Logo Platform
logo amplifiers simplified

What Cultures need Buffs/Nerfs

Copied to clipboard!
2 years ago
Mar 27, 2023, 8:38:01 PM

I have noticed while playing the game that some of the cultures are sort of absurdly over powered when compared to other cultures. While this might be written off as "historically accurate," it certainly does not make for a fun gaming experience. There are definitely some cultures that could be changed slightly to allow for a better experience.


I don't have any detailed suggestions for fixes which is why I decided to make this a discussion instead of an idea. 


Buff:

- Garamantes

Their legacy trait is far too weak. Their district is not good enough for the situation it has to be in. I played as them once because I was literally in the middle of a massive desert and I barely got any food out of the district. They should definitely get more food per sterile terrain.

- Nazca

Honestly I think that they just need a straight up rework. They aren't good to play as in any situation. 

- Bulgarians

Their legacy trait is far too situational and the district has barely any effect on the city. I like the idea for the emblematic district but it just isn't powerful enough to compete the other cultures 


Nerf:

- Harappans 

Overall they are not too overpowered, but if you don't choose them, it is a horrible uphill battle to catch up to the person who does. I think just a slight nerf on the amount of food their districts produce would be very beneficial.

- Norsemen

The food they produce combined with the absolute water superiority is insane. Their trait combined with the lighthouse of Alexandria allows them to fight carracks with cogs and have a decent chance of winning. The amount of food their harbors produce needs to be reduced and the movement and combat strength boosts need to be reduced.

- Germans

Honestly, if the Germans had only their emblematic district or only their legacy trait, then they wouldn't be overpowered. similarly to the Norseman, just cutting down on their combat strength and industry gains would bring them to a reasonable level. 

- Soviets

This one is by far the dumbest one. Their district can be built once in every territory, just like every other emblematic district. Because of the buff that this district has, every territory in soviet control translates to one more combat strength, WHICH IS CRAZY. I actually really hate this part of the game, the soviets are the only one that I've had to ban when playing with friends because its just that broken. PLEASE FIX!!!


Please comment or add to the thread for any buffs or nerfs you think should happen 



Updated 2 years ago.
0Send private message
2 years ago
Mar 27, 2023, 11:13:38 PM

Lemme invite you to play one of the balancing mods such as HK Overhaul or the Vanilla Improvement Project. They bring fantastic changes to the table and may inspire you

0Send private message
0Send private message
2 years ago
Mar 28, 2023, 10:10:35 AM

Garamantes (district), Huns (unit), Bulgarians (trait), Mongols (trait), British (district), Russians (trait, unit) - these guys and girls need to be strengthened.

0Send private message
2 years ago
Mar 28, 2023, 10:18:54 AM
Myoth25 wrote:

- Soviets

This one is by far the dumbest one. Their district can be built once in every territory, just like every other emblematic district. Because of the buff that this district has, every territory in soviet control translates to one more combat strength, WHICH IS CRAZY. I actually really hate this part of the game, the soviets are the only one that I've had to ban when playing with friends because its just that broken. PLEASE FIX!!!

This buff works only if unit in ally terirtory, so not so big deal with this. Also you have rockets and/or aircraft. Just destroy as much weapons as you can. Soviets now imbalanced. Don`t forget, that it`s last era and ALL of nations MUST be little to OP in some situations. For Soviets it`s situation is war on their territory

Myoth25 wrote:

- Norsemen

The food they produce combined with the absolute water superiority is insane. Their trait combined with the lighthouse of Alexandria allows them to fight carracks with cogs and have a decent chance of winning. The amount of food their harbors produce needs to be reduced and the movement and combat strength boosts need to be reduced.

If you will lose marine battle, why you must to try fair play?) With stealth units you can just ambush this ships. If you need to cross water to achive Norse cities and can`t do it, so, norse is picked for make sure you would not be conqured by sea. Nausts, their too balanced enough. England give you same amount of food, cause they don`t need coast to have 15+ food per quater? also Naust cost you 10 stability, when stronghold counts as garrison and can provide up to 25 stability. Also in this era we have Taino, that is absolutly insane in terms of food production. you need just pick aestethe after taino and bingo: you have 30+ teritiories in your influence, so, you have at least 150 food in EACH city.



