overall those are my thoughts, some fun ideas here, and I skipped the ones I thought I more or less agreed with, but didn't want to skip too many.
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.
Arabia: The change to the Last Prophet I like, but I feel like the second is far too powerful if you're also doing the third. Just doing the first on global science should be plenty - or do + 1 science in cities following the religion, and +1% science to your global science for each city in the world that follows it.
Australia: I agree they're appeal adjacency is overpowered - but I don't think this the way to hit them. Maybe just a flat -1 to adjacency in districts with negative appeal (so that rain forest and hill starts aren't dead on arrival)
Aztec: Instead of making the entertainment complex easier to make - which their other ability already does - perhaps provide more incentive to it, ala give the Tlachti - +1 culture for each luxury resource in this city, and +1 faith for each luxury resource your empire controls.
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.
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.
Babylon: This means they get no science in the early game, when they most need it? I don't think this works. If you want to add another malus in this, perhaps do something like '-5% production for each era past your culture your science is'
Cree: Bonuses to scout combat aren't incredibly useful - perhaps add a flat +1 movement to all units in the recon line (still weaker then Vietnam's but more consistent).
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.
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.
I think if you're going to buff Workshop of the World just simplify it. Its got wayyyyy too much text and different ideas behind it. Something like - Industrial zones/RND/Encampments provide major adjacency bonuses to other specialty districts. Double power provided from buildings, and powered buildings gain +8 of their respective yield.
I like your Pax, maybe make the first city also loyalty immune for like 20 turns? Could be abuseable, but the British were known to abuse...
Court of Love is also good and thematic imo.
Grand tour's appeal is less helpful - give them something like +5% culture and faith yields in a city for each wonder in it instead.
Way too many changes imo. Khevsur change is good, but I think you're losing the diplo/faith/defensive theme they have. I mentioned it earlier, but making their cassius belli ability also work on defensive and golden age wars makes it a lot better as well as walls providing +1 Great Prophet point each.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)
I don't think any of these buffs or nerfs are needed, except maybe to thermopylae. Germany and Gran Colombia are in relatively good places now, and Pericles is hardly overpowered unless you roll lucky.
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.
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.
Inca: I think Inca is a bit weak honestly. I'd give them something like +1 food to mountains for each adjacent Campus/Holy Site/Theater Square/Seaport, +1 Production for each adjacent Encampment/Industrial Zone/Commercial Hub. Makes the mountain ability less...awful without the preserve.
Khmer: You've lost the religous theming in the 'Monostaries of the King. I would say instead of providing the housing to everything, have rivers provide a major adjacency bonus to holy sites.
Grand Barays is now too powerful, making improvements just super op. I think keeping with the aqueduct if you're going to do that is better, and then keeping it to a standard adjacency.
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.
Mali
> No changes
honestly, this Civ is not for me and I doubt I'll ever play them but they have their purpose.
Korea: I think they're actually is fine right now, but the extra housing might be fair. I think adding a world wonder concept behind them isn't the way to go though, but if you had to add something more governor focus would be good.
Mali: Personally I think it should have the production malus not apply to civlian units.
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).
Mapuche: I like the idea that free cities are somewhat allies with Mapuche, but the loyalty losses cannot be recouped seems a bit abuseable. Instead maybe change it to -1 loyalty for each point of war weariness in a city, as well as -1 loyalty/turn for each unit killed by a city for five turns (Max -10 loyalty).
Maya: The bonuses seem on par with what I'd want - except the observatory should provide adjacency to each adjacent Camp, Farm, and Plantation improvable resources instead, so they can use tiles they haven't improved.
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.
Persia:
> Satrapies: Domestric Trade Route yields increased upon entering the Medieval and Industrial era's.
Adds scaling to yet another weak trade-related ability.
Norway: I like the religious theme you're adding on here, though I worry it steps a bit on some other civs toes. Maybe make all water improvements provide + 1 faith instead? Then make the Berserker half off is purchased with faith. Perhaps even increase faith yields from pillaging by 25% (though this might lack flavor). This way the goal is to set up a small faith engine and stockpile early game with plundering to push for a mid-game faith purchase supported dom rush.
Nubia: Nubian pyramids being build on snow/tundra feels wrong from a history standpoint. Perhaps instead, make it +1 yields from adjacent districts, and doubled if on a desert - this way you can place it more, but there is still incentive to place it on desert over other tiles.
Persia: Persia really doesn't need more bonuses though imo, they're one of the best civs in the game.
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.
Phonecia: I think it would be more interesting if you gave them the free tech whenever they finished the change capitals project - as well as making that notably cheaper. Also make it part of mediteranean colonies. This way they're incetivized to use it. Cothon creating production makes some sense to me.
Poland: I like the idea, but seems too much like a copy/paste of america. What if we inverted it's old ability into something like: Gain extra military card policy slots for each wildcard slot you curretnly have. (This might be op tbh). Or something like bonus culture and faith for encampments.
Rome: Like the double loyalty, thought it might be a bit much. Perhaps just a flat +5 or something is better. Roman fort will never be good until forts are better though.
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.
Russia: This is just Kublai, but with great works, I don't think changing it like this is better, I think just buffing the numbers would help. I like the seperation/delay for the Lavra, though perhaps not even giving them would also be fair. Honestly though i'm not even sure he needs the first buff hes just so good.
Scotland: Bannockburn is better here, perhaps add defensive war as a condition, as scotland was mostly the one attacked in its notable conflicts with England. I don't think scotland should do domination so I might say switch that way entirely. Golf course should just increase the ammenites and provide bonus gold for each adjacent district that doesn't provide culture.
Scythia: Agreed the religous part is fun. Thats an interesting change that I'm not against, but perhaps they cost faith equal to half the gold/turn it normally would, so they still have an advantage in it. Kurgan would need more faith/turn if you go this route though.
Spain: I like the trade route bonuses, but perhaps lower the combat bonus vs civs of other faiths.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.
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.
Sumeria: Allies of Endiku needs a buff - perhaps bonus yields to them and any civ they declare friendship with.
Vietnam: I personally don't find its ability bad, its just not the biggest tool in the kit. Marshes and Jungle providing appeal isn't terrible, but maybe just have them not be an appeal malus so as not to step on Brazil's toes.
Well overall those are my thoughts, some fun ideas here, and I skipped the ones I thought I more or less agreed with, but didn't want to skip too many.