A lot of the strategic choices in Civ VI are about timing tech progression, production and policies to get the most efficient outcomes. In principle, policy cards should add meaningful choices to the game, but some of them arguably reduce the number of viable options, and would be serious candidates for a balance patch.
In that category, I wouldn't personally consider policy cards that are used at one moment in every game (e.g. Colonization), or even those that are so good they could be run every turn they're available (e.g. triangular trade, logistics). These policies may be boring/obvious, but they don't fundamentally alter the balance of the game.
I would consider the following policies "game-breaking", and am curious to hear your thoughts and other suggestions for this list:
1. Meritocracy: Together with monuments in the early game, meritocracy can provide enough culture for any non-cultural victory, essentially making the theatre district redundant. Having two advancement trees (tech and civic) is a potentially great design feature if players can decide which one to prioritize. For example, a culture-heavy player would have weaker units, but could produce them cheaper and turn them into corps faster with the right civics; they could also use their early spies to steal tech from the tech-heavy opponents. With meritocracy, you can spam cities with campuses and commercial hubs, zoom through both trees and bypass this potential tradeoff.
2. Professional Army: A fundamental tradeoff of Civ games should be that rushing units is more expensive than hard-building them. In Civ VI, most yields of gold are about 2 times the corresponding production yields (e.g. city states, improvements), yet unit purchase cost is 4 times the production cost. Upgrades with this policy are so cheap that, for example, you could buy a heavy chariot for 260 gold and upgrade it to knight for 90, effectively buying a knight for 350 gold, less than 2 times the production cost (180).
Basically, the game compensates for another balance weakness (units are too expensive to produce for the pace of the mid-late game) by making gold more efficient than production, meaning there is absolutely no opporunity cost in rushing units.
In that category, I wouldn't personally consider policy cards that are used at one moment in every game (e.g. Colonization), or even those that are so good they could be run every turn they're available (e.g. triangular trade, logistics). These policies may be boring/obvious, but they don't fundamentally alter the balance of the game.
I would consider the following policies "game-breaking", and am curious to hear your thoughts and other suggestions for this list:
1. Meritocracy: Together with monuments in the early game, meritocracy can provide enough culture for any non-cultural victory, essentially making the theatre district redundant. Having two advancement trees (tech and civic) is a potentially great design feature if players can decide which one to prioritize. For example, a culture-heavy player would have weaker units, but could produce them cheaper and turn them into corps faster with the right civics; they could also use their early spies to steal tech from the tech-heavy opponents. With meritocracy, you can spam cities with campuses and commercial hubs, zoom through both trees and bypass this potential tradeoff.
2. Professional Army: A fundamental tradeoff of Civ games should be that rushing units is more expensive than hard-building them. In Civ VI, most yields of gold are about 2 times the corresponding production yields (e.g. city states, improvements), yet unit purchase cost is 4 times the production cost. Upgrades with this policy are so cheap that, for example, you could buy a heavy chariot for 260 gold and upgrade it to knight for 90, effectively buying a knight for 350 gold, less than 2 times the production cost (180).
Basically, the game compensates for another balance weakness (units are too expensive to produce for the pace of the mid-late game) by making gold more efficient than production, meaning there is absolutely no opporunity cost in rushing units.
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