Myoth25 wrote:

- Germans

Honestly, if the Germans had only their emblematic district or only their legacy trait, then they wouldn't be overpowered. similarly to the Norseman, just cutting down on their combat strength and industry gains would bring them to a reasonable level. 

pls, don`t nerf one of 4 valuable nations in this era. Germans in strategic sence weaker than Siamese, Scots or Mexicans. Problem of 5th era is ablolutly broken all other nations, that, OK, have good stats, but they tottaly can`t be combined and to dificult to make it work. Germans it`s just good nation, stronger than era 4 nations and weaker than era 6

Myoth25 wrote:

- Harappans 

Overall they are not too overpowered, but if you don't choose them, it is a horrible uphill battle to catch up to the person who does. I think just a slight nerf on the amount of food their districts produce would be very beneficial.

In this point i think i agree, BUT, you must try to play woth Zhou or Olmecs, aestets in first era is overpowered. Harappans, Egypt and Mycenaeans just have chances against them. So, in additional you forgot, that Harappans don`t have EU. ALL other nations can learn just one techonology for having better unit (archers or warriors).


Myoth25 wrote:

- Garamantes

Their legacy trait is far too weak. Their district is not good enough for the situation it has to be in. I played as them once because I was literally in the middle of a massive desert and I barely got any food out of the district. They should definitely get more food per sterile terrain.

They just situational. But, i think i will agree, they need wery slight buff, for example, more influence from LT. And, ability of their EQ work even on tiles that alreay have food production. Harbor and Foggare combo makes all coastal water tiles give you 3 food instead of 2.

Myoth25 wrote:

- Nazca

Honestly I think that they just need a straight up rework. They aren't good to play as in any situation. 

All aestets already broken even after nerf of ability. But Nazka EQ will increase it`s value all game, because this buff work for all the EQ you would build during the game. For example, you have city with 4 teritories, so, you have built 4 Nazka lines. ALL the EQ you will built in next eras will have additional 8 inflluence and 4 faith. So, i will agree, their unit not so good. LT too situational, but their ability and EQ are insane.


Myoth25 wrote:

- Bulgarians

Their legacy trait is far too situational and the district has barely any effect on the city. I like the idea for the emblematic district but it just isn't powerful enough to compete the other cultures 

Can`t say anything, but on paper it`s quite good nation. Before Draguns and artillery it`s easy enough not to lose your units. Especialy if include fact, that enemy retreat also counts as victory without loses. EQ give bulgarians lot of stability. Eeally, huge. in this era you can make 15 territories without big troubles, so EACH of the EQ will give you 45 stability. 

0Send private message
2 years ago
Mar 28, 2023, 12:14:07 PM

But also i have some list of nations that needs changes (now only buffs, nerfs will describe tomorrow, cause don`t have time):

