[NFP] What Balance changes would you like to see in the coming year?

Kongo is quite weak due to low/unreliable faith generation. I suggest giving Kongo the following:

Allow building of Holy Sites and their respective buildings.
Nkisi to give faith for artifacts, sculptures if city has a holy site.
Mbanza to give 1 faith per 2 population point.

Buff religious world wonders, some are laughably bad:
What counts as a religious wonder:
StoneHenge, Kotoku-In
Allow purchase of missionaries for cities that has a religious world wonders.
Additional religious pressure for cities that has religious world wonder. Religious tourism from cities following your religion that has religious world wonder.
Religious spread after completion of religious wonder.

Stonehenge: Unlock Pantheon and Great Prophet after building (weird to grant GP while blocked from founding a religion due to absent pantheon)
Kotoku - In: Keep + 20% faith, remove warrior monks.

Change religious victory:
Player wins a RV if all religious wonders are built and the cities that possess these religious world wonders follow player's religion. (We should also prevent razing cities that has a religious world wonder).

The RV idea unfortunately wouldn't work bc if someone razed a city, you are screwed. Example:
Norway: razes a city with Stonehenge.
Player: Oh crap guess I gotta go domination or culture now.
You get the point. However, If cities with wonders could be razed but the wonders stayed (so other cities could get them) that would allow for your idea along with fixing my annoying wonder problems.
 
The RV idea unfortunately wouldn't work bc if someone razed a city, you are screwed. Example:
Norway: razes a city with Stonehenge.
Player: Oh crap guess I gotta go domination or culture now.
You get the point. However, If cities with wonders could be razed but the wonders stayed (so other cities could get them) that would allow for your idea along with fixing my annoying wonder problems.
Thats why I suggested preventing razing of cities that has a religious wonder, or better still, allow wonders to be rebuilt.
 
or better still, allow wonders to be rebuilt.

I don't like the idea of allowing them to be rebuilt. I do like the idea of them withstanding the destruction of the city. It would be cool if after a city was razed, the wonder was still there (maybe damaged and in need or repair, maybe not). That is the tile where the wonder exists and you could settle a new city to claim it.
 
Honestly my greatest hope for balance changes is for the removed agendas to be re added. They sound awesome for Cleopatra, Eleanor, and Fredrick.
 
Being able to pick your own agenda and getting rewarded for completing it would be a nice addition that adds some variety to gameplay
 
I posted in another thread as well but these are my most wanted changes;

City Razing
  • Have a choice for changing city razing from an instant raze too losing 1-2 population per turn until 0 where it’s deleted. For instance a 10 pop city would take 5 turns to fully raze. This could be implemented on a drop down menu in the map creation screen much like sea level or world age.
Post Game Map Replay
  • End of game map replay showing everyone’s borders per turn (like civ V). This could be done by the game taking a screenshot of the full screen mini-map every turn but with all vision revealed?
World Congress Adjustments
  • Grant the ability for people to choose what resolutions are proposed at the world congress (besides diplomatic victory points and international competitions leave them as is). Maybe give the two choices to the two Civs that spent the most diplomatic favor in the previous congress.

  • Offer the ability to impose trade sanctions on individual Civs for particular reasons, say having over 50% of global emissions or large amounts of grievances against you like you would an aid request outside the main sessions of world congress.
Unique Improvements When Invading
  • Keep the unique improvements and districts of other Civs when you take over another Civ’s city and vice versa.
Movement Through Canals
  • Allow people with open borders to move naval units through your canals/cities (currently cannot move boats through other peoples canals/cities even with open borders).
Gifting Units
  • Grant the ability to gift units to friendly Civs and city states.
City Graphics
  • Increase the amount of Urban sprawl (purely graphical) such as number of houses around the city center and districts when the population of a city increases and add more generic house models to districts connected to the city center by a chain of other districts. This would make the districts in a city feel more connected and enhance the feeling of creating a sprawling mega-city.
Government and Policy Adjustments
  • Add a panel/Ui element in the policy or government screen that shows you the raw yield output that your current policies are providing. This wouldn’t give you any extra information you already wouldn’t have, it would just provide a nice way to see the physical output of your government. For example if you plug in the policy that gives 100% campus adjacency bonus and you have 2 campuses with +4 adjacency bonuses in your Civ then it would show in this new government screen as +8 science (+4*2). Another example would be if you had urban planing active and you have 4 cities the new UI element would show +4 production).

