I was debating doing one of these. Being the current lead developer, my opinions may have disproportionate influence on the voting despite the fact that balance is not my strongest suit (that's part of why I hired the Magi to assist me in making those judgement calls).
However, someone pointed out that people will be able to see my votes anyway, so by explaining why I voted a certain way, people will have a better base of understanding from which to make their own decisions. This logic seems valid to me.
(Also I can steal all of @Stalker0's hard work by copying and pasting his thread links. )
Please take my opinions with a grain of salt, not as gospel. I don't promise to do this for every session going forward.
--Don't like 6-01. Too powerful, especially with Freedom's Draft Registration granting the units full XP. I like reducing randomness in such a way that the AI can understand, and it has @ilteroi's Yea vote, so I will support it in the interests of having tactical AI that can play the game better. I understand Stalker's concern, but I think the AI could be taught to use this, and it'd be fun to see it in action.
--Yea to 6-02a. I agree with the original proposal's rationale that we should be consistent with the tech tree gaps, but I also like the idea of taking it from Corporations. Those are still plenty powerful (founder and office bonuses) even with 1 of their 2 free Trade Routes removed, and it makes the game a little more balanced for civs that don't found one vs. civs that do. I'd rather not add an extra Trade Route to everyone, though. That feels like needless complexity for a lategame already crowded with units.
--Weak Yea. I think pdan's rationale makes some sense, but I don't feel too strongly either way.
--Nay. Polynesia already has enough mobility bonuses without every tile being a canal. It's also really weird that a line of head statues would let ships sail through them. At least Feitorias are a major structure.
--Yea, I guess. Might catch my eye when I want to buy something.
--6-06: Too boring a reward for such a difficult quest, inconsistently useful depending on your supply limit, and doubly nerfing it by also making it once per civilization feels uncalled for.
--6:06a: My favorite proposal if we want to keep the XP bucket, as the reward feels substantial enough without being overpowered. I prefer 6-06e, but I support this over the alternatives and the status quo.
--6:06b: Too weak in early eras (10 units would give you 9 to 11 XP each, which doesn't feel like much), too overpowered in later eras.
--6:06c: Makes Citadels hurt you, and also all the problems from 6-06d.
--6:06d: Incompatible with acquiring the city by trade. Both conquest and Heavy Tribute would require you to pack in all your units around the city, which feels silly and unfun, although the 7 tile radius is at least better than 6-06c.
--6:06e: This feels like it'd be very fun compared to the status quo, and the AI does have some ability to handle high level units properly.
--6:06f: The reward is too weak, but I plan to add in this change regardless of which proposal passes:
--Yea. I don't fully get why this design choice was made. Yes, it has balance implications for Poverty, but why have buildings that pay for themselves? We can fix the side effects in other ways if they're a problem.
--Don't care.
--I like proposal A. It's AI-friendly, feels realistic, indirectly makes Inquisitors more important.
--Weak Yea, largely due to Stalker's point about realism. I do have concerns about the gameplay effects, but I'd be willing to try it out.
--Don't care.
--Sure.
--I don't like dysfunctional Great Merchants, so the status quo is unacceptable. I think the OG proposal may be too powerful, but a and b both seem reasonably balanced.
(6-14) Galley Buff Proposals
--Yea to all. Better early melee vs. ranged naval ship balance seems good, as does having a stronger tool to take out early Barbarian Galleys, which can otherwise be fairly problematic, depending on the map layout.
--Any result is okay with me. I'll let the community decide.
--Weak Yea. Feels weird, but I can't think of a better solution.
--Yea. This is how I always wanted it to function.
--Yea. What it loses in realism, it gains in gameplay benefits by making Diplomats significantly more consistent and useful.
--OG. The community seems to think it's consistently too powerful (especially for Aztecs), and I think the counterproposal doesn't really accomplish that.
--6-20 Goddess of Wisdom Change: I like it on its own (and with 6-22 which doesn't change the position of Forges in the tech tree), but I agree with pdan that moving the Forge earlier makes it function adequately as there's a Specialist option on the top and bottom of the tree.
--6-21 Manufactory Buff Change: Nay. I'm already likely going to be messing with the adjacency bonus code, so I'd like to implement the "counts for all adjacency bonuses" proposal while I'm at it, and if this passes I can't do that.
--Any of the 6-22 proposals: Yea. I think +2 Production to Mines is too powerful. Slight preference for pdan's design.
--Yea to A. +2 Faith and Production to Quarries and Stone Works feels like it could get out of control with the right settings, and three yields to the Palace feels weird in the status quo. azum's proposal feels more balanced.
--Fine with any result. Slight preference for 6-24a as it seems more well thought-out to me.
--Nay. After discussion in the thread, including adan himself changing his mind, I think it'd be too powerful.
--Yea. I feel like removing the described distortions would be good for longterm balancing. I also think we could balance the removal by adding a direct combat bonus VS humans on the highest difficulties if that's necessary.
--Don't care.
--A, C and Nay. I trust azum4roll's judgement when it comes to map generation, but having War Elephants be a City-State gift and thus removing the weird exceptions for them also seems okay with me. I'm also fine with the status quo, as I don't think it's too much of a problem.
