Lets dig in on Session 6 of the congress!!!
--Nay. While I do like removing randomness, I think this is too easy for the human to abuse over the AI, and I don't think captured units need strengthening, the mechanic is already quite powerful.
--Yes to A (add 1 Tr, remove from corp). I am fine with overall having the same TRs and making it less corp reliant, seems reasonable.
--Abstain, don't really have a strong thought here.
--No, don't see a good reason for that.
--Yes, really can't see a reason not to.
--B (basic global pool) or E (elite unit). I like the elite unit as the most fun, but if we do want to keep the xp system I think B is the best flavor of it.
--B (remove maintenance, guild bonuses). I think this is the cleanest change that removes yield bloat and streamlines these buildings.
--No. I think the current art is perfectly good, and the updated art models don't really add anything to me.
--OG option. I really don't like proposal A, which uses the percentage of population converted. To me all that does is create tourism glut with no real gameplay distinctiveness. while it does mean that religious push is rewarded, it also means any general religious mixing is rewarded. The OG proposal keeps the spirit of the original mechanic, which is "if you convert me, you get a bonus". The og version provides that by focusing on a city by city basis, you still need to convert to get the bonus, but its still much easier to do than the current way of getting the tourism bonus.
--Yes or No. I think this is a slight improvement but at the same time I think the current scenario where a monopoly gets stolen is so rare in SP that I just don't care all that much.
--Yes. seems a gimme can't see why not.
--Yes. This feels like more of an oversight with the original implementation, I think this was always how the new "CV focused buildings" were meant to work.
--B (gross gold but reduced). I do like the idea but do agree gross can be much higher than net, so I think a more cautious approach is fine here.
--B (no nukes period). I say keep it simple. WC proposals are powerful, if you want to just lock out nukes entirely, I say go for it.
--Yes. This feels more like QoL as I don't think it will come up nearly as much as people might think but I do think its good to give those late game border growth bonuses something to do.
--Abstain for now, I'm not fully sure I understand how this works.
--Yes. Come on you know you want to
--OG. Proposal B is a buff not a nerf, and GoW needs a nerf.
--Goddess of Wisdom Change + Manufactory Buff change + Earlier forge (leaving chopping alone). I admin that I still take bronze working less than I do north side, so one more incentive to go there seems prudent. I don't see the need to remove incentive by weakening chopping, so I would leave that alone. Even with that change I still think Goddess of Wisdom could use a change (the forge change doesn't fix the fact that its a science pantheon that really can't wait for scientists), and I still think manufactories could use some love in the later game.
--A (palace gives more science, less culture, more faith for stoneworks). I've come around to this version over my OG version. I do think we have few pantheon that push early science, so this gives it an interesting niche and I agree faster teching may ultimately help this pantheon get to where it needs to be.
--OG. I am pretty ok with either of these proposals. I think B's orthodoxy change feels a bit more ad hoc, but I think they are both reasonable idea and I would ultimately try either one.
--No. I like a lot of the ideas in this proposal but I think its just too much raw tourism. Tourism is such a tricky yield because its completely useless....until its the most powerful yield in the game. I think this one goes too hard core on tourism, especially for how early its generates.
--Yes. I think it makes the game a bit more fair so willing to try it.
--No. I understand the desire but there are probably cleaner ways to address this issue.
--C (ivory because special resource like marble). I think this is the simpliest way to ensure more consistent ivory on the board without wholesale changing up entire map generations.
--Yes. Now I do think this one without era scaling is a bit too weak, but I do think the coup quests really needs to be adjusted, so I'm willing to accept a "weak" version of this quest until the next congress.
--No. This doesn't solve the coal problem to me. We need MORE COAL on the map, not coal further diluted and spread out.
--No. While a part of me appreciates why they want to revert this back, there are good reasons we did this that haven't really changed.
--No. I think both of these options are still missing the mark,
--Yes. one of my proposals that I still feel very good about, I think this is a solid balance suggestion that also improves pioneer use, is thematically appropriate on chemistry, and will be a pretty solid improvement to the game overall.
--Yes. Frankly for a long time I have already considered balance without events, and if that is the state that a lot of people debate than that should be the default balance assumption.
--Yes. It would be nice to have more reason to make musicians other than CV.
--A (KISS Espionage). There are things to like in all fo the new versions, but my proposals still hits the sweet spot for me. Ultimately to me, this vote is less about getting the most mechanically solid proposal (frankly any of them is almost automatically going to require tweaking and adjustment), its about deciding on the direction of espionage. Do you want spying to remain indepth and complex like it is now, revert to strong but simple system like KISS, or remove most spy benefits in favor of very simple spies focusing on Intelligence.
--Hmm still debating this one.
--Yes, another gimme one to me.
--A (caravansary bonus to villages/town). Honestly I think all 3 of these proposals are reasonable buffs to this building. I personally like the focus on villages as I don't think they scale enough so that fixes 2 birds in one, but I'm pretty open to any of them.
--No. I see no purpose in this, villages are in a fine place techwise.
--No. I do think there is some interesting things here, but the complete removal of city attacking is a mistake...building ships just for anti ship combat (when I already have melee ships designed for anti-ship combat) just means some unit is going to get screwed and not built. When I have ranged ships that can attack land and sea and cities, why would I build subs? if subs are just so strong int he anti-ship role....why build melee ships?
--None. I think most of these miss the mark by a lot. Proposal A is the closest, and I almost voted for it, but the idea that my pathfinders can't get ZOC is a tough pill to swallow (you just don't always have the luxury of bringing that first unit back for an upgrade).
