Light Cleric
ElCee/LC/El Cid
- Joined
- Feb 5, 2011
- Messages
- 3,225
I didn't see a similar thread to this but my luck I just searched the wrong terms 
I would like to preface this by saying I think G&K made Civ V much more balanced than it was in Vanilla. The length of this post may make it seem like the game is broken, but I don't; I find it very well balanced for its complexity(when you consider UUs).
With that being said, what imbalances are you hoping to see fixed in BNW? This is my personal list:
1)Swordsmen.
Swords went from being the end-all in vanilla to terrible in G&K. They require a strategic resource that you can't see until you reach Iron Working, which is a very heavy investment and makes it hard to settle cities near, and for your trouble you get a 14 Strength unit. Especially on higher difficulties, the AI will start to field its own Swords as early as turn 50, and by turn 65-70(it varies b/c some civs ignore Civil Service) you see 16 Strength Pikemen. They also suffer from the problem all non-horse melee units suffer: having to take an attack on the approach, damage during the attack, and damage after the attack. This is mitigate later on with Siege/March/Cover etc, but at that point in the game you don't have those promotions.
Proposed changes:
-Reveal Iron at Bronze Working, allowing you to determine if going to IW is a worthwhile investment, either to grab your own Iron or see if a City-State has it.
-Change Pikemen and Swordsmen to both have 15 Combat Strength. Yes, Pikemen are farther along in the tech tree, but the Pike user did not have to deviate at all from the Philo/Education tech path to get them and also doesn't need a strategic resource.
2)Lancers.
3)Liberty. EDIT: With the information gained about BNW requiring Friendship for lump sum deals meaning Settler-buying will be slowed, this might be crossed off. Awaiting more information.
4)Honor
5)Planes.
EDIT(6/3): Somehow I forgot one of my biggest things: borders
6)Open Borders
Borders are a huge pain in G&K. I totally get the reasoning behind it: getting 50g from each civ for basically nothing was pretty abusive. But this has the drawback of making scouting very difficult if the land is cut off by another civ; sometimes you can't even go around by sea because their borders cover the coast as well.
Requiring Civil Service for border agreements means you can be really good friends with someone but they won't let you into their lands.
Proposed Changes:
-Move Open Borders back to Writing(where it was in Vanilla) but reduce/eliminate the AI's gold value of buying Open Borders from you.
-Make it possible to get Open Borders in a peace deal. The AIs can do it with one another, and it seems like the only reason we can't is because you have to do the Embassy in a separate deal first. There's been times where I would make peace with a civ but I can't because doing so cuts me off from someone else.
You deserve a sticker if you read all my rambling crap.

I would like to preface this by saying I think G&K made Civ V much more balanced than it was in Vanilla. The length of this post may make it seem like the game is broken, but I don't; I find it very well balanced for its complexity(when you consider UUs).
With that being said, what imbalances are you hoping to see fixed in BNW? This is my personal list:
1)Swordsmen.
Spoiler :
Swords went from being the end-all in vanilla to terrible in G&K. They require a strategic resource that you can't see until you reach Iron Working, which is a very heavy investment and makes it hard to settle cities near, and for your trouble you get a 14 Strength unit. Especially on higher difficulties, the AI will start to field its own Swords as early as turn 50, and by turn 65-70(it varies b/c some civs ignore Civil Service) you see 16 Strength Pikemen. They also suffer from the problem all non-horse melee units suffer: having to take an attack on the approach, damage during the attack, and damage after the attack. This is mitigate later on with Siege/March/Cover etc, but at that point in the game you don't have those promotions.
Proposed changes:
-Reveal Iron at Bronze Working, allowing you to determine if going to IW is a worthwhile investment, either to grab your own Iron or see if a City-State has it.
-Change Pikemen and Swordsmen to both have 15 Combat Strength. Yes, Pikemen are farther along in the tech tree, but the Pike user did not have to deviate at all from the Philo/Education tech path to get them and also doesn't need a strategic resource.
2)Lancers.
Spoiler :
They may not be "bad" units, but they're on an odd upgrade path, going fromSpears(2 movement) ->Pikes(2 movement)-> Lancer(4 move + strategic resource) -> Anti-Tank Guns(2 movement)-Helicopters(6 movement). It puts them in the awkward position of constantly flipping between defensive and offensive units.
They're also not great at filling their niche of mounted units. The Lancer fails to take down one of the most dangerous mounted units in Stampy(aka Naresuan's Elephant); despite being very far ahead of it on the tech tree, the Lancer actually loses heads-up with Stampy because it only receives +33% vs mounted from Formation I whereas Stampy has a flat +50% vs mounted units. It's also followed very quickly by Cavalry which have the same combat strength vs mounted uints.
Proposed Changes:
-I'm honestly not sure what can be done outside of a straight combat strength buff. My preferred option would be "multiple upgrade paths" that I have wanted for a long time; that is, allow your Pike to become either a Musket or a Lancer. This also prevents players from being stuck with a bunch of pikemen they can't upgrade which is why you see City-States have tons of Pikemen.
They're also not great at filling their niche of mounted units. The Lancer fails to take down one of the most dangerous mounted units in Stampy(aka Naresuan's Elephant); despite being very far ahead of it on the tech tree, the Lancer actually loses heads-up with Stampy because it only receives +33% vs mounted from Formation I whereas Stampy has a flat +50% vs mounted units. It's also followed very quickly by Cavalry which have the same combat strength vs mounted uints.
Proposed Changes:
-I'm honestly not sure what can be done outside of a straight combat strength buff. My preferred option would be "multiple upgrade paths" that I have wanted for a long time; that is, allow your Pike to become either a Musket or a Lancer. This also prevents players from being stuck with a bunch of pikemen they can't upgrade which is why you see City-States have tons of Pikemen.
