Aheadatime
Prince
- Joined
- Dec 21, 2009
- Messages
- 325
Let's talk about what we want to see patched in regards to game balance. Not bugfixes, and not UI changes (god I hate the fog of war). Just balance changes guys. I'll start the discussion with some things I've noticed.
1. CS first-to-meet envoy is too strong.
I've had games where I met 5 cs first within 15 turns or so, and it sparked a total steamroll. I've also had games with semi-bad starts (flat land settle, meh tiles, no nearby rivers) that were made much worse by not having any nearby cs. Perhaps the first envoy rewards can be halved across the board, ex., +1 hammer instead of 2, +1 culture instead of 2, +2 gold instead of 4, etc. That doesn't seem harsh to me, especially considering that a free envoy basically ensures that you if you want it, you'll have first opportunity to Suzerian a cs.
2. Horse barbs are too strong.
Sheesh. If you get a couple barb huts spawning into you in the first 15 or so turns, it's bad enough already since you have to spam units instead of builders/settlers. Make one of those barb camps a horse camp, and good luck. I'm a deity civ5 player, and I've actually been defeated on deity Civ6 by three horse camps spawning into me by turn 20. I think the frequency at which they spawn units should be brought down noticeably.
3. AI players build too many units.
It almost seems like for the first 30 turns or so, the AI does nothing but build units. I haven't looked into the game files, but it could also just be that they're given a ton of free warriors turn 1. Either way, the amount of units on the map in the early game is pretty ridiculous. It makes scouting difficult, and leads to problem number 4.
4. AI players are too bloodthirsty.
There are just too many early wars. It's not uncommon on immortal for two to three players to be defeated by turn 30 or so. The thing is that this is the same across the board, regardless of the civ. There doesn't seem to be any peace-loving civs in the early game anymore, making their flavors or attitudes blend together into a bland 'overall AI personality'. Don't mistake this with me wanting to trample over AI players for free. I just don't think there's a good balance between warmongering and peace-loving.
5. Religious beliefs seem weak.
I have yet to found a religion. Not because I haven't had the opportunity, but because the beliefs all seem meh to me. They don't get me excited as if I'm racing for an amazing bonus like some of the Civ5 beliefs. I plan to mod this myself later, but thought the proper course of action is to first see if the community agrees and hope Firaxis does something about it.
6. District production costs are too high.
I think taking some of the cost of the districts themselves and dispersing it throughout the district's respective buildings is a good idea. It just costs too many hammers in comparison to the pace of other game mechanics, most notably science and culture. By the time I get a district up, I've unlocked two more that I want just as much as I want to build the buildings in the district I just constructed. It doesn't give me rich and meaningful choices so much as it just makes me feel rushed or pressured. It also makes aztecs a bit too strong atm (imo) in the hands of a human player.
7. Spy missions are too short in duration.
It's pretty tedious having to re-assign my spy every dang 5 turns. Along with having to re-assign my trade routes, this gives off the 'chore' vibe, which you never want in a 4X game. Perhaps offensive spies should take longer to complete their missions, and defensive spies can just be permanently set to a task unless manually refreshed.
8. Eurekas (science and culture) are too strong.
They just distort the pace of the game. If you micro-manage them properly and beeline for a specific tech/civic, it's very easy to leap ahead of the AI in terms of victory progress. Reducing them to 25% of the tech/civic cost seems like a proper start to me.
What do you guys think?
1. CS first-to-meet envoy is too strong.
I've had games where I met 5 cs first within 15 turns or so, and it sparked a total steamroll. I've also had games with semi-bad starts (flat land settle, meh tiles, no nearby rivers) that were made much worse by not having any nearby cs. Perhaps the first envoy rewards can be halved across the board, ex., +1 hammer instead of 2, +1 culture instead of 2, +2 gold instead of 4, etc. That doesn't seem harsh to me, especially considering that a free envoy basically ensures that you if you want it, you'll have first opportunity to Suzerian a cs.
2. Horse barbs are too strong.
Sheesh. If you get a couple barb huts spawning into you in the first 15 or so turns, it's bad enough already since you have to spam units instead of builders/settlers. Make one of those barb camps a horse camp, and good luck. I'm a deity civ5 player, and I've actually been defeated on deity Civ6 by three horse camps spawning into me by turn 20. I think the frequency at which they spawn units should be brought down noticeably.
3. AI players build too many units.
It almost seems like for the first 30 turns or so, the AI does nothing but build units. I haven't looked into the game files, but it could also just be that they're given a ton of free warriors turn 1. Either way, the amount of units on the map in the early game is pretty ridiculous. It makes scouting difficult, and leads to problem number 4.
4. AI players are too bloodthirsty.
There are just too many early wars. It's not uncommon on immortal for two to three players to be defeated by turn 30 or so. The thing is that this is the same across the board, regardless of the civ. There doesn't seem to be any peace-loving civs in the early game anymore, making their flavors or attitudes blend together into a bland 'overall AI personality'. Don't mistake this with me wanting to trample over AI players for free. I just don't think there's a good balance between warmongering and peace-loving.
5. Religious beliefs seem weak.
I have yet to found a religion. Not because I haven't had the opportunity, but because the beliefs all seem meh to me. They don't get me excited as if I'm racing for an amazing bonus like some of the Civ5 beliefs. I plan to mod this myself later, but thought the proper course of action is to first see if the community agrees and hope Firaxis does something about it.
6. District production costs are too high.
I think taking some of the cost of the districts themselves and dispersing it throughout the district's respective buildings is a good idea. It just costs too many hammers in comparison to the pace of other game mechanics, most notably science and culture. By the time I get a district up, I've unlocked two more that I want just as much as I want to build the buildings in the district I just constructed. It doesn't give me rich and meaningful choices so much as it just makes me feel rushed or pressured. It also makes aztecs a bit too strong atm (imo) in the hands of a human player.
7. Spy missions are too short in duration.
It's pretty tedious having to re-assign my spy every dang 5 turns. Along with having to re-assign my trade routes, this gives off the 'chore' vibe, which you never want in a 4X game. Perhaps offensive spies should take longer to complete their missions, and defensive spies can just be permanently set to a task unless manually refreshed.
8. Eurekas (science and culture) are too strong.
They just distort the pace of the game. If you micro-manage them properly and beeline for a specific tech/civic, it's very easy to leap ahead of the AI in terms of victory progress. Reducing them to 25% of the tech/civic cost seems like a proper start to me.
What do you guys think?