acluewithout
Deity
- Joined
- Dec 1, 2017
- Messages
- 3,470
There is a thread about what’s “broken”. And there are plenty of threads suggesting brand new mechanics etc. and or balance changes.
But, somewhat inspired by this thread, I was wondering what mechanics people think aren’t broken but need more work or should be fleshed out more?
Maybe try to avoid suggesting actual new mechanics or solutions, and instead just focus on pointing out mechanics that are a weak or underdeveloped and why they aren’t great (although I appreciate these things or kind of blur into each other).
And, you know, don’t mention the AI...
For what it’s worth, my top 5 on my hit list are below.
But, somewhat inspired by this thread, I was wondering what mechanics people think aren’t broken but need more work or should be fleshed out more?
Maybe try to avoid suggesting actual new mechanics or solutions, and instead just focus on pointing out mechanics that are a weak or underdeveloped and why they aren’t great (although I appreciate these things or kind of blur into each other).
And, you know, don’t mention the AI...
For what it’s worth, my top 5 on my hit list are below.
- Tier 3 and Tier 4 Governments. I’m a big fan of the Government and Policy System, but the T3 and T4 Governments really do feel underwhelming. The abilities are fine, and I think they are much better now they have exclusive policy cards tied to each Government (although it’s a real pain that T3 Gov policy cards can’t be used with equivalent T4 Govs). To me, it feels like these late game Governments should really do something “different”, positive and or negative, rather than just be another incremental improvement on existing Governments.
- Governors. I’ve slowly grown to really like the Governor mechanics and I think the Governors we have are very well balanced now. But I really feel like FXS haven’t done much more with this Mechanic, beyond having one Civ (and only one) that has a unique Governor. Having the same Governors every game, for (almost) every Civ, from turn 1 is very repetitive.
- Colonial Cities. Colonial Cities, particularly those that you settle mid and late game, really frustrate me. At this point, the game really gives you a tonne of stuff to help you settle these Cities via eg dedications, governors and policy cards; Colonial Cities have lots of unique policy cards and wonders; and lots of Cities that leverage colonial gameplay. Here’s just one problem - they just don’t seem to really add anything. Whenever I settle Colonial Cities, I don’t seem to get anything for the effort beyond more yields (I already have heaps), some era score, and maybe some new resources. I feel like Colonial Cities should do more. Indeed, one reason I love playing eg England is because at least they have some mechanics that actually make Colonial Cities a bit more dynamic. Honestly, it really frustrates me that there is so much going on with Colonial Cities but yet they still sort of suck.
- Buildings. I’m really starting to dislike Buildings. The generally flat yields which really undermine the whole play the map approach, the lack of Alt options (except for the Encampment T1 Building, T3 Theatre Building, T3 IZ building and Neighbourhood Buildings), and just the way most of them are mechanically so boring. Banks and Stock Exchanges in particular are incredibly boring. Some are better than others - Harbours and Encampments and their buildings are good fun, as are EC buildings to an extent; IZ T2 and T3 and HS T3 have their moments. But otherwise it’s all a bit undercooked. You can chuck in my dislike of Rationalism and similar cards too. I really think Buildings need a bit of a rework, perhaps also looking at Specialists and Rationalism type cards.
- Population, Amenities and Maintenance. I really like the housing and growth mechanics, and think how happiness and amenities are handled are great. But the game still suffers from Population just not being valuable most of the time, and happiness being too easy to maintain and not of huge value either (although I guess the -/+% happiness modifiers sometimes factor). Maintenance also just seems irrelevant. This has also got even worse now housing and amenities are even easier to get and games just have so much gold and other yields. I really hope something here gets better. I’d particularly like to see Neighbourhoods and Sewers being more relevant, because currently hey really are almost useless. It feels like the game expects you to build a lot of them, but I can rarely find a reason for doing so.