3)Liberty. EDIT: With the information gained about BNW requiring Friendship for lump sum deals meaning Settler-buying will be slowed, this might be crossed off. Awaiting more information.
Spoiler :
I understand why the Collective Rule/Republic sawp was done and if this were still vanilla, where Tradition's finisher didn't get Aqueducts and Legalism wasn't working correctly, I would support it. However, the pendulum seems to have swung too far and made Tradition the no-brainer instead of Liberty. This swap did more than slow down the settler; it slowed down everythingin the tree and made it much more painful. Citizenship takes 4 policies, and Representation/Meritocracy take 5; this is the most annoying part, because the only happiness policy in the entire tree, Meritocracy, often has to be taken last because without Representation the cost for the last policy is very high. And if you go Citizenship first, Collective Rule often comes so late as to be meaningless.
Proposed Changes:
-Switch Collective Rule/Republic back.
-Fix the Liberty finisher. The last time I checked, selecting a Great Prophet with the Liberty finisher increases the cost of all Great People by 100 points, which Great Prophets are not supposed to do. This is an extremely frustrating thing to run into if you want to use Liberty to found/enhance a religion.
Proposed Changes:
-Switch Collective Rule/Republic back.
-Fix the Liberty finisher. The last time I checked, selecting a Great Prophet with the Liberty finisher increases the cost of all Great People by 100 points, which Great Prophets are not supposed to do. This is an extremely frustrating thing to run into if you want to use Liberty to found/enhance a religion.
4)Honor
Spoiler :
My main gripe is the early part of it. The opener does not pay for itself because of the massive spike in policy costs after the first few. Honor is best used as a second tree to Tradition/Honor, and the opener is only useful when you should not be opening Honor. I really cannot think of a game where you could not get at least the same outcome, often better, with Tradition or Liberty.
The other issue is Warrior Code: the +15% production to melee units is painfully narrow since this does *not* apply to Horse units. The free Great General is nice but it is not particularly difficult to generate the first GG with combat.
Proposed changes:
-I'm not 100% sure what to do with the opener but it needs changing badly. I would suggest something like "free Barracks" but that opens the possiblity of "dipping" 1 policy into Honor and getting too much from it. I would also support moving the -15% unit maintenance from the now-defunct Autocracy tree to the Honor opener.
-Make Warrior Code's +15% production either apply to all military units or at least also affect mounted units.
The other issue is Warrior Code: the +15% production to melee units is painfully narrow since this does *not* apply to Horse units. The free Great General is nice but it is not particularly difficult to generate the first GG with combat.
Proposed changes:
-I'm not 100% sure what to do with the opener but it needs changing badly. I would suggest something like "free Barracks" but that opens the possiblity of "dipping" 1 policy into Honor and getting too much from it. I would also support moving the -15% unit maintenance from the now-defunct Autocracy tree to the Honor opener.
-Make Warrior Code's +15% production either apply to all military units or at least also affect mounted units.
5)Planes.
Spoiler :
This is most egregious one in my opinion. As MadDjinn has explained, the AI has a weird dislike for Fertilizer. It tends to just go hard to Flight and ignore Artillery, which creates a very stale mid-game because you are also forced to go Flight if you don't want to get slaughtered. The problem becomes worse if you didn't get Oil; the first counter for planes that doesn't take a resource is Anti-Aircraft Guns, which require Flight *and* Ballistics. This force you to not only go Flight yourself, but also down through Dynamite, Raiload, and everything else down there, THEN you can start hard-building your 250 hammer AA Guns from scratch. AA Guns are very lethal against planes, yes, but there needs to be some answer to them that becomes available in a reasonable timeframe. Pikes, Anti-Tank Guns, etc. all come before or shortly after the unit they counter, not 6 or 7 Industrial/Modern techs later. It also makes the game pathetically easy if you happened to get Oil and the AIs didn't; even a Deity AI army is shredded by Great War Bombers if there's no Triplanes to deter you.
Proposed Changes:
-Knock Great War Bomber attack strength down slightly. I'm not sure what number is good, but as-is they do a significant amount of damage even to units that have Cover I/Cover II.
-Make AA Guns more accessible. IIRC there was a change a while back that made Ballistics require Railroad, the idea probably being to get the AI to go through Fertilizer. It had the side effect of making AA Guns a massive pain in the ass to get.
Proposed Changes:
-Knock Great War Bomber attack strength down slightly. I'm not sure what number is good, but as-is they do a significant amount of damage even to units that have Cover I/Cover II.
-Make AA Guns more accessible. IIRC there was a change a while back that made Ballistics require Railroad, the idea probably being to get the AI to go through Fertilizer. It had the side effect of making AA Guns a massive pain in the ass to get.
EDIT(6/3): Somehow I forgot one of my biggest things: borders
6)Open Borders
Spoiler :
Borders are a huge pain in G&K. I totally get the reasoning behind it: getting 50g from each civ for basically nothing was pretty abusive. But this has the drawback of making scouting very difficult if the land is cut off by another civ; sometimes you can't even go around by sea because their borders cover the coast as well.
Requiring Civil Service for border agreements means you can be really good friends with someone but they won't let you into their lands.
Proposed Changes:
-Move Open Borders back to Writing(where it was in Vanilla) but reduce/eliminate the AI's gold value of buying Open Borders from you.
-Make it possible to get Open Borders in a peace deal. The AIs can do it with one another, and it seems like the only reason we can't is because you have to do the Embassy in a separate deal first. There's been times where I would make peace with a civ but I can't because doing so cuts me off from someone else.
You deserve a sticker if you read all my rambling crap.