--Nay. If we choose a spy system that keeps coups, they're risky, and thus the reward should be worthwhile. This reward is too weak.
--Yea to both proposals. I like the idea of spreading it out. I also may add more Coal to the map as a change outside the VP Congress, as the community seems to have a consensus in favor of it.
--Nay. This is too strong for Wide.
--Nay. OG is too weak, counterproposal is too strong.
--Yea. I like anything which increases strategic decision-making.
--Reluctant Yea. I would like events to be fun and balanced, but I don't think we currently have the resources to make that happen, and the current system doesn't feel like a good addition to the mod.
--Nay. Feels too strong for Wide, feels too powerful relative to other Artist GP.
--C (my own proposal, a tweaked version of the azum model) + the option to turn off Spy Missions that I will implement. I wrote a lengthy explanation as to why I think this is the best model and base for future changes:
--Don't care.
--Nay. This would make WLTKD too frequent (remember that resources you already own can also be selected) and is already the case prior to Astronomy. It also weakens the power of trade between civs, which I think is a step in the wrong direction.
--Yea to all proposals. I think any of these changes would be a step in the right direction.
--Nay. Early Culture is intentionally weak to make early Tourism worthwhile. This feels too strong.
--Yea. While I think there are some flaws (in particular, I'm concerned about how strong Wolfpack is), it gives love to a fairly barren and imbalanced promotion tree, a lot of detail has been put into it, and I feel like it's a better starting position for future edits than the status quo.
--Nay. I don't like any of these. OG proposal is the closest, but the double movement through regular tiles in addition to tiles with features is too powerful. The others feel overcomplicated and difficult for the AI to use. I especially don't like proposal C, giving a 20-turn temporary promotion feels bad and weird.
--Nay. While I agree that the problems the proposal aims to solve are in fact problems, I have to agree with Stalker that it's too strong in current form.
--Yea to OG. I hate not being able to have a given City-State type in my game. There is plenty of randomness with the map generation. Thankfully, if proposal A passes it'll be easy to code, and my CustomModOption will still work.
--Weak Yea. I like having guaranteed variety in quest probabilities, especially if it's in combination with the balanced traits as described.
--Nay to the pressure reworks. It feels premature considering there was already a significant nerf in the most recent versions. It would hurt India in particular as well, as they can't build Missionaries.
--Yea to the Notre Dame change. It's a cool concept which is thematically appropriate for the wonder and I'd like to see it in the game. Note that it will be implemented as +30% base pressure according to azum4roll.
--Yea. Variety is the spice of life.
--Yea to b as it seems the most well thought-out and individualized to each improvement, doesn't mess with the text, and doesn't require a specific Ideology. Nay as well, since I'm fine with the status quo.
--Yea. Stalker makes a good argument.
--Yea. Seems alright, brings it in line with other improvements.
--Yea to A (making Laborers separate). Laborers are a last resort option for a citizen. Having them get buffs without Urbanization feels cheesy.
--Weak Yea. I think it'd make it a more compelling choice, but I don't care much.
--Yea. I'm not sure this solves the issues with War Weariness, but based on the points explained in the TL;DR, it at least is a step in the right direction to make any future changes from.
--Any result is acceptable to me, I have no strong feelings for any of these proposals.
--Yea. In combination with the buff in 6-57, I think this is a good change. Heavy Tribute should be expensive Influence wise.
--Yea. Less janky than cutting off global quests only for one civ, and feels appropriate in combination with the nerf in 6-56.
--HELL YEA! I'm tired of seeing every City-State be afraid of me at game start.
--Yea. Everyone agrees that tribute Gold is too much right now.
--Nay. You already can't sell the city until 45ish turns have passed, and I'd rather work around this by making the AI smart enough to handle it. That said, I wouldn't be too upset if it passed.
--Yea. Feels cool, and feels powerful enough to be worthy of a UA without being boring.
--Weak Yea, largely because it makes no sense to me to have a multiplier on a building available at game start.
--Nay. No reason to iterate through all building classes every time the tooltip is hovered over for the sake of something that's only relevant for the three American World Wonders. Waste of time and resources. This should be modmod territory.
--Nay. It already has a lot of abilities, I don't see why the buff is warranted.
--Nay. I agree with Stalker that the building shouldn't be considered in a vacuum. The current Byzantium balance feels fine.
--Yea, mainly because it seems cool and the Celts could use some love.
--Yea. Losing the instant 40 Influence feels painful as it's kinda fun, but I do think this gives Siam more consistent power throughout the game that isn't as susceptible to RNG. I think it's a step in the right direction, design wise.
--Weak Yea. The proposal to remove the AI's % XP bonus against other AI players seems likely to pass. If this proposal passes, it would help the AI regain some of that lost advantage on higher difficulties, because they have a discount on total unit maintenance. If unit maintenance is too high after this, I feel like we should raise Gold sources rather than nerf maintenance costs.
--Don't care.