--No. The idea might be interesting or even desirable, but this is way too strong a change. If you want garrison takings a few extra points of damage maybe. but this version often doubles the garrison damage. That is a HUGE HUGE HUGE impact to city defense, it can literally half the time it takes to conquer cities. Its too much.
--A (equally likely CS traits, but not forced into a hard bucket). I think randomness here is perfectly fine, proposal A I think will create a bit more consistency but won't straightjacket anything.
--No. I don't see any desire to have a straightjacket on CS spawns, that randomness is part of the fun.
--None. I am not a fan of any of the pressure weakening, I haven't really seen a good argument on how passive pressure is too oppressive right now (it certainly doesn't feel that way to me in most games I play). I agree with PADs rationale for a Notre Dame change, but this feels like a nerf overall imo. if this was combined with something else I could see it.
--Abstain. I don't use other mapscripts all that often and so don't have a strong opinion.
--None. This feels like a much ado about nothing scenario. I have not seen an issue where these tenents are skyrocketing one civ into the stratosphere. I don't think the AI stats show that our likely UI civs are all top tier because these tenents exist, etc.
--Yes. I really think this will improve late game DV, DVs will no longer be as "all or nothing" as they feel right now.
--Yes. seems reasonable, I doubt it will move the needle very much at all but don't see any harm.
--A (treat laborers separate). I think laborers are more separate from specialists than they share in common, so would rather just complete the split.
--Yes. It is surprising right now how often agribussiness doesn't even cover its own maintenance, so I am a fan of this to give late game big food more oomph.
--Abstain for now. I am marking this one specifically because while the examples provided were helpful, I still fundamentally do not understand what the change actually DOES. I literally have no idea what I'm really voting for....do you?
--OG. There is only one proposal here that actually reduces confusion, and that's the OG. Changing autocracy to authority is a BIG MISTAKE, that will just create confusion and wrong name using for a long while...and for little benefit. Changing autocracy to might...boom, simple, easy, done, 0 confusion.
--No. I want to get tribute yields in a better state before we start tweaking the mechanics again, especially for heavy tribute which I actually wonder if its worth its cost at the moment compared to regular tribute.
--Yes. I do think heavy tribute compared to regular tribute needs some love, and this seems a reasonable way to do it.
--Yes. This removes some silly abuses of the tribute system especially in the early game, seems very reasonable.
--Yes. this gets us closer to better tribute numbers.
--Abstain. I generally refrain from city buying/selling, so I'll leave this to others.
--Yes. I think this is a cool direction for India, and addresses some of the historic issue with the civ. That said, there are potentials for abuse that will definately need to be playtested but I'm excited for this one.
--Yes. I'm noting this one specifically as one I changed my mind on with debate. I do think there are enough corner cases that this would impact to create an actual niche.
--Yes. Why not.
--No. don't see any reason for this.
--No. The balance of a civ is a COMBINATION of its elements: UA, UU, and UB all working together. Byz is a STRONG civ based on my own rankings and the AI rankings. The UB is fine, it provided a good amount of extra faith overall, and that's a key thing Byz wants. These changes are pure buff for a civ that does not need them.
--Abstain. I don't play celts enough.
--Yes. I'm not sure if this is truly the fix for siam, but I do think its a push in the right direction.
--No. I think this is the wrong direction, we already have gold issues in industrial for a lot of games, and that is long before I am hitting the supply limits. Supply is how you limit armies, it is LITERALLY the mechanic to do that. if you want to reduce large armies...use supply, its just that simple.
--No. Completely and utterly unnecessary, just a consumption of precious dev time for no good reason.
--Abstain. No strong opinion.
--Yes. do it now!!!
--Yes. I am worried this is going to be just too restrictive (aka you can only pledge CS that are right next to you), but the idea makes sense and I'm willing to play with the formula to get it right.
[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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(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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[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) Rework How Tourism Modifiers From Religion Function
(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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[Vote] - (6-15) Nuclear Non-Proliferation Resolution 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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[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 Versus 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
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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[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
VP Congress: Session 6, Proposal 42 Discussion Thread: (6-42) Recon Unit Line: Trailblazer Now Affects Base Terrain Proposer: @DoveCDog Sponsor(s): @Recursive Proposal Details Problem: Currently upgraded scouts move faster through forest than through plains. This is frustrating and immersion...
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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
VP Congress: Session 6, Proposal 44 Discussion Thread: (6-44) Balance City-State Traits Proposer: @Recursive Sponsor(s): @Recursive Proposal Details Currently, the type of each City-State is determined randomly using an uneven distribution. There are 8 Militaristic and 8 Religious...
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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 Based On Own 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. VP Congress: Session 6, Proposal 46 Discussion Thread: (6-46) Weaken City's Religious Pressure Based On Own Era + Different Scaling Proposer: @Enginseer Sponsor(s): @Enginseer Proposal...
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[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
VP Congress: Session 6, Proposal 52 Discussion Thread: (6-52) Always Include Laborers In The Set Of Specialists Proposer: @azum4roll Sponsor(s): @azum4roll Proposal Details This is part of the Crusade For Consistency (CFC) series and sequel to the "All Yields" proposal. Laborers are slots...
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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
Currently: There are three ideologies: "Freedom", "Order" and "Autocracy". VP Congress: Session 6, Proposal 55 Discussion Thread: (6-55) Rename The Autocracy Ideology To Might Proposer: @Hinin Sponsor(s): @Recursive Proposal Details Rename "Autocracy" into "Might". Rationale : The two other...
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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) Celtic Pantheons Revision
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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