BUFS

  • Babylonians:
    • Problem: This nation just don`t have EQ, because it`s too hard to consume science from it. Also EU too expencive to build, it cost same production as swordsman, in which you can rush cause you scientist nation.
    • Fix: give EQ +3 science and decrease from +3 to +2 science per adjacent Farmers Quarter. And make EU production cost smth between cost of warrior and sworsman. for example 70 production (warrior 45, swordsman 900
  • Sumerians:
    • Problem: Too weak at all in start. Diplomats cant reach their full potential in first era.
    • Fix: make Edube count as Farmers quarter too. It will give Sumerians some more food at start and make they little stronger by having 1-2 additional citizens thankfully to this food.
  •  Goths:
    • Problem: Too slow in tempo terms. You want to rasnack as early as this possible, but you must first build EQ to increase this bonus, BUT, bonus small and doesn`t affect at all in comparision with Robber badge. Useless +2 influence on garrison, that will be OK, only if you go there from Mycenaeans or Assyrians
    • Fix: make candy more sweet and increase science bonus from 5% per unit to +7.5% per unit.
  • Franks:
    • Problem: Just weakear than other nations in era. I can`t say what exactly bad in it, but they need slight buff
    • Fix: what about make scriptorium count as religious quarter. That will give -30% on building cost with PERSONAL RITES choise in religious rites civics. And also it will give some little bonuses to religious quarters from your religion tenets
  • Haudenosaunee:
    • Problem: As in case of Franks they need just slight buff. 
    • For example we can give in LT +2 instead of +1 food on Exploration. Or make EQ give +3-5 base food production
  • Argentinians:
    • Problem: too optional LT, that will work only if you have lack of slots on city.
    • Fix: Give +5 food per luxury resource deposite and +5 money per strategic resource deposit. It will increase immediate value from pick of nation
  • British:
    • Problem: Useless nation in total. Historically british have production domination, but we can`t see it in game. LT bonuses can give you not bigger than 300 gold and science. For example, Teutons can give you same amount. But Teutons it`s 3rd era nation, and they have OP EQ and EU. British on other hand have too bad district.
    • Fixes:
      • Increase LT production from 10 to 15 and add some small production bonus. New LT would sound like that: "+15  Money per number of attached Territories on Capital, +15 Science per number of attached Territories on Capital, +5 production per number of attached Territories on Capital".
      • Allow build colonial office not only in vassal cities, but also in your own cities on another continent. Also make this district give +1 production to all teritiories on continent, where capital is placed.
      • To make it more balanced after that make redcoats 50 CS from 51 now.
  • Ethiopians:
    • Problem: Just to weak.
    • Fix: increase science on garrison maybe, i don`t know what exactly can help this culture.
  • Russians:
    • Problem: strange traits. In this era you don`t need create outposts, you dont need faith from EQ
    • Fix: intresting ideas in this topic: https://community.amplitude-studios.com/amplitude-studios/humankind/forums/169-game-design-and-ideas/threads/50021-idea-improved-russians-definitively-completed?page=1#post-368039
  • Brazilians:
    • Problem: Just because other nations are much better.
    • Fix: make all Agronomy Lab give additional science depending from population. It may be directly science per population or science per researcher
  • Chinese:
    • Problem: To low money income in total for Merchant nation. For example, Indians must have only 5 teritories in their sphere of influence to achive this income. But in reality they can have 40-50 teritories and double their money income, so...
    • Fix: maybe +15% money from legacy trait and +10 money per number of attached teritories instead of +7 at EQ will fix it?
  • Egyptians:
    • Problem: You just don`t want have so many influence at last era, so idk, why this nation need.
    • Fix: Good question, i have no idea...
  • Nigerians:
    • Problem: They have insane mechanic to just spawn oil deposits and they will have insane boost from finantial district after all. But, LT too weak.
    • Fix: add bonuses to money and|or science for each farmer. OR, increase industry bonus to +4 instead of +2 per farmer
  • Singaporeans:
    • Problem: comeback nation. Thats it`s good and bad side at same time. Fame multiplyer require accuracy when balancing this nation, and in total it`s too weak
    • Fix: make communal housing count as not only farmers quarter, but as makers, market and science quarter


Updated 2 years ago.
0Send private message
2 years ago
Apr 20, 2023, 9:39:41 AM

And what about the Olmecs ? The amount of influence you get in the early game from their affinity bonus is just way too powerful I believe. Simply with a little gold (easy with a few citizens on it), you get huge amounts of influence, then buying territories and quarters (on luxury resources) at an insane speed. The game then simply snowballs, each time I've had this nation it has then be too simple (last game, Blitz speed : victory on turn 71, at 29,7k fame points, the 2nd empire - an AI in Humankind difficulty - being only at 13,2k points).

I would suggest to massively nerf it, for example give 3 times less influence for the same amount of gold spent in the first era. And at the opposite, give more influence in the late game. The nations with this affinity (Indians for example) give too little influence I think to make it really interesting (but in this case the Indians are quite powerful with their trait that can easily double the gold you make each turn).

0Send private message
2 years ago
Apr 26, 2023, 10:18:16 PM
Petitbourrin wrote:

And what about the Olmecs ? 

Its true, the Olmecs produce plenty of food to dominate the other empires (Besides the Harappans). In combination with the Aesthete affinity, the culture is absolutely absurd early game. 

0Send private message
2 years ago
Apr 27, 2023, 9:33:28 AM

I would suggest to massively nerf it, for example give 3 times less influence for the same amount of gold spent in the first era. And at the opposite, give more influence in the late game.

teatv apk

download apk


Updated 2 years ago.
0Send private message
2 years ago
Apr 27, 2023, 10:45:53 AM

It's really not good to nerf, unless there's something completely insane. Nerfing makes it boring to play. (Khmer used to be OP, ok, but now they're boring and I never pick them anymore)


It's better to find the cultures that are weak or uninteresting and buff them or add some interesting mechanic. Thank you all for your suggestions on buffing.


But please, NO NERFS.

0Send private message
2 years ago
Apr 27, 2023, 2:26:06 PM

I'm generally in favour of "no nerfs" but I think the Aesthete affinity was hugely out of whack for a while, and may still be (I haven't looked recently), netting thousands of influence in early game for paltry money.  That's not a designed power that should be left alone, that's a bad algorithm somewhere that should be fixed.

0Send private message
?

Click here to login

Reply
Comment

Characters : 0
No results
0Send private message