--Yea! I like including more history in the game - Civ is how I learned about some aspects of world history - and adding more City-States has no real cost in my eyes (other than I might have difficulty sponsoring it, and am not 100% sure I can). I respect Hinin's research in compiling the list of a City-State for each civ! Additional City-States also help with the pool reduction when the No Policies or No Religion game options are enabled, which turns off Cultured and Religious CS respectively.
--Yea. Not as in-depth as I'd like, but a step in the right direction.
--Yea. I agree with Stalker's position: it might have issues, but it's a step in the right direction to balance future changes from. I don't like the binary requirement everywhere. This is also one of the best options to allow more pledges by more civs overall.
(6-73) Keep or Revert Change to Bowman/Atlatlist Promotions
--Yea. While the outcome may have been illegitimate, the change was good in my opinion. The new promotions synergize better with the Mayan and Babylonian kits.
However, someone pointed out that people will be able to see my votes anyway, so by explaining why I voted a certain way, people will have a better base of understanding from which to make their own decisions. This logic seems valid to me.
(Also I can steal all of @Stalker0's hard work by copying and pasting his thread links. )
Please take my opinions with a grain of salt, not as gospel. I don't promise to do this for every session going forward.
[Vote] - (6-01) Capture Unit Update Proposals
Voting Notes: This is not an either/or type of vote. You may select any combination of the options presented for inclusion. (6-01) Captured Units (from France UA or Dutch Sea Beggars) Gain "Purchased XP" from Nearest City...
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[Vote] - (6-02) Late Game Extra TR Proposals
(6-02) Late Game Extra TR Proposals https://forums.civfanatics.com/threads/6-03-extra-trade-route-in-lategame.685812/ Proposal: Move +1TR from computers to refrigeration. Add +1TR to telecommunications. Reason: The gap between electricity and computers is the only place in the tech tree that is...
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[Vote] - (6-03) Move Moai Defense Bonus to Encampment
Proposal: Remove the 20% combat bonus in your territory from the Shoshone UA Remove the 20% combat bonus for units within 2 tiles of a Moai from Polynesia's UI Give the Shoshone Encampment +20% combat bonus for units within 2 tiles Rationale: - Polynesia isn't much of a Combat civ, and from my...
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[Vote] - (6-04) Make Moai Passable for Ships
Current: Currently forts and citadels are passable for seafaring vessels. Moai are not, yet are built only on coasts and provide a fighting bonus for units. Proposal: This proposal is to add the "MakesPassable = 1" attribute to the Moai to add flavor to Polynesia's sea focused game.
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[Vote] - (6-05) Small Display Modification for Faith Points
Proposal: to slightly change the display for :c5faith: Faith points before all religions were founded from to Rationale: If you already have a religion, it will be easier to monitor the points collected in view of buying a missionary or his first religious...
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[Vote] - (6-06) CS Quest: Acquire City Quest Proposals
(6-06) Acquire City Quest - Replace XP with Free Units https://forums.civfanatics.com/threads/6-08-acquire-city-quest-replace-xp-with-free-units.685823/ Current reward: free XP to all owned units+city state influence. Proposed changes: 1. Remove XP reward entirely and replace it by 2+(era/2)...
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--6:06a: My favorite proposal if we want to keep the XP bucket, as the reward feels substantial enough without being overpowered. I prefer 6-06e, but I support this over the alternatives and the status quo.
--6:06b: Too weak in early eras (10 units would give you 9 to 11 XP each, which doesn't feel like much), too overpowered in later eras.
--6:06c: Makes Citadels hurt you, and also all the problems from 6-06d.
--6:06d: Incompatible with acquiring the city by trade. Both conquest and Heavy Tribute would require you to pack in all your units around the city, which feels silly and unfun, although the 7 tile radius is at least better than 6-06c.
--6:06e: This feels like it'd be very fun compared to the status quo, and the AI does have some ability to handle high level units properly.
--6:06f: The reward is too weak, but I plan to add in this change regardless of which proposal passes:
Target city has additional requirements of needing to be founded/acquired for at least 10 turns, and has at least 6 population.
[Vote] - (6-07) Amphitheater/Gallery/Opera House Gold and Maintenance Adjustment Proposals
(6-07) Increase Amphitheater/Gallery/Opera House Bonus to Guilds https://forums.civfanatics.com/threads/6-09-increase-amphitheater-gallery-opera-house-bonus-to-guilds.685826/ Currently the Amphitheater/Gallery Opera House each give +1 :c5gold: Gold to all Writers/Artists/Musicians Guilds on...
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[Vote] - (6-08) Field Gun Art Update Proposals
(6-08) Field Gun Art Update Proposals Original thread by @pineappledan can be found here. The current VP field gun unlocks in early Industrial era and uses this icon: It is a French soixante-quinze, a WWI-era field gun. Proposal: We should change the Field Gun's unit model and icon to the one...
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[Vote] - (6-09) Tourism from Religion Change Proposals
(6-09) Rework How Tourism Modifiers from Religion Function https://forums.civfanatics.com/threads/6-12-rework-how-tourism-modifiers-from-religion-function.685829/ Current situation: Concerting >50% of the population of another civ to your religion gives you a 35%:tourism: tourism modifier vs...
