Rebalance of 2/3 of all civs in April!

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 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.

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.
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.

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
> 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.
Spain: I like the trade route bonuses, but perhaps lower the combat bonus vs civs of other faiths.
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.
 
I may respond to that tomorrow (it's 2 am here i should be in BED), but I've read through your post and I think you raise some really good points. A like for the good discussion, sir.
 
A little out of left field, but I think they should take the opportunity to do a revamp on Gandhi to do something interesting and kill the nuclear Gandhi meme for good while they are at it. I.e.:

+1 faith per population under Gandhi. Double war weariness, Indian cities give 2x loyalty pressure on former Indian cities. Gandhi can not declare war, can not capture cities, can not pillage.
 
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A little out of left field, but I think they should take the opportunity to do a revamp on Gandhi to do something interesting and kill the nuclear Gandhi meme for good while they are at it. I.e.:

+1 faith per population under Gandhi. Double war weariness, Indian cities give 2x loyalty pressure on former Indian cities. Gandhi can not declare war, can not capture cities, can not pillage.

I think the nuclear ghandi is a fun meme that they are smart to not let die honestly. For more casual fans its one of the funny quriks that ties the civ games together.
 
I think the nuclear ghandi is a fun meme that they are smart to not let die honestly. For more casual fans its one of the funny quriks that ties the civ games together.

It's not like he's designed around it or anything anyways. It's just a little joke that has basically no impact on the game.
 
It's not like he's designed around it or anything anyways. It's just a little joke that has basically no impact on the game.

I think the urban legend itself is fascinating though. But, yes, reflecting this on Gandhi's abilities would open up a can of worms, product name Pandora.
 
A little out of left field, but I think they should take the opportunity to do a revamp on Gandhi to do something interesting and kill the nuclear Gandhi meme for good while they are at it. I.e.:

+1 faith per population under Gandhi. Double war weariness, Indian cities give 2x loyalty pressure on former Indian cities. Gandhi can not declare war, can not capture cities, can not pillage.

There's two other issues with the representation Gandhi. The first is that modern leaders in civ 6 really should have modern abilities and modern abilities. The second is that Gandhi would make a better governor then leader.
 
I mean, India is a nuclear power and he's supposed to represent the entirety of India.
 
It's not like he's designed around it or anything anyways. It's just a little joke that has basically no impact on the game.
Other than they did make it to where he has about a 75% chance of getting the Nuke Happy random agenda. :mischief:
I personally don't mind it though it really does bug people.
 
There's two other issues with the representation Gandhi. The first is that modern leaders in civ 6 really should have modern abilities and modern abilities. The second is that Gandhi would make a better governor then leader.

Modern India is a stratified Theocracy, though. Not exactly compatible with Gandhi.
 
France
...Catherine's spies can pick their promotion from the start. She needs something since spying on allies was removed.

Or just bring back spying on allies.

Because being unable to spy of allies is just stupid. A stupid stupid change.
 
Or just bring back spying on allies.

Because being unable to spy of allies is just stupid. A stupid stupid change.
Maybe keep everyone else not able spy on allies except Catherine (Black Queen) to make her more unique.
 
Am I missing something obvious where just giving Georgia a massive bonus on building city walls wouldn't be a help? It seems the most straightforward "fix" to me.
 
Am I missing something obvious where just giving Georgia a massive bonus on building city walls wouldn't be a help? It seems the most straightforward "fix" to me.

They already have a +50% production on building city walls. Rise it to +100%?
 
While I think that just changing out their current UA with their Dramatic Ages UA would satisfy me, I've always had fun trying to rework Georgia regardless. Since I saw some people's reworks here, I thought I'd throw mine in too:

------------------------------------

Tamar of Georgia

LA: Glorious Tsikhe


+2 Faith per level of defensive structure in a city. When in a Golden Age, a city's current defensive structure provides an additional +3 Faith and +100% Tourism. Renaissance Walls add +1 Diplomatic Favor.

UA: Strength in Unity

+1 to all City State yield bonuses during a Normal Age and +2 during a Golden or Heroic Age. When declaring a Protectorate War in a Normal Age, all friendly troops within six tiles of the besieged City State receive +3 Combat Strength (+6 in a Golden or Heroic Age). +50% Production towards defensive structures.

UU: Khevsur

Georgian unique Medieval Era unit. +7 Combat Strength when fighting in hill terrain. No movement penalty in hill terrain.

UI: Sakonsulo Quarter

Georgian unique replacement for the Diplomatic Quarter and provides the same basic functions. When built, the Sakonsulo will instantly reveal the next three closest undiscovered City States on the map, and will reveal one more City State per start of Era. Can use a City State's unique bonus and be able to declare a Protectorate War for as long as you have at least three Envoys placed there (you don't need to be Suzerain).

-------------------------------------

I like civs with positives and negatives to balance them out so here goes:

Positives:

You no longer need to have a Religion (!!!) so you can focus on other districts if you don't want to play for a religious victory. More versatile. Golden Ages are powerful and rewarding while Normal Ages offer some bonuses too. Rewarded for strategic Envoy usage. City States across the globe are useful upon discovery because you don't need to be their Suzerain to use their ability (just three Envoys). Faith generation through walls can help a Religious victory (need a religion) or support a variety of other victory types (don't need a religion). Incentive to build Renaissance walls if playing for Diplomacy or want the higher yields, but you don't need them.

Negatives:

No more chaining Golden Ages. Your victory type is heavily based on which City States are in your starting proximity unless you change strategies as more are revealed with exploration or your UI. Warmongers can do some serious damage to your game without even attacking you directly by capturing and/or razing City States. None of your UA bonuses exist during a Dark Age. Mapuche can still cause you nightmares.