  • Also please provide a way to search policies by yield/use type this would make managing policies late game when you have multiple pages of each type of policy so much easier.
Strategic Resources and a Market
  • Add the ability to trade strategic resources per turn and if the resource gets pillaged or lost then it gets taken out of the the stockpile of the Civ trading it or continually puts them in a deficit (e.g their resource counter would show -20 iron) until the trade deal is up and they have accumulated enough to get out of deficit. Also you cannot trade more resources per turn than you are currently making (e.g. if you have two iron mines you could only trade someone 4 iron a turn), treat it like gold per turn.

  • This is probably the hardest suggestion to implement in the list, it would be really great if a market was present in the game where you could place a resource or item up for sale and then other Civs could go to this market screen and buy what you have up from there. Example I have 20 oil I want to sell for 10 gold per piece of oil I could put this on the screen and then other Civs could look at this screen and buy up to 20 units of oil straight from it without having to make a deal with me. This would make buying, selling and overall trading a more smooth experience especially in games with lots of Civs.

  • Add wonders that provide strategic resource generation for each strategic resource much like what the Jebel Barkal is for iron as a way for at least one civ to get a resource they wouldn't normally have by investing production into it (think recycling centers from civ V but as a wonder instead).
A City Working a 5 Tile Radius Instead of 3
  • It would be cool if you could add a wonder that enables a city to work up to 5 tiles away from a city so it would be possible to create one mega city.
Oil and Nuclear Power Plants
  • I think the oil and nuclear power plants could use a buff as at the moment the coal power plant feels a tad overpowered (but don’t change the coal power plant it is fun) by comparison. I feel like the science provided by the nuclear power plants could be doubled and effect all cities not getting a benefit from a nuclear power plant (currently will not give effect if another city has any power plants effect), and a similar thing could be implemented with the oil power plants great engineer points.
Diplomacy Options
  • Please add an option for you to pay the AI or another player to declare war on another Civ without actually being at war with them yourself.
Cultural Influence
  • Give civ’s with a cultural influence (e.g. influential) a combat bonus over Civs that it is influential against. For example if a Civ was fighting the culturally dominant Civ they would get -5 combat strength for attacking units of the dominant culture.

  • Give Civs with a cultural influence a loyalty bonus against Civs they are influential over.

Puppet Cities
  • Allow for you to puppet cities you take over or puppet control of your cities in the late game, maybe make them produce 10% less of each yield , unable to control what they place/build and have less loyalty than fully controlled cities but have a governor fully offset this loyalty penalty?

More Late Game Units
  • More late game units to go along side the GDR like more futuristic melee and ranged units (idk if you guys want to do xcoms again but something like that)

Formation of New Civs Part Way Through a Game
  • This is also another of the more extreme suggestions but if there are enough free cities next to each other let them spawn as their own random Civ, and give them a tech, civic and infrastructure bonus of a Civ with the corresponding advanced era start (e.g if the game is in the classical era give make it like the game was started in the classical era for them giving them all techs and such up to the classical era).
Power Lines/Renewable Upgrades
  • Power lines tile improvement that acts like roads/railroads where it goes “on top” of a tile and when cities are connected with them they can share the power generation of each of the cities
 
1. Barbarians should not spawn Quadriemes. As far as I can tell that's the only ranged ship they spawn with anyways. It can lead to some real problems early game. Not to mention it just seems wrong.

