acluewithout
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This thread is for posting things you’d like to see in a future patch (ie post the June 2019 Update).
Honestly, I think it’s unlikely we’ll get another Patch in 2019. But FXS did seem to take some ideas from the last patch suggestions thread, so I thought this might still be useful.
Personally, I think the main things that still need work are Coastal and Colonial Cities (including raising maintenance costs and nerfing the CH and Market so Coastal Cities are more important for gold) and overall Unit Balance.
Also, while the June 2019 made some good changes to Production, Tier 3 buildings and Science pacing, I think there still needs a bit more work making the “puzzling the map” stuff more interesting (eg giving Lumbermills back their river adjacency) and the Campus still needs a solid nerf given how early it comes.
These are my suggestions:
Industry and Production
Honestly, I think it’s unlikely we’ll get another Patch in 2019. But FXS did seem to take some ideas from the last patch suggestions thread, so I thought this might still be useful.
Personally, I think the main things that still need work are Coastal and Colonial Cities (including raising maintenance costs and nerfing the CH and Market so Coastal Cities are more important for gold) and overall Unit Balance.
Also, while the June 2019 made some good changes to Production, Tier 3 buildings and Science pacing, I think there still needs a bit more work making the “puzzling the map” stuff more interesting (eg giving Lumbermills back their river adjacency) and the Campus still needs a solid nerf given how early it comes.
These are my suggestions:
Industry and Production
- Industrial Zone. Adjacency are +0.5 for each Lumbermill and Quarry (no adjacency for Mines); +1 for each Strategic Resource, and for Stone, Copper or Mercury Resources; +1 for each Harbour or other IZ; +2 for each Aqueduct, Dam, or Canal. Industrial Zone Maintenance Costs increase by +1 per Government Tier.
- [New] Tech Hub. Tier 3 IZ Building, unlocks at Telecommunications. Allows stacking of Industrial Zone Building Regional Bonuses (i.e. Magnus' Vertical Integration Ability). Each District in this City also gains +1 Production and +1 Science when Tech hub is powered. Cost 600, Maintenance 5, Power Requirement 4. (Uses Research Lab graphics.)
- Mines. Upgrades are now +1 Production at Apprenticeship for all Mines, and an additional +1 at Industrialization but only for Mined Resources.
- Quarries. Additional +1 gold if Quarry is adjacent to a Harbour or Commercial Hub after you research Mercantilism.
- Lumber-mills. Revert to providing +1 production and an additional +1 on a river. Lumbermills provide an additional +1 production at Machinery, Steel and Cybernetics.
- Farms. After you research Irrigation, Wheat and Rice provide +1 Production if next to a river.
- (see also Coastal and Colonial Cities; Harbours and Sea Ports, and Government and Governors; Magnus.)
- Campus. Remove adjacency for geothermal. "Mountain" Natural Wonders provide +1 Adjacecy just like normal mountains (currently they don't provide any adjacecy). Campus Maintenance Costs increase by +1 per Government Tier.
- Library. Reduce Science to +1.
- University. Reduce base Science to +2 science, and an additional +3 (+5 total) if there is a Governor in this City.
- Madras. +4 science, and +6 if there is a Governor, otherwise unchanged.
- Market. No longer provides base gold. Instead, Market provides +1 Gold to all Luxury Resources and Oasis in this City (in addition to the +1 Trade Route capacity).
- Bank. Additional +4 Gold if there is a Governor in this City.
- Stock Exchange. No longer a powered building. Instead, provides +4 Gold and an additional +7 Gold if the City has a Governor.
- Tier 3 Buildings. All T3 buildings additionally provide +2 Citizen slots instead of +1.
- Armory. Provides +1 Niter per turn.
- Ancient Walls. Unchanged, but renamed “Walls”.
- Medieval Walls. Changed to “Medieval Castle” (which also provides Medieval Walls). Additionally provides +1 Housing. (Uses Medieval Wall graphics.)
