The Ai has a scaling production bonus up to +80% on deity, iirc. I don't think production is the issue - they just need to put their resources to work on the total war front!on another note, once you eliminate a civs units, they are done. even massive empires. They don't focus on them enough, and they take too long to build in the mid to late game. not to mention they come out piecemeal. maybe there needs to be some minor boost to troop production the worse a war is going. it would make conquering a bit more challenging.
I like the idea of the CS bonuses, it rewards you for exploring and finding them first, but yeah, it can be overpowered sometimes.
Maybe the bonus should come if you have two envoys with them? But still get the free one for first contact, so there's still an advantage.
It's very obnoxious that they always band together to vote for +100% to city center buildings. Not only does that mean you can't use the resolution for anything else, but you also just vote one point for it to get your free diplo victory point.And world conference, which always tries to add 100% multiplier and break the game.
The Ai has a scaling production bonus up to +80% on deity, iirc. I don't think production is the issue - they just need to put their resources to work on the total war front!
(A okay sized city late game with some mines and such, can easily hit 60. +50% toward units cards +80% deity bonus = 138
. That's like, 4-5 turns to crank out info era units. Times several cities and it should be no problem.)
It's very obnoxious that they always band together to vote for +100% to city center buildings. Not only does that mean you can't use the resolution for anything else, but you also just vote one point for it to get your free diplo victory point.
Most overpowered?
I think that's still the rock bands!!
(especially: flipping any foreign city in one turn with the "indie" promotion...)
Assuming the AI both builds those improvements and repairs them damaged. Both are very hit and miss sadly. But i will agree that is probably more of an issue of AI changing production to the right things and policies(does the AI actually slot the right cards when building units?) rather raw production issue.The Ai has a scaling production bonus up to +80% on deity, iirc. I don't think production is the issue - they just need to put their resources to work on the total war front!
(A okay sized city late game with some mines and such, can easily hit 60. +50% toward units cards +80% deity bonus = 138
. That's like, 4-5 turns to crank out info era units. Times several cities and it should be no problem.)
I disagree upgrading in types in through gold , then upgrading into corps and armies is through production and it's fine. Plus I don't feel upgrades are cheap even with cards.About unit upgrades: First off, I think the -50 % gold cost card is utterly imbalanced, but I think the problem with this goes much beyond the card alone. Of course one could remove the card, which would probably be good (or reduce the bonus and split and merge it into the cards for each unit class, which would also probably be good, thus making it less universal and more difficult to just play the swap-in-swap-out game). One can also argue that upgrading a unit should cost the same as buying a new unit of the same type, which may be true, but imo. the heart of the question boils down to: Why can't we upgrade a unit through production?
I mean, we can acquire new units either through production or through gold, but we can only upgrade old units through gold. Why is that? It seems illogical both from a realism and gameplay point of view. It creates an unhealthy balance where either unit upgrade will be extremely gold demanding - imo. current gold costs once you hit medieval are already high, the 250 gold to upgrade a Crossbowman take a pretty heavy duty on my gold reserves in most games, and buying new units is normally a luxury I can only afford in urgent situations - or alternatively we end up in a situation like now, where producing new units become extremely unfavorable, not only because of relatively low upgrade gold cost, but also because producing new units inherently means you lose the advantage of earned promotions.
So what I'm asking for is a complete rework on how units upgrade works. In order to upgrade a unit, you need to:
- Take it to a an Encampment or Harbor with a proper building (Baracks for melee units, Stables for mounted units, I'd like to see dedicated buildings for ranged units (Shooting Range) and siege units (Siege Workshop) as well.
- Pay the upgrade cost either in gold or in production.
- Wait a number of turns which could be a minimum of 3 turns or the number of turns it takes to provide the needed production.
The purchase ratio is 4Plus I don't feel upgrades are cheap even with cards.
I am very happy they got rid of the system they had at GS release. Holy cow. But I really miss the Civ5's version where you got a ton of cash for taking the city itself. I realize cities are unpacked but it would still be nice to shift a lot of that value to the cities.Pillaging is still a bit OP. Devastating the enemies' improvements and buildings should be the only reward from pillage. Earning so much faith/culture/science from it is a nonsense IMHO. Just a few coins maybe, but that's it.
Could be requirements at first acquire and then (if not first) boost...
In general I think eras (Science/Culture) tend to move too fast, and not a product of game speed but as a product of systems that favor specific strategies to maximize those outputs. I think the game would benefit from turning boosts/inspirations into requirements rather than bonuses.
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I trust you mean Civ5 system?Campus spamming: I liked the civ6 system where tech and culture costs would increase with the number of cities. Please bring it back!
Or maybe let them give a negative happiness (emo thing, you know) or let them negate loyalty bonus from amenities for a certain number of turns.Indie rock bands seem obviously OP. Remove them and/or make them attackable by religious units. Or - 50% loyalty instead of - 50 points!
I can really recommend the "City States Introductions Reworked" mod: I makes it so that you get a flat bonus if you meet a city state that no-one has envoys with (production bonus, science bonus, gold bonus, culture bonus, faith bonus, etc. - or a free spearman when meeting a military city state), and then you have 1 free envoy from start. I think it's fairly balanced.Free envoy for first meeting a CS is ok imo, but yes it could be replaced by another bonus (flat related yield ie)
Good point about the instant urban defenses after conquest, even when still at war. Very stupid, urban defenses should only come after peace was made, possible even after some turns to assimilate citizens.Talking about urban defenses : the way its implemented is pretty bad. Instant walls, instant walls after conquest, too early,... I hate it atm