Neutral:

I like the Khevsur as is.
 
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While I think that just changing out their current UA with their Dramatic Ages UA would satisfy me, I've always had fun trying to rework Georgia regardless. Since I saw some people's reworks here, I thought I'd throw mine in too:

Tamar of Georgia

LA: Glorious Tsikhe


+2 Faith per level of defensive structure in a city. When in a Golden Age, a city's current defensive structure provides an additional +3 Faith and +100% Tourism. Renaissance Walls add +1 Diplomatic Favor.

UA: Strength in Unity

+1 to all City State yield bonuses during a Normal Age and +2 during a Golden or Heroic Age. When declaring a Protectorate War in a Normal Age, all friendly troops within six tiles of the besieged City State receive +3 Combat Strength (+6 in a Golden or Heroic Age). +50% Production towards defensive structures.

UI: Sakonsulo Quarter

Georgian unique replacement for the Diplomatic Quarter and provides the same basic functions. When built, the Sakonsulo will instantly reveal the next three closest undiscovered City States on the map, and will reveal one more City State per start of Era. Can use a City State's unique bonus and be able to declare a Protectorate War for as long as you have at least three Envoys placed there (you don't need to be Suzerain).

While I do enjoy reading some of peoples complete reworks of civilizations I find it highly unlikely they'll completely scrap a civilization (or 75% of it). I think what we're likely to see is buffs to the numbers, and potentially a few tweaks to the style of play. Some might argue this isn't good, as some civs are realllllly bad - but some civs have an identity with certain combos of abilities, so it helps preserve their identity Firaxis has created for them (regardless of historical accuracy).

I'm replying to you because you were the most recent (your abilities are cool and thought out, I'm just using them as an example), but there have been several tweaks to Georgia on this thread that I have seen - and all have had fun interesting ideas - but going forward I would recommend any thoughts/predictions be closer to the original abilities.

Some of the diplomatic and defensive themes for the other abilities are kept, but Tamar loses the faith focus which is important. Your recommendation with the Sakonsulo quarter is cool - but I'd rather see a new civ with it instead of adding more things on the Georgia pile. Plus you got rid of her walls this would make Tamar very sad.

There is a very unlikely chance the developers would remove it when 3/4 of her toolkit interacts with faith or religion in some way. Its not the georgia that firaxis has made, and I think this thread is more interesting if we try to keep within their design ethos.

For example; Give her first ability the ability to work on defensive wars as well, and provide +1 great prophet point per level of walls - this is a moderate change, but definitely believable. It helps promote her desired style of play without a complete retool. Perhaps give her second ability the one she has in dramatic ages - with the extra wildcard policy slot in golden ages and the ability to always run dark age cards.

I think streamlining abilities can be fine, or adding new bits, but if you want a new diplomatic/defensive civ then make a new civ lol. Maybe try the Iroquois confederacy (honesty the city-state bonus and dip quarter would be cool on that please make a mod with it). But again I think threads like this are better if we try to match the firaxian design ethos to the best of our abilities.
 
While I do enjoy reading some of peoples complete reworks of civilizations I find it highly unlikely they'll completely scrap a civilization (or 75% of it). I think what we're likely to see is buffs to the numbers, and potentially a few tweaks to the style of play. Some might argue this isn't good, as some civs are realllllly bad - but some civs have an identity with certain combos of abilities, so it helps preserve their identity Firaxis has created for them (regardless of historical accuracy).

I'm replying to you because you were the most recent (your abilities are cool and thought out, I'm just using them as an example), but there have been several tweaks to Georgia on this thread that I have seen - and all have had fun interesting ideas - but going forward I would recommend any thoughts/predictions be closer to the original abilities.

Some of the diplomatic and defensive themes for the other abilities are kept, but Tamar loses the faith focus which is important. Your recommendation with the Sakonsulo quarter is cool - but I'd rather see a new civ with it instead of adding more things on the Georgia pile. Plus you got rid of her walls this would make Tamar very sad.

There is a very unlikely chance the developers would remove it when 3/4 of her toolkit interacts with faith or religion in some way. Its not the georgia that firaxis has made, and I think this thread is more interesting if we try to keep within their design ethos.

For example; Give her first ability the ability to work on defensive wars as well, and provide +1 great prophet point per level of walls - this is a moderate change, but definitely believable. It helps promote her desired style of play without a complete retool. Perhaps give her second ability the one she has in dramatic ages - with the extra wildcard policy slot in golden ages and the ability to always run dark age cards.

I think streamlining abilities can be fine, or adding new bits, but if you want a new diplomatic/defensive civ then make a new civ lol. Maybe try the Iroquois confederacy (honesty the city-state bonus and dip quarter would be cool on that please make a mod with it). But again I think threads like this are better if we try to match the firaxian design ethos to the best of our abilities.
Oh I agree... if you look way back on this thread, you'll see my realistic tweak was just switching out her normal UA with the Dramatic Ages one (albeight the Dark Age policies for both Normal and Golden Ages) and that would be fine with me. I have no doubt radical redesigns like this would never happen (well, England...). I did this for fun just because I saw some redesigns of some civs others had done here and I thought I'd chip in (and they don't lose the walls... they became the LA - same abilities but opened up a UI slot). Sorry if it was not the point of the forum and if this offended anyone.

Trust me, Georgia is the civ I play the most and I like them how they are - though vastly prefer their DA ability.
 
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