- Renaissance Walls. Changed to “Renaissance Palace” (which also provides Renaissance Walls). Provides additional +1 Housing, +15% production bonus for Anti-Cav and Siege units. (Uses Renaissance Wall graphics.)
- Tsikhe. Unchanged, but becomes replacement for Renaissance Palace.
- (see also Government; Monarchy.)
- Military Engineer. Military Engineer can build Roads without using a Builder Charge (1 Iron) in addition to building Railways.
- Railways. A City connected to a Capital City by Rail receives +10% Production.
- Entertainment / Waterpark. Entertainment and Waterpark Districts no longer require Population to build (i.e. like Aqueducts etc).
- Neighborhoods and Policy Card, Public Transport. Now longer provides Gold for replacing Farms with Neighbourhoods. Instead, all Cities with a Governor can Purchase Neighborhoods with Gold.
- Monarchy. Legacy Bonus changed to +1 Amenity for each Castle Level (+1 Medieval Castle or +2 Renaissance Palace). Farms adjacent to a Castle provide +1 Production.
- Digital Democracy no longer reduces combat strength of units; instead, unit maintenance is increased by +1 for all units, War Weariness is +150% and you cannot declare Surprise War.
- Fourth Tier Governments. All Tier Four Governments can access Wild Card Policy Cards as their equivalent Tier Three Government, eg both Digital Democracy and Democracy can slot New Deal.
- Loyalty. Tier 2, 3 and 4 Governments provide all Cities with a Governor respectively +1, +2 and +3 Loyalty.
- Governor, Magnus. Verticial Integration no longer allows stacking of regional effects (see Tech Hub above). Instead, +1 Production for each District in this City, and +4 Power.
- Governor, Liang. Reinforced Materials allows Districts and Buildings in this City to be repaired with Gold.
- (Universities, Banks and Shipyards also provide additional yields if there is a Governor in the City, see Science and Infrastructure and Coasts and Colonies generally. Government Tiers also increase maintenance costs for Campuses and Industrial Zones, see above.)
- Coastal Cities. All Cities receive +1 Production for each two adjacent Coastal Tiles after you research Celestial Navigation. All Coastal Cities on Foreign Continents receive +1 Housing after you research Exploration.
- Harbours and Sea Port. Harbour Specialists now provide +2 Gold and +1 Production, and an additional +1 Production with Sea Port. Sea Port additionally provides +5 Resource Capacity.
- Shipyard. Additionally provides +1 Science. Also provides +4 Production if there is a Governor in this City.
- Wonder, Colossus. Now provides +1 Gold to all Cities within 6 tiles, plus +1 Trade Route and a free Trader.
- Wonder, Great Lighthouse. Now provides +1 Movement to all Naval Units and +1 Science to all Coastal Cities on a Foreign Continent.
- [New] Diplomatic Policy Card, “Sun Never Sets”. Each Colonial City provides +0.25 Diplomatic Favour and +0.5 Influence Points per turn. Unlocks at Colonialism.
- [New] Military Policy Card, “National Guard”. +100% Production when Repairing Districts or Buildings. Unlocks at Civil Engineering.
- (see also Governments; Loyalty, which buffs both Colonial and Coastal Cities.)
- Anti- v Melee etc. Spearmen and other Anti-Cav are cheaper; Spearmen have zero Maintenance Cost and all other Anti-Cav have -1 Maintenance compared to other units of the same Era and combat strength generally brought in line with Era average CS for units.
- Bonuses. Anti-cav no longer get a flat +10 v Cav and Melee don't get a flat +10 v Anti-Cav.
- Warrior. Gains no bonus against Spearmen etc.
- Spearmen, Pikemen and Pike & Shot. Spearmen gain +10 v Horsemen. Pikemen and Pike & Shot gain +10 v Light and Heavy Cav (up to but excluding Tanks and Helicopters). Swords and Medieval Melee gain +10 v Spearmen only.