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[Vote] - (6-10) Multiple Civs Can Have A Monopoly
Current: A person has a % of a resource based on how many copies of that resource are on the map. Ex: Normal standard maps have 5 copies of most luxs, meaning you need 3 copies to get a luxury. When someone grabs 51% of a resource, they acquire a monopoly. If someone comes along and acquires a...
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[Vote] - (6-11) Add Turns Until Gift Counter to Militaristic City-States
Right now the UI uses "this city-state will approximately send you a troop in X turn." The approximation is +/- 3 Turns variance. I can code it in the UI to display when they will send you the troops to the exact turn. The rationale is that you have the ability to see the turn counter for a...
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[Vote] - (6-12) Change Prerequisite for Broadcast Tower
Right now the Broadcast tower requires a Museum in the city, which in turn requires a Gallery I propose that the Broadcast tower require an Opera House in the city instead. This is more thematically fitting, because those are the two Great Musician-related buildings. Database Changes
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[Vote] - (6-13) Great Merchant Bulb Changes
(6-13) Great Merchants Make Their Money On Gross Gold Per Turn https://forums.civfanatics.com/threads/6-17-great-merchants-make-their-money-on-gross-gold-per-turn.685835/ Current Proposed Rationale Great Merchant's Instant Gold from Trade/Diplomatic Missions Great Merchants generate 5...
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(6-14) Galley Buff Proposals
--Yea to all. Better early melee vs. ranged naval ship balance seems good, as does having a stronger tool to take out early Barbarian Galleys, which can otherwise be fairly problematic, depending on the map layout.
[Vote] - (6-15) Nuclear Non-Proliferation WC Changes
(6-15) Nuclear Non-Proliferation Triggers 15 Turns of Locked War, No Sanctions https://forums.civfanatics.com/threads/6-20d-nuclear-non-proliferation-triggers-15-turns-of-locked-war-no-sanctions.686312/ What to change Current Proposed Rationale Nuclear Non-Proliferation All Civilizations...
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[Vote] - (6-16) Allow Border Growth Yields to Continue Triggering After Cities Run Out Of Tiles To Claim
Currently, when a city has no tiles to grow to, border growth points keep accumulating and rolling over, and the border growth cost keeps going up. Exactly as though the city were still growing, except with no tiles claimed and no on-growth yields awarded. I'm proposing to change that last part...
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[Vote] - (6-17) Allow Humans To Offer Instant Items For Per-Turn Items But Block AI Requests For Them
Original proposal (not sponsored): Current default Proposed default Rationale Ability to trade instant goods for per-turn goods Disabled in either direction Human can trade their instant good for AI's per-turn, but not vice versa Don't forbid a trade deal that's strictly beneficial for the...
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[Vote] - (6-18) Allow Vote Trading With Lump Sum Gold, Remove Any Option to "Reclaim Votes"
Current: When you buy or sell votes, those votes are committed in the next congress. Only through war or if the proposal is removed can those votes be unlocked and usable again. You can only buy these votes through "per turn" things like resources and GPT. Proposal: Allow buy/sell votes to use...
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[Vote] - (6-19) God of War Changes
Current God of War: Gain :c5faith: Faith from killing military units equal to 175% of its :c5strength: Strength. +2 :c5faith: Faith and +2 :c5production: Production form Barracks. Proposal 6-19: https://forums.civfanatics.com/threads/6-cp-god-of-war-production-nerf.685865/ Reduced +2...
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[Vote] - (6-20 & 6-21 & 6-22) Manufactory, Forge and Pantheon Proposals
Voting Notes 6-20 and 6-21 can be voted on independently, but the reason behind the changes is related to the balance effects of the 6-22 proposals, so you may or may not want to pass both / all three changes at once. 6-22, 6-22a, and 6-22b are mutually exclusive (thank goodness) Current...
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--6-21 Manufactory Buff Change: Nay. I'm already likely going to be messing with the adjacency bonus code, so I'd like to implement the "counts for all adjacency bonuses" proposal while I'm at it, and if this passes I can't do that.
--Any of the 6-22 proposals: Yea. I think +2 Production to Mines is too powerful. Slight preference for pdan's design.
[Vote] - (6-23) God of Craftsmen Buff
Current God of Craftsman: +1 :c5faith: Faith and :c5production: Production from Quarries and Stone Works. +1 :c5culture: Culture, +1 :c5science: Science, and +2 :c5faith: Faith from the Palace. Proposal (6-23): Increase Stoneworks Faith and Prod bonus from +1 to +2. Rationale: This pantheon...
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[Vote] - (6-24) Abode of Peace / Orthodoxy Change
Current Abode of Peace: +1 :c5gold: Gold and :c5faith: Faith in Holy City for every 2 followers of this Religion in :c5citystate: City-States. Your resting point for :c5influence: Influence with :c5citystate: City-States following your Religion is increased by 35, and their Quest rewards are...
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[Vote] - (6-25) Sacred Sites - Rework (based on @Stalker0 version)
Current: Proposal Sacred Sites Hotels and all buildings purchased with :c5faith: Faith provide +3 :tourism: Tourism each. World and Natural Wonders gain +4 :tourism: Tourism each. Hermitage provides +10 :c5culture: Culture and +10 :tourism: Tourism. All Religious* buildings, Shrines...
