WackenOpenAir
Deity
Imbalances i want to fix:
In order of importance:
-make the buildings inside districts scale with population (like it was) so tall becomes a thing again. For example, base citizens provide nothing. A library makes them provide 0.5 science, citizen. A tier 2 building ADDS 1 to make it 1.5 per citizen. A tier 3 building adds 2.5 to make it 4. Same for gold, faith, culture. Numbers should be tweaked and balanced ofc.
-Dont have optional citizens slots with those buildings, instead, make them demand citizens to occupy them or they do nothing at all, higher tier = more citizens. For example, a library needs 1 citizen occupying it, a university 2, a research lab 3. No citizens in it = it does nothing. This way you can only fully develop 1 or 2 districts. This prevents big cities from being too OP with their scaling pop affecting half a dozen maxed out districts. And it would force specialization of cities which makes the game more interesting. It would be a strategic choise when to occupy these buildings and thus slow down your cities growth. City growth should probably be increased to balance things. This might replace the scaling cost of districts. I think the scaling cost is a bit silly.
-Make units significantly weaker (or cities stronger) and significantly increase the effect of encampments so that early conquest without encampents is very hard and conquest against city walls without encampments more or less impossible. Right now it is too easy to conquer your landmass on any difficulty level and go very wide that way.
-Increase adjacency bonusses, making the empty district a bit more productive and providing a bit more of a base before the scaling bonusses kick in while also making their placement matter a little more.
-Make it so a trade route is an effect of the tier 3 building in the commerce districts instead of the district itself. (while we still have a few in early game from other sources) Because of the above changes, we are likely to only want 2-3 commercial districts to tier 3, or maybe a handful if we like coins, so we dont get that crapload of trade routes. 5-10 trade routes is fun. 30 is not.
-Reduce the cost of aquaducts significantly so that settling off-river is a more reasonable option. Also allow multiple aquaducts to chain for longer distance.
-Disconnect border growth from culture, make borders grow a little faster. It is good if we still need to buy some tiles, but with cities growing bigger, we dont want to be buying 10 tiles for each city. Neither do we want to be fooled into building a monument in each city while it does almost nothing for border growth. (and it is nicer to use specialized cities than a monument in each city for cultural development)
-Weaken the civic that almost eliminates unit upkeep. We dont want buying tiles to be our only money sink. Make upkeep a thing again, both for units and for buildings. We need money sinks so that we need a few commercial districts and not build only those that are our victory condition.
-Change CSes 1,3,6 envoy bonus to: 1 envoy = bonus for tier 1 district building. 3 envoy = bonus for tier 2 district building. 6 envoy = bonus for tier 3 district building. That way you can no longer just go wide with only empty science / commercial districts and get shitloads of bonus. You also eliminate the very big luck factor in who scouts the CS first.
It should be so that every city grows to 1 or 2 specializations. That we need a few cities specialized in science and a few in culture to keep those trees going. We would need our regional industrial specializations. We would need a few commercial specializations to keep our balance positive. 1 or 2 military specialized cities could produce a small but highly effective army for defence. 1 or 2 fully developed holy districts could produce the units needed to defend ourselves against foreign religion. More fully developed military or holy districts could be used if we want to conquer / convert others. More fully developed districts are needed of whatever you want to be your victory condition. Wonders should interact with cities' specializations.
I dont suppose they read it, if they do, i dont suppose they would care much about my suggestions. But hey, the forum is here, so why not post it...
At least the stacking bonusses from IZ are removed, before that i totally had no hope for the game ever to be balanced. Good job on that first fix.
- Conquest vs Building.
- Wide vs Tall
- Traderoutes
- Uselesness of some buildings/districts
In order of importance:
-make the buildings inside districts scale with population (like it was) so tall becomes a thing again. For example, base citizens provide nothing. A library makes them provide 0.5 science, citizen. A tier 2 building ADDS 1 to make it 1.5 per citizen. A tier 3 building adds 2.5 to make it 4. Same for gold, faith, culture. Numbers should be tweaked and balanced ofc.
-Dont have optional citizens slots with those buildings, instead, make them demand citizens to occupy them or they do nothing at all, higher tier = more citizens. For example, a library needs 1 citizen occupying it, a university 2, a research lab 3. No citizens in it = it does nothing. This way you can only fully develop 1 or 2 districts. This prevents big cities from being too OP with their scaling pop affecting half a dozen maxed out districts. And it would force specialization of cities which makes the game more interesting. It would be a strategic choise when to occupy these buildings and thus slow down your cities growth. City growth should probably be increased to balance things. This might replace the scaling cost of districts. I think the scaling cost is a bit silly.
-Make units significantly weaker (or cities stronger) and significantly increase the effect of encampments so that early conquest without encampents is very hard and conquest against city walls without encampments more or less impossible. Right now it is too easy to conquer your landmass on any difficulty level and go very wide that way.
-Increase adjacency bonusses, making the empty district a bit more productive and providing a bit more of a base before the scaling bonusses kick in while also making their placement matter a little more.
-Make it so a trade route is an effect of the tier 3 building in the commerce districts instead of the district itself. (while we still have a few in early game from other sources) Because of the above changes, we are likely to only want 2-3 commercial districts to tier 3, or maybe a handful if we like coins, so we dont get that crapload of trade routes. 5-10 trade routes is fun. 30 is not.
-Reduce the cost of aquaducts significantly so that settling off-river is a more reasonable option. Also allow multiple aquaducts to chain for longer distance.
-Disconnect border growth from culture, make borders grow a little faster. It is good if we still need to buy some tiles, but with cities growing bigger, we dont want to be buying 10 tiles for each city. Neither do we want to be fooled into building a monument in each city while it does almost nothing for border growth. (and it is nicer to use specialized cities than a monument in each city for cultural development)
-Weaken the civic that almost eliminates unit upkeep. We dont want buying tiles to be our only money sink. Make upkeep a thing again, both for units and for buildings. We need money sinks so that we need a few commercial districts and not build only those that are our victory condition.
-Change CSes 1,3,6 envoy bonus to: 1 envoy = bonus for tier 1 district building. 3 envoy = bonus for tier 2 district building. 6 envoy = bonus for tier 3 district building. That way you can no longer just go wide with only empty science / commercial districts and get shitloads of bonus. You also eliminate the very big luck factor in who scouts the CS first.
It should be so that every city grows to 1 or 2 specializations. That we need a few cities specialized in science and a few in culture to keep those trees going. We would need our regional industrial specializations. We would need a few commercial specializations to keep our balance positive. 1 or 2 military specialized cities could produce a small but highly effective army for defence. 1 or 2 fully developed holy districts could produce the units needed to defend ourselves against foreign religion. More fully developed military or holy districts could be used if we want to conquer / convert others. More fully developed districts are needed of whatever you want to be your victory condition. Wonders should interact with cities' specializations.
I dont suppose they read it, if they do, i dont suppose they would care much about my suggestions. But hey, the forum is here, so why not post it...
At least the stacking bonusses from IZ are removed, before that i totally had no hope for the game ever to be balanced. Good job on that first fix.
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