Zaddy
Prince
- Joined
- Jan 14, 2018
- Messages
- 364
While I realize your release candidate is feature complete and will almost certainly not feature any changes to gameplay mechanics, I would like to talk a little bit about civics balance that could be changed in the next version, if any of my arguments prove persuasive. There are a few civics which, in my opinion, could use love.
Conquest, current effect:
-50% growth for cottages
+2 experience for all land units
Conquest, proposed effect:
-50% growth for cottages
+2 experience for all land units
+50%
from city conquest (taken from Tributaries civic)
To me, additional rewards for conquering cities seems to be more fit on a "Conquest" civic as opposed to a Tributaries civic. The current Conquest civic, while having some fringe use, is not typically, to me, a very useful civic. I say as someone who absolutely LOVES painting the map my color. In fact, in games of mass conquest, I find Tributaries to be an entirely more useful civic, simply because of the additional gold you receive helping fund your empire. It feels odd to me that as, say, Ottomans, Mughals, or really any nation that has a desire to conquer territory, one would much rather run Tributaries and profit massively from the conquest of cities. If you feel this juices up Conquest too much, you could certainly increase the cottage penalty to compensate.
I have brainstormed a little bit and come up with what I feel is a replacement effect for Tributaries that, while definitely tones down the civic, is still useful:
Tributaries, current effect:
+1
in capital for each vassal city
+50%
from city conquest
Tributaries, proposed effect:
+1
in capital for each vassal city
Can demand resources from vassals without vassal rebelling
Currently, demanding resources from vassals is basically a button to break the vassalization; I have never seen the AI actually accept a demand for a resource from me, even when I subjugated them literally the same turn. Without fail, they simply DOW you. With this new effect, it would now feel like you actually extracting "tribute" from vassals, in addition to the extra commerce.
I otherwise feel the expansion civics are quite well balanced, and all are conditionally usable and provide palpable diversity of game experience.
---
There is, however, two other civics who I feel are fairly weak compared to their competitors in their respective columns: Ideology, and Totalitarianism. Firstly, I'd like to take a look at Ideology:
Ideology, current effect:
+50% Great General emergence
+1
from Town
+1
from Broadcast Tower, News Press
My understanding of the civic is that the government relies on an ideology (i.e. Marxism, Fascism, etc.) to provide the state legitimacy in lieu of things such as a constitution. My issue with the civic is that it provides nearly no benefit to Marxist or Socialist "ideologies" (i.e. the adoption of Central Planning or Public Welfare in game). Neither of these civics will be using terribly many cottages, and they certainly won't want to be paired with the Individualism civic that makes cottages really worth building, and ergo subsequently will have issues even growing cottages to the point that they can gain the +1
from town, as they will be lacking the extra cottage growth from Individualism. The happiness benefit is minuscule and is conditional on building two fairly expensive buildings, one of which doesn't come until well after you can adopt Ideology. The extra great general birth rate is neat and flavorful, but is really not all that strong, even with Brandenburg Gate.
Ergo, for most civs, the only reason they would want to adopt Ideology is for the +1
from Town. Now, this effect is powerful, but I don't feel it competes with the 100%
Birth Rate of Constitution, not to mention that the civic that wants you to build lots of cottages and helps you grow them (Individualism) does not provide any stability bonus from being paired with Ideology, while Constitution provides that with Individualism. While Constitution provides additional stability from being paired with several other excellent civics (Democracy, Individualism, Egalitarianism), Ideology's lone stability synergy is with Totalitarianism, and is it entirely by coincidence that I also consider Totalitarianism the weakest late-game civic choice in it's column? 
All this leads to me having never taken Ideology as a civic, as I am either not building cottages and ergo the civic is near-objectively inferior to any of the other options in the column, or I am building cottages, but the (highly conditional) production boost is not worth the loss of more Great People (and ergo Golden Ages) and the loss of civic stability.
I'll post later after brainstorming for a bit on what I feel should replace Ideology's current effects, and discuss my issues with Totalitarianism then as well. I'd like to see what the community thinks of my discussed civics, and whether they find them balanced, as well as see if Leoreth believes my arguments enough to spend his limited development time doing some balance changes.
Cheers.
Conquest, current effect:
-50% growth for cottages
+2 experience for all land units
Conquest, proposed effect:
-50% growth for cottages
+2 experience for all land units
+50%

To me, additional rewards for conquering cities seems to be more fit on a "Conquest" civic as opposed to a Tributaries civic. The current Conquest civic, while having some fringe use, is not typically, to me, a very useful civic. I say as someone who absolutely LOVES painting the map my color. In fact, in games of mass conquest, I find Tributaries to be an entirely more useful civic, simply because of the additional gold you receive helping fund your empire. It feels odd to me that as, say, Ottomans, Mughals, or really any nation that has a desire to conquer territory, one would much rather run Tributaries and profit massively from the conquest of cities. If you feel this juices up Conquest too much, you could certainly increase the cottage penalty to compensate.
I have brainstormed a little bit and come up with what I feel is a replacement effect for Tributaries that, while definitely tones down the civic, is still useful:
Tributaries, current effect:
+1

+50%

Tributaries, proposed effect:
+1

Can demand resources from vassals without vassal rebelling
Currently, demanding resources from vassals is basically a button to break the vassalization; I have never seen the AI actually accept a demand for a resource from me, even when I subjugated them literally the same turn. Without fail, they simply DOW you. With this new effect, it would now feel like you actually extracting "tribute" from vassals, in addition to the extra commerce.
I otherwise feel the expansion civics are quite well balanced, and all are conditionally usable and provide palpable diversity of game experience.
---
There is, however, two other civics who I feel are fairly weak compared to their competitors in their respective columns: Ideology, and Totalitarianism. Firstly, I'd like to take a look at Ideology:
Ideology, current effect:
+50% Great General emergence
+1

+1

My understanding of the civic is that the government relies on an ideology (i.e. Marxism, Fascism, etc.) to provide the state legitimacy in lieu of things such as a constitution. My issue with the civic is that it provides nearly no benefit to Marxist or Socialist "ideologies" (i.e. the adoption of Central Planning or Public Welfare in game). Neither of these civics will be using terribly many cottages, and they certainly won't want to be paired with the Individualism civic that makes cottages really worth building, and ergo subsequently will have issues even growing cottages to the point that they can gain the +1

Ergo, for most civs, the only reason they would want to adopt Ideology is for the +1



All this leads to me having never taken Ideology as a civic, as I am either not building cottages and ergo the civic is near-objectively inferior to any of the other options in the column, or I am building cottages, but the (highly conditional) production boost is not worth the loss of more Great People (and ergo Golden Ages) and the loss of civic stability.
I'll post later after brainstorming for a bit on what I feel should replace Ideology's current effects, and discuss my issues with Totalitarianism then as well. I'd like to see what the community thinks of my discussed civics, and whether they find them balanced, as well as see if Leoreth believes my arguments enough to spend his limited development time doing some balance changes.
Cheers.