- Gunpowder. All "Gunpowder" units (eg Muskets, Pike & Shot, Cavalry etc.) get +10 against all non-gunpowder units.
- AT Crew and MAT Crew. These units gain +10 v Tanks, Helicopters and GDR. Provide AA cover.
- Helicopters. These gain +10 v Tanks and GDR.
- Infantry, Mech Infantry. No bonus v AC, but +5 fighting in Districts.
- Tanks. +10 v Cities.
- Resources.
- Frigates and Bombards, Artillery have their resource requirements halved. (note Armory also now provides + Niter per turn.)
- Infantry have no resource requirement to build, but still use 1 Oil per turn (so, you can build them without Oil but they're weaker).
- Tanks require 20 Iron (representing Steel) and require 1 Oil per turn.
- Aircraft (including Helicopters) require 20 Aluminium to build but have no maintenance requirements.
- AI receives +2 Resource Discount at Emperor and Immortal, and +5 at Deity.
- Frigates and Bombards, Artillery have their resource requirements halved. (note Armory also now provides + Niter per turn.)
- Light Cavalry. -17 CS vs Cities and +5 CS v Ranged and Seige units.
- Heavy Cavalry. Heavy Cav always have +1 Maintenance compared to other units of the same Era. No penalty v Cities, however Tanks get +10 v Cities.
- Siege Units. +10 Defence vs Ranged if unit has not moved this turn.
- Aircraft Carriers. Aircraft Carrier gains experience from any kills by other friendly naval or air units within three tiles of the Aircraft Carrier. Additionally provide same bonus as Support Convoy to adjacent units.
- Unique Units. Hoplites additionally receive no penalties from being injured (like Samurai). Immortals no longer replace Swordsman - both are unlocked at Iron Working. Berserker receives additional Movement when in Enemy Territory or Embarked. Khvesur gain combat and movement bonus from both hills and woods. Samurai additionally receive +5 CS when attacking. Guarde Imperial resource requirements halved.
- Future Techs. Advanced AI provides +1 Pop to all Cities when unlocked, and all Factories provide +1 Amenity; Cybernetics provides +1 Movement to all Land Melee Units; Smart Materials provides +5 Defence to Heavy and Light Cavalry; Predictive Systems provides +4 CS to all Light Cav and Anti-Cav units.
- Spies. Spies can no longer Recruit Partisans.
- Policy Card, Professional Army. No longer discounts Gold Upgrade costs. Instead, all Naval and Land Melee and Anti-Cav units gain +20% XP.
- England. Pax B no longer provides free Melee Unit. WotW additionally provides +20% production towards Industrial Zones, not just Industrial Zone buildings; and Powerplants provide +50% Pollution during the Industrial and Modern Era.
- Canada. LA grants Coureur De Bois UU. Industrial Era Recon Unit. Weaker, but +1 movement through forests and ignores ZOC. Canada no longer builds farms in Tundra. Instead, Cities founded in Tundra records +1 Food and +1 Production for each adjacent Tundra Tile. UA no longer prevents other Civs declaring Surprise War on Canada; instead, any Civs which incurs Grievances against Canada has those Grievances doubled (i.e. no one likes it when you pick on Canada).
- China. Great Walls gives additional +1 Culture and Gold in any City with a Wonder. Great Wall can be built on any land tile without a feature (eg woods), other than in the first ring of your city or adjacent to more than two other GW UIs (ie you can only build them in a line).
- Cree. UA provides free Starting Recon Unit. Do not receive a free Trader at Pottery, but instead +50% Production for Traders.
- Netherlands. UA additionally provides +50% production bonus for Harbours.
- Sumeria. Civ ability additionally gives your first City +1 Population (so Pop 2) when founded. Ziggurat additionally provides +1 Science for every two adjacent Farms. Leader Ability is revised as follows: all units receive +1 Combat Strength for each Suzerain (including Levied Units). Earn +50% Alliance Points.
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