The Civs 6
King
- Joined
- May 27, 2020
- Messages
- 782
As we all know, the Civ designers have told us they are going to rebalance "2/3rds" of the Civs in April.
It might be fun for this sub-forum to get into the weeds and systematically go through the Civs to spitball changes they might make.
So I'm going to do two things. First, I'm going to assign each Civ a score from 1-5 with 5 indicating OP and 1 indicating underpowered. If they are not a 3/5, I will sketch my idea out for changing them.
AMERICA - Bull Moose 5/5
Analysis: Getting +2 science or +2 culture, very likely from the start of the game, is a broken mechanic. America can also do that at scale, eliminating the need to develop any science or culture infrastructure early game. Since America can make tiles more appealing, they can sustain this advantage over the game. The appeal/faith pantheon nerf does a bit of work by making the tiles potentially less efficient.
Treatment: A culture victory civ should not get bonus science early in the game. Eliminate the science buff entirely. +2 culture a tile is too OP. But this would make this bonus slightly underpowered. So now, all charming + tiles get it. So TR's new ability would be: Charming or Breathtaking tiles gain +1 culture when adjacent to a Natural Wonder, Mountain, Wonder or Woods. +1 Appeal in all tiles in cities with a National Park. After researching Enlightenment, TR gets his old ability back.
AMERICA - Rough Rider 4/5
Analysis: Each of RR's abilities would alone be good enough to be a leader ability. But they don't have any obvious synergy. And they don't really synergize with the rest of America's abilities.
Treatment: +3 instead of +5 combat strength inside of America's home continent.
ARABIA - 5/5*
Analysis: IMO Arabia is an autowin Civ. If you can guarantee a religion without having to ruin your early game, a competent player should be able to win a religious victory. But that's Arabia's gimmick - it's not like you can tweak the numbers; it's a binary. And since Arabia gets no help getting early faith points, chances are they aren't going to get the best pantheon possible, which means they really get no help in making their religion succeed.
Treatment: No change. Arabia cannot be balanced. If you choose to play Arabia, you know what you are in for. In the hands of an AI, might as well be playing a generic civ.
AUSTRALIA - 5/5
Analysis: The exact opposite situation to Arabia, A civ that is incredibly overpowered because it isn't tuned correctly. I can't even make any clever argument here. They get +3 adjacency bonuses to multiple types of districts, on a relatively easy condition that synergizes with where you want those districts to go. But if John Curtin just had the bonus production from receiving a war, that would be enough to make him OP.
Treatment: John Curtin's leader ability only lasts for 5 turns before Diplomatic Service. Basically, what I don't want is John Curtin to be able to use his bonus production to either a) build an enormous army and wipe out the supposed aggressor or b) build high adjacency districts early game. The 5 turns forces Australia to choose where to put the extra hammers early game. And personally, I am open to just scrapping the ability altogether. I don't get the thematic/flavor reason for it at all.
AZTEC - 4/5
Analysis: I think the Aztecs are quite strong, but I don't think they are OP. They benefit greatly from early war but don't actually have any tools to be better at it than other civs.
Treatment: I would be open to a very small tune (maybe worker charges are only 15% of district build) but my recommendation is no change.
BABYLON - 5/5
Analysis: This civ really just translates into a domination civ, because as I understand it you have to hard research some of the space victory techs. But you know, having field cannons turn 50 is pretty good for securing any victory condition.
Treatment: I don't think we need to change Babylon. I think we need to change Eureka conditions. For example, Apprenticeship shouldn't be eureka'd on 3 mines. The payoff for a Babylonian player is enormous for getting those 3 mines. By contrast, a "normal" player who is interested in that tech will probably go like 6 mines first. So either increase the Eureka threshold, forcing the Babylon player to invest more early game, or make it dependent on things that require other intermediate techs/civics. Same for Machinery. Owning 3 archers is trivial and something you should do anyway.
BRAZIL - 3/5
Analysis: Someone can change my mind, but I see this more as a win harder civ (albeit very good in this respect) than a civ that sets you up to snowball.
