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Satellite. This concept is a great one, however, the satellite chosen is the wrong one. Most of these starting things are designed to be usable with all affinities and nations. However, the miasmic repulsor does nothing for someone going down the harmony path, and while one might argue that you should simply not go harmony, there are many times when the game doesn't give you a choice. I've seen maps without any fireaxite, or another without any geothermal. This ends up being a burden instead. I recommend either replacing it with a simple Solar Collector, or a better idea is a Weather Controler, which could greatly improve your starting position and food count. One problem is that the Weather Controler costs some resources, which maybe you could make a special, unique sattellite called an "EWC" (Earth Weather Controler), which costs no resources and doesn't generate basic resources.
Industrialists cause -5% health overall, which frankly seems weird when placed next to other starting options, as it has a direct downside. It's also a complete curse when at war, something which seems odd for people who's job is to make soldiers. Plus there's already an option for +2 production, so it's not really considered a proper tradeoff. I would actually suggest removing the unhealth and changing the bonuses to be +1 production per manufactory and +3 per engineer specialist, with no changes to city yield. Manufactories increase unhealth, and you can only have so many specialists per city, thus creating the balance of unhealth, but only when you want that extra produciton.
Now for minor, less major balances I recommend.
Pioneers is rather weak, and often doesn't do much when you either have lots of culture or too many cities. I say make this 15% Outpost growth rate instead.
Economists feel like harder aristocrats, and merchants/inventors really don't get that jack-of-all trades feel, and are somewhat weak. I would suggest remvoing economists, and changing merchants to +5 Energy for each International Trade Route.
I also recommend changing inventors to "Artisans: +1 Energy, +1 Production, +1 Food, +1 Culture". Artisans where groups of workers during the medieval age that each did something unique, causing a broad range of work, with few options for who to go to. They didn't focus on development of new tech much either, hence the no science.
This is really a new idea, but I felt it was appropriate to mention here: Scholars: +1 Science from each Academy, +3 per scientist specialist.
Veterans and Doctors seem well balanced.
Extra Food makes little sense (civpedia claims aliens can't eat most earthen foods, and attack out of aggression, not hunger), and doesn't have the same feel as that early soldier unit. I greatly enjoy the idea that instead it gave you Extra population in your capital at the start.
On that same note, for those that really like the idea of an early ranged unit, perhaps add a new cargo called "Security Team", which starts you with a Ranger unit.
Security System would probably be better off with a flat rate rather than a percentage. This makes it stronger in early game, and not as strong in the late game, which is the idea of cargo. Perhaps +30 Capital Combat Strength.
Surplus Supplies seems extrodinarily strong, especially for purity, who's first units require titanium. Plus I don't understand how one takes geothermal from earth along with them. This would instead be better as +1 Titanium and +4 Petroluem, which would allow someone who's ignored strategic resources to get that deep space telescope, or another sattellite of that type. A good description would be: Start with early sattellite supplies.
This last one isn't really a balance, but me being nit-picky: Expanded Fuel Tank is a complete misnomer. I'd really appreciate a name that made sense, like "Targeting Computer", or "Custom Missile Launchers".
With that I'm out of balance changes to make, and I'm on my way to the "suggestions" page!