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[Vote] - (6-26) No AIFreeXPPercent Increase to XP Gain In AI vs AI Combat
Proposal AIFreeXPPercent no longer increases XP gain in AI vs AI combat. Rationale Currently, AIFreeXPPercent increases XP gain from combat regardless of whether the AI is fighting a human or an AI unit/city; it even applies when fighting against barbarians. However, the intention of this...
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[Vote] - (6-27) City-State Quests No Longer Reward Great People Points in a City If None Of That Type Are Stockpiled
Proposal: I'd like for City-State Quests to not reward Great People Points of a type if you never stored a point of that type. Ex. No Great Writer Points if the City never had any Great Writer Points. Does not affect Great General Points or Great Admiral Points as well as Cities currently...
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[Vote] - (6-28) Changes to Ivory Distribution and/or War Elephants
Proposal (6-28): Add Ivory to Additional Tiles and Change Distribution Proposal: -Ivory is allowed to spawn on featureless plains, jungle plains, jungle grassland, or featureless grassland (if other types aren't available) -Ivory will continue to flatten any tiles it spawns on, but will not...
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[Vote] - (6-29) Change City-State Coup Quest Reward
For City-State Coup Quest: Current value: 40 influence, 150-160 Great Person Points for all Great People in Capital Proposed value: 40 influence, 100-110 Science Rationale: Currently the CS coup quest is extremely strong, to the point where diety players in the discord have suggested that...
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[Vote] - (6-30) Coal Spawn Changes
Proposal (6-30): Make Coal Spawn on Tundra and Desert There was some discussion about the lack of coal and imbalance of its distribution on communitas maps, but the problem is present on all the standart mapscripts (afaik). The base CIV5 only allows TERRAIN_PLAINS and TERRAIN_GRASS for coal and...
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[Vote] - (6-31) GPTI Bonuses Scaling
Proposal (6-31): GPTI Bonuses Scale on Great Engineer, Great Merchant, and Great Scientist You only get GPTI bonuses if you build them. They don't work if you only captured them. Very big, an OP human exploit. Capture an AI city, rebuild their GPTIs, and trade/lose it back to them, and their...
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[Vote] - (6-32) Changes to God of Stars and Sky
Proposal (6-32): God of the Stars and Sky - Nerf to Food Summary: Remove the scaling food component from this tundra pantheon. Having tall tundra cities is counterintuitive, and the culture for a resource-heavy location is already strong. The capital maintains some of the food component to keep...
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[Vote] - (6-33) Move Coal Reveal from Steam Power to Chemistry
Current: Coal is revealed on the Steam Power Tech Proposal: Coal is revealed on the Chemistry Tech Rationale: This is meant to address a few things: Currently steam power (and seaports) are a bit overpowered compared to railroad because of the coal reveal. This means that sea ports are...
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[Vote] - (6-34) Disable Events System By Default [SUPERMAJORITY]
Proposal: Disable the events system by default in the advanced settings [note: once upon a time some modmods needed this setting turned on to function, for backend reasons. Then, to still remove the events from the game, one had to tick all the individual disable boxes (good, bad, trade, etc.)...
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[Vote] - (6-35) Great Musician Tour Happiness Buff
Currently: When Tour is active in another Civilization's lands, gain 2 Happiness in the Capital Proposal: When Tour is active in another Civilization's lands, gain 1 Happiness in every City Rationale: First, the actual Tourism bonus from Tour is remaining unchanged in this proposal. Instead, I...
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[Vote] - (6-36) Espionage Overhaul
As the texts of the espionage proposals are quite long, it would be difficult to read them if they were all in one thread. Please use the links below to access them: Proposal (6-36) Espionage System Overhaul by @azum4roll Proposal (6-36a) KISS Espionage System by @Stalker0 Proposal (6-36b)...
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Thank you for the summary @Stalker0, I thought it was informative and neutral.
The only things I'd note are that if any of the azum model proposals passes, I will include an Advanced Option to disable Spy Missions, and also, the azum model doesn't remove travel time, only establishment time.
As the designer of proposal C (a tweaked version of azum's model which notably has no cooldown for the steal tech mission), my reasons for proposing it are as follows. These are my opinions and you are free to take them as you wish:
- Currently it seems to me that half the community likes the concept of powerful spies with a lot of options, and the other half wants much less micromanagement.
I feel that azum's model of passive benefits (constant Science siphon, the reworked intrigue system, and the reworked rigging system) is the most interesting and useful of the three. Tech stealing (KISS) is often useless when you're ahead of the pack, forcing you to either use diplomats or go for counterspies when it comes to major civs, which removes a lot of strategic decision-making from the game. Science siphons still give you at least some benefit even when you're ahead. The KISS model does retain coups and rigging, so spies as a whole are by no means useless in KISS, although I'm personally not as compelled by having this be the main attraction because I find the combination of options and additional intelligence the azum model offers for major civ spying (even when in the lead) to be more fun, and I like variety.