Treatment: Jungles provide +1 adjacency to IZ's as well. Might as well make Brazil a little stronger.
It might be fun for this sub-forum to get into the weeds and systematically go through the Civs to spitball changes they might make.
So I'm going to do two things. First, I'm going to assign each Civ a score from 1-5 with 5 indicating OP and 1 indicating underpowered. If they are not a 3/5, I will sketch my idea out for changing them.
AMERICA - Bull Moose 5/5
Analysis: Getting +2 science or +2 culture, very likely from the start of the game, is a broken mechanic. America can also do that at scale, eliminating the need to develop any science or culture infrastructure early game. Since America can make tiles more appealing, they can sustain this advantage over the game. The appeal/faith pantheon nerf does a bit of work by making the tiles potentially less efficient.
Treatment: A culture victory civ should not get bonus science early in the game. Eliminate the science buff entirely. +2 culture a tile is too OP. But this would make this bonus slightly underpowered. So now, all charming + tiles get it. So TR's new ability would be: Charming or Breathtaking tiles gain +1 culture when adjacent to a Natural Wonder, Mountain, Wonder or Woods. +1 Appeal in all tiles in cities with a National Park. After researching Enlightenment, TR gets his old ability back.
AMERICA - Rough Rider 4/5
Analysis: Each of RR's abilities would alone be good enough to be a leader ability. But they don't have any obvious synergy. And they don't really synergize with the rest of America's abilities.
Treatment: +3 instead of +5 combat strength inside of America's home continent.
ARABIA - 5/5*
Analysis: IMO Arabia is an autowin Civ. If you can guarantee a religion without having to ruin your early game, a competent player should be able to win a religious victory. But that's Arabia's gimmick - it's not like you can tweak the numbers; it's a binary. And since Arabia gets no help getting early faith points, chances are they aren't going to get the best pantheon possible, which means they really get no help in making their religion succeed.
Treatment: No change. Arabia cannot be balanced. If you choose to play Arabia, you know what you are in for. In the hands of an AI, might as well be playing a generic civ.
AUSTRALIA - 5/5
Analysis: The exact opposite situation to Arabia, A civ that is incredibly overpowered because it isn't tuned correctly. I can't even make any clever argument here. They get +3 adjacency bonuses to multiple types of districts, on a relatively easy condition that synergizes with where you want those districts to go. But if John Curtin just had the bonus production from receiving a war, that would be enough to make him OP.
Treatment: John Curtin's leader ability only lasts for 5 turns before Diplomatic Service. Basically, what I don't want is John Curtin to be able to use his bonus production to either a) build an enormous army and wipe out the supposed aggressor or b) build high adjacency districts early game. The 5 turns forces Australia to choose where to put the extra hammers early game. And personally, I am open to just scrapping the ability altogether. I don't get the thematic/flavor reason for it at all.
AZTEC - 4/5
Analysis: I think the Aztecs are quite strong, but I don't think they are OP. They benefit greatly from early war but don't actually have any tools to be better at it than other civs.
Treatment: I would be open to a very small tune (maybe worker charges are only 15% of district build) but my recommendation is no change.
BABYLON - 5/5
Analysis: This civ really just translates into a domination civ, because as I understand it you have to hard research some of the space victory techs. But you know, having field cannons turn 50 is pretty good for securing any victory condition.
Treatment: I don't think we need to change Babylon. I think we need to change Eureka conditions. For example, Apprenticeship shouldn't be eureka'd on 3 mines. The payoff for a Babylonian player is enormous for getting those 3 mines. By contrast, a "normal" player who is interested in that tech will probably go like 6 mines first. So either increase the Eureka threshold, forcing the Babylon player to invest more early game, or make it dependent on things that require other intermediate techs/civics. Same for Machinery. Owning 3 archers is trivial and something you should do anyway.
BRAZIL - 3/5
Analysis: Someone can change my mind, but I see this more as a win harder civ (albeit very good in this respect) than a civ that sets you up to snowball.
Treatment: Jungles provide +1 adjacency to IZ's as well. Might as well make Brazil a little stronger.