2. Anti-Cav, especially spearmen and pike men should cost less (gold/production/faith). And have a reworked promotion tree that includes resistance to ranged.

3. War Carts/Heavy Chariots. I don't think war carts should be outright better than heavy chariots in every regard. Heavy Chariots should at least have higher strength. Maybe nerf warcart combat strength from 30 to 25?

4. I agree with everyone else that specialists should be better. I don't care how but they should just be better.

5. Nerf to archers/crossbows on the level of about -5 combat strength. As it ranged is too powerful. My armies tend to be mostly ranged because you can two shot most units, or at least get them so low that if they attack they'll kill themselves. Get a knot of 4-6 archers and you can wipe out any size army. It's one additional reason that humans wipe AI face in every battle. I think the bulk of your army should be spears/swords with a few archers to support; not the current meta which is archer army with a couple of melee units to block enemies and take cities.

5. Renaissance walls. This is actually more an issue with their counters and certain terrain situations. Given that bombards/crossbows may be your only options for dealing with late walls if there are hills around the city your just screwed since you won't be able to bring enough ranged to bear against the walls before the defender wipes your units out. My suggestion is to give Military Engineers a 'sapper ability' that does major damage to walls.
 
1. Barbarians should not spawn Quadriemes. As far as I can tell that's the only ranged ship they spawn with anyways. It can lead to some real problems early game. Not to mention it just seems wrong.

2. Anti-Cav, especially spearmen and pike men should cost less (gold/production/faith). And have a reworked promotion tree that includes resistance to ranged.

I guess the rationale to spawn quadriemes is that naval melee units cant really do damage to land units.

And I think anti-cav should have ZOC against cav units
 
I posted in another thread as well but these are my most wanted changes;

Unique Improvements When Invading
  • Keep the unique improvements and districts of other Civs when you take over another Civ’s city and vice versa.
...
Government and Policy Adjustments
  • Add a panel/Ui element in the policy or government screen that shows you the raw yield output that your current policies are providing. This wouldn’t give you any extra information you already wouldn’t have, it would just provide a nice way to see the physical output of your government. For example if you plug in the policy that gives 100% campus adjacency bonus and you have 2 campuses with +4 adjacency bonuses in your Civ then it would show in this new government screen as +8 science (+4*2). Another example would be if you had urban planing active and you have 4 cities the new UI element would show +4 production).

  • Also please provide a way to search policies by yield/use type this would make managing policies late game when you have multiple pages of each type of policy so much easier.

Just a heads up, you might like the "Capture Unique Improvements" and "Better Report Screen" mods - I play with both. Capture Unique improvements doesn't work for districts, though.
 
As suggested elsewhere previously, scale the number of alliances allowed to the number of opponent civs. Combine that with civs caring more if you’re friends/allies of their worst enemy, and the world will make much more sense.
 
Gifting Units
  • Grant the ability to gift units to friendly Civs and city states.

To city states, agree. More improtatnly though, I suggest you need to be able to send a builder to city states you are suzerain of in order to improve their strategic and luxury resources. It's painful when they have it but it ins't improved so you aren't getting any!!

More Late Game Units
  • More late game units to go along side the GDR like more futuristic melee and ranged units (idk if you guys want to do xcoms again but something like that)

Agree. It is weird that at a certain point basically all your ranged units might as well be deleted because they are squishy v GDR and do no damage v GDR/artillery.
 
To city states, agree. More improtatnly though, I suggest you need to be able to send a builder to city states you are suzerain of in order to improve their strategic and luxury resources. It's painful when they have it but it ins't improved so you aren't getting any!!
In fact if you are suzerain of a CS you can send a builder to remove those farms and put a mine over strategic resources.
 
In fact if you are suzerain of a CS you can send a builder to remove those farms and put a mine over strategic resources.
Really? That is a game changer. I had thought I'd tried and it didn't work many many games ago. I will give it another try and see if I can get it to work.
 
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