On the other hand, the Intelligence model gates a lot of information that I feel shouldn't be hidden, while being nearly useless to the AI as they're unable to remember the information after leaving the city, and have much weaker incentives to stay there than in the azum model.
Crucially, the passive benefits in staying in a city for a while are useful even if you don't actively do spy missions, which adds an additional layer of strategic choice and allows the system to still have benefits to players who aren't super involved in the spy game, but still want to do the occasional mission. You can keep your spies safe if you want to and still get benefits from it, instead of being forced to risk them on a mission that might kill them. That just feels better.
I also really like the value added to diplomats and the pile of new intelligence granted by them in the azum model - it feels like taking the best element of the Intelligence model, while still retaining the current 'vision' of spies. Some of it, I could train the AI to make good use of, but even if I don't, Diplomats provide useful benefits in the form of consistent XP, vote trading (which I suspect will be further empowered, as the "irrevocable vote commitments" proposal seems likely to pass), and intelligence to humans. Unlike the Intelligence model, Diplomats have more incentive to stay in a city longer, making it easier to train the AI to use this feature. The removal of coups feels like the right direction to me as losing a spy to City-State RNG feels bad, but there's still a nice benefit for keeping your spy there longer.
With the option to disable Spy Missions I will add, I think the combination of the azum model and the option is the best hope we have of making the largest number of people in the community happy - both those who like powerful spies and those who like simpler spies - and the best base from which to make future changes.
- Being able to pick your mission at execution time (and as much as cooldowns will allow, picking an opportune time to strike) rather than having to wait for many turns, gaining no benefit from doing so in the interim and potentially failing, immediately removes some of the most frustrating issues with the current system. This also eliminates the issue with sending a spy to sap a city, only for it to be already conquered in the time it takes for your spy to complete the mission.
- Civs have limited tools to catch up or hinder a runaway civ other than war. Having spies be powerful makes them a useful counterplay element and an active part of strategic decision-making. You could say they're the "blue shell" of VP. Yes, they can be annoying, but they help give the world a fighting chance. At the same time, this system is still valuable for civs that are winning, offering several options. My counterproposal specifically also buffs Security for players of lower difficulties, making it less punishing for them.
- azum's model makes all elements of the spy system have value and feel fun - spies, counterspies, diplomats, and City-States (although admittedly City-State spies are less interesting, they provide a powerful tool for DV). Security also feels like a meaningful investment, as the sooner you invest in it, the more substantial the benefits are. I personally feel excited by this proposal as, while it will certainly have its rough spots in the beginning, the various components all feel worthwhile in fundamental design.
- My counterproposal specifically fixes two issues I see as rather glaring with the azum model. First, the cooldown on stealing tech, which is a mission that doesn't hurt the city owner; having no cooldown on this mission helps make sure that spies will usually have something to use their points for other than their passive bonuses, even if there are a lot of them in the same city. Second, it adjusts the sabotage city defenses mission, which I see as too powerful even with a counterspy mission to block them (see my proposal for the details).
While no model is perfect, and I have my biases (I like powerful and versatile spies), those are my reasons for supporting this model, and I think it goes the furthest towards making the largest number of people happy, which is a goal to strive for!
I also have to agree that this is a really important vote, so please give careful consideration to the available options, and remember that you can cast your vote for multiple options at once!
[Vote] - (6-37) Remove Overlap Between "Goddess of the Hunt" and "God of the Stars and Sky"
Summary: Goddess of the Hunt overlaps a lot with God of the Stars & Sky: both combine with Deer in polar spawns to provide a lot of yields. On top of this, the yields they generate are extremely samey: Faith, Food, Culture per resource. They are often an exercise in math to determine which one...
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[Vote] - (6-38) Cities Can Only Ask For Revealed Resources (WLTKD)
Current situation: Cities ask for resources that are not yet discovered by the player. Clarification: Only after researching Astronomy. Proposal: Cities ask for resources player knows (discovered). Clarification: The player has revealed that resource on the map. This requirement would also...
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[Vote] - (6-39) Caravansary Changes (+Bank)
Current Caravansary 200:c5production: unlocked at Currency 1 :c5gold: When a Land Trade Route originating here and targeting another Civ is completed, receive a :tourism:Tourism boost with the Civ based on your recent Culture output. :trade:Land Trade Routes gain +50% Range and +3 :c5gold: Gold...
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[Vote] - (6-40) Make Villages Available Earlier
move village earlier: Currency → Construction reduce village base yield: 2:c5gold: 1:c5culture: → 1:c5gold: 1:c5culture: Village (re)gains +1:c5gold: at Currency Reasons: There are no universal options early on for building culture except for monument. And the next thing, in early classical, is...
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[Vote] - (6-41) Rework Submarine Promotion Tree + Stats
Now that we have ENW integrated, we can finally talk about submarine promotions. Submarines were only available in late Atomic before, on the same tech as Atomic Bomb and later than Guided Missiles, making them incredibly underused. With the shift to late Modern instead, more players can start...
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[Vote] - (6-42) Recon Unit Line Reworks
DoveCDog's proposal (6-42) Problem: Currently upgraded scouts move faster through forest than through plains. This is frustrating and immersion breaking. Current: Trailblazer 1 +10% CS Double movement through forest and jungle tiles Trailblazer 2 +10% CS Double movement through desert and...
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[Vote] - (6-43) City Garrison Damage
Problem: Currently the units garrisoned inside cities take too little damage. Current: Damage to cities is split between the city and the garrison based on their HP. Proposal: Damage to cities is split between the city and the garrison based on their CS. Rationale: City HP scales as the game...
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[Vote] - (6-44) Balance (or Equalize % Chance of) City-State Traits
Recursive's proposal (6-44) Currently, the type of each City-State is determined randomly using an uneven distribution. There are 8 Militaristic and 8 Religious City-States, and 14 of the other three types. If custom City-States are added via mods, they can further imbalance the pool of...
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[Vote] - (6-45) Balance City-State Personalities
Currently, the personality of each City-State is determined randomly. It has a 1/4 chance of being Affable (Friendly), Pragmatic (Neutral), Reclusive (Hostile), or Enigmatic (Irrational). Similarly to my trait proposal, I propose that we balance the personalities of City-States evenly in VP...
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[Vote] - (6-46 & 6-47) Weaken City's Religious Pressure in Your Owned Era + Different Scaling / Notre Dame Rework
MAGI - Due to interactions between (6-46), (6-46a) and (6-47), it has been decided to hold a common poll. Enginseer's proposal (6-46) Counterproposal to this: https://forums.civfanatics.com/threads/6-59-weaken-religious-pressure-with-era.685976/ It's a similar rationale, but we weaken based...
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--Yea to the Notre Dame change. It's a cool concept which is thematically appropriate for the wonder and I'd like to see it in the game. Note that it will be implemented as +30% base pressure according to azum4roll.
[Vote] - (6-48) Make Jungle on Grassland Viable on Other Mapscripts That Use Default Feature Generation
Oops, I seem to have changed the chance of converting grassland jungles to (1 - (1 - featurePercent) ^ 2) some time ago. featurePercent is 0.30 right now in normal rainfall, so it would be 51% chance of converting. It's higher chance in Wet maps, so the map isn't entirely flooded with 3 :c5food...
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[Vote] - (6-49) Unique Improvement Enhancements Reworks
Current : There are three tenets (meaning policies from ideologies) that boost unique improvements besides some other improvements : - Civil Society (Freedom) : Specialists consume 2 :c5food: Food less than normal (minimum 1 Food). Farms, Plantations, Camps and all unique Improvements produce +4...
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[Vote] - (6-50) Global Hegemony Majority: Gives 5 rather than 2 Votes
Current: If you win the Global Hegemony vote (but don't have enough votes to win the game), you get +2 votes for the rest of the game. Proposed: Change it from 2 to 5 votes Rationale: Generally, my DV go one of two ways: I win the DV handedly on the first hegemony attempt. I don't have near...
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[Vote] - (6-51) Lategame Buff to Camps
Current situation : Camps are the only improvements without a late game bonus to yields. Their last buff is at Rifling, while other improvments still have one or two more buffs after that. Bison tiles, for example, are often the least valuable tiles to work later on in the game. Suggestion ...
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[Vote] - (6-52) Always (or Never) Include Laborers in the set of Specialists
azum4roll's proposal (6-52) This is part of the Crusade For Consistency (CFC) series and sequel to the "All Yields" proposal. Laborers are slots you can work in every city that gives a tiny bit of :c5production: Production, and some extra yields later in the game. They're in the Specialists...
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[Vote] - (6-53) Remove Maintenance from Agribusiness
Current status: Agribusiness - 10% of :c5food:food is gained as :c5gold:gold, +5 :c5food:food, +2 :c5production:prod and :c5gold:gold from farms and pastures, 6 :c5gold:gold maintenance, consumes 2 Horses. Proposed change: Agribusiness has 6 gold no maintenance cost Reason: Agribusiness is...
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[Vote] - (6-54) War Weariness Rework
Current mechanic: War Damage is a value you have against every other player in the game. In a standard 8-player game, every player should have 7 such values stored in memory (while having only one War Weariness value). It's capped between 0 and 100. War Value is another value based on how much...
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[Vote] - (6-55) Proposals to Rename Ideologies / Authority
Current : There are three ideologies : "Freedom", "Order" and "Autocracy". Hinin's proposal (6-55) Proposal : Rename "Autocracy" into "Might". Rationale : The two other ideologies are named after quite vague political notions, while "Autocracy" is much more focused, using a term more akin to...
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[Vote] - (6-56) Tribute Tweaks Part 1: Make Influence Penalty Harsher
Yeah I know it was just changed last congress, but there are several apparent problems that need to be addressed. Current influence penalties: Tribute: -30 :c5influence: Influence Heavy Tribute: -60 :c5influence: Influence Heavy Tribute penalty proposed last time but is unimplemented...
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[Vote] - (6-57) Tribute Tweaks Part 2: Heavy Tribute Rewards
Current: Demanding Heavy Tribute from a City State cancels all quests and gives 50% of the completion yield rewards to the player (no influence). Problem: Global quests are given out to every player that's not at war with the CS. It's possible to time it and demand heavy tribute on the last...
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[Vote] - (6-58) Tribute Tweaks Part 3: Increase Minimum Threshold for Normal Tribute
Current: You can normal tribute when tribute score is >0%. Proposal: You can normal tribute when tribute score is >=20%. Rationale: 1. It's too easy to extract some gold from CS at the start of the game as you explore with your Pathfinder. 20% should require you to at least bring along your...
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[Vote] - (6-59) Tribute Gold Scaling Adjustment
Current: 100% tribute gold currently scales with the following formula: (50+400 * Current Turn / 500) * 3 * Era Modifier Proposal: Change the formula for gold scaling to: (50+1000 * Current Turn / 500) * (Era Modifier +1) / (Era Modifier +2) Rationale: The gold from tribute has two main...
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[Vote] - (6-60) Can't Sell Cities Founded By Their Current Owner
Proposal: In trade deals that are not peace deals, only cities the current owner has not founded himself can be sold. This doesn't affect peace deals. Clarification: This will not affect human-to-human trades. Rationale: The current system gives human players too many possibilities to exploit...
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[Vote] - (6-61) India UA Rework
Proposal: Font of Dharma Mahatma (UA): Current: Starts with a pantheon. :c5faith: Great Prophets require 35% less :c5faith: Faith. Founding a :c5citystate: Religion converts all owned Cities. +10% base Religious Pressure and +1% :c5food: Food for each Follower of your primary :c5citystate...
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[Vote] - (6-62) Remove Dependence on Monument for Border Growth Rate
I sponsor this.
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[Vote] - (6-63) Show Global Mutual Exclusiveness in the UI
Currently using the table Building_ClassNeededNowhere which in simple words works like Global Mutual Exclusiveness for World Wonders is not supported in the UI. Proposal: Add UI information about globally mutally exclusive buildings defined in the Building_ClassNeededNowhere table like it is...
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[Vote] - (6-64) Balancing Classical Era UB - Runestone
Currently in this Era we have some very strong building like Burial Tomb, Floating Gardens, Satrap’s Court and Harappan Reservoir. On the other side we have Runestone and Tetraconch. They are also strong enough compared to ancient era UB but they could be a bit better with little changes...
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[Vote] - (6-65) Balancing Classical Era UB - Tetraconch
Currently in this Era we have some very strong building like Burial Tomb, Floating Gardens, Satrap’s Court and Harappan Reservoir. On the other side we have Runestone and Tetraconch. They are also strong enough compared to ancient era UB but they could be a bit better with little changes...
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[Vote] - (6-66) Revision of the Celtic Pantheons
Unfortunately, I did not receive feedback on the Celtic pantheons in the workshop, so after slightly modifying it, I post it right here. Since this proposal is aimed at improving several related pantheons, they are all described in one topic. Belief Current Proposed Reasoning...
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[Vote] - (6-67) Siam Rework
Current situation: Current UA: :c5influence: Influence with :c5citystate: City-States starts at 40. Yields from Friendly and Allied :c5citystate: City-States increased by 100%. +25% to :c5strength: Combat Strength of Allied :c5citystate:City-State :c5capital:Capitals. +10 Experience to Units...
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[Vote] - (6-68) Increase Unit Maintenance (Particularly for Large Armies)
Proposal: Change the defines used to control unit maintenance costs as follows: UNIT_MAINTENANCE_GAME_MULTIPLIER = 8 (from 7) UNIT_MAINTENANCE_GAME_EXPONENT_DIVISOR = 5 (from 6) Rationale/Explanation: For a warmonger that fields a large and advanced army, unit costs should be one of the...
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[Vote] - (6-69) Swap Horses and Iron on the Top Panel
On the top bar you have icons for startegic resources. they are mostly ordered by their appearance. Except Iron and Horses. Horses are discovered first (mostly, unless you rush Bronze Working), so imo they should be on the first place. They are not, because ID of the Iron is lower than that of...
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[Vote] - (6-70) Add New City-States When Major Civs Are Absent Ingame
Current: There are currently 58 City-States distributed between the five types : - Religious: 8 - Cultural: 14 - Maritime: 14 - Mercantile: 14 - Militaristic: 8 Proposal: Add 42 new City-States based on the history of Major Civs (either old names of their Capital city, capital cities of powers...
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[Vote] - (6-71) AI Difficulty Adjustment: Weaker Ancient/Stronger Renaissance
Difficulty Bonus Restructure (This part is going in, its not for voting, but it provides the backdrop to explain the rest of the proposal) Proposal: The AI bonuses to culture and science in the Ancient Era are being weakened by 10% and 14% respectively (Emperor Difficulty). The bonus to gold...
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[Vote] - (6-72) Change Requirements for Pledge of Protection
Current Pledge of Protection requirements: Must have higher or equal military power than the median of the world. Must fulfill one of the following: Allied with the CS Can trade with the CS Is already trading with the CS Problems: The military power requirement is binary: you either don't...
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(6-73) Keep or Revert Change to Bowman/Atlatlist Promotions
--Yea. While the outcome may have been illegitimate, the change was good in my opinion. The new promotions synergize better with the Mayan and Babylonian kits.
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