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[Suggestion] Cultures Rebalancing

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a year ago
Nov 4, 2023, 7:38:17 PM

Assyrians


Raid Masters: 

  • +1 Land Movement Speed on Unit
  • +5 Combat Strength bonus when Ransacking on Army

Dunnu:

  • +1 Combat Strength in combat for Units in or adjacent to the District

  • +2 Influence

  • +10 District Fortification

  • +5 Stability

  • Exploits Food

  • Count as "Garrison"

  • Is: Land Unit Spawn.

  • Is fortified

Assyrian Raiders:

  • 21 CS
  • 6 MP
  • Generates +25% bonus Money when ransacking.




Babylonians


Brilliant Philosophers: 

  • +3 Science per researched technologies on Capital

Ṣābu Ša Qašti:

  • 22 CS
  • 4 MP
  • Guardian

Astronomy House:

  • -10 Stability

  • +3 Science

  • +1 Faith per Researchers on City or Outpost

  • +1 Science per Researchers on City or Outpost

  • +1 Researchers Slot on City or Outpost

  • Count as "Research Quarter"

  • Requires "Calendar"




Hittites

 

Lust for War:

  • +1 Combat Strength on Unit
  • +20 Food, Industry, Money and Science on each Owned City per Occupied City 

Awari:

  • +1 Combat Strength in combat for Units in or adjacent to the District

  • +3 Money

  • +10 District Fortification

  • Replaces regular Outpost

  • Can be used as a Land Spawn Point for neighbor Cities

  • +10 Health Regeneration on Unit in Territory

  • Is: Land Unit Spawn.

  • Is fortified

Gigir:

  • 23 CS
  • 6 MP
  • Suppression




Mycenaeans


Brutal Upbringing:

  • -20% on Unit Industry cost
  • +25 Experience on creating Units on City or Outpost 

Cyclopean Fortress:

  • +2 Combat Strength in combat for Units in or adjacent to the District
  • +10 Stability
  • +20 District FortificationCount as "Makers Quarter"
  • Count as "Garrison"
  • Is: Land Unit Spawn
  • Is fortified
  • Increases the Movement cost of hostile armies within a range of 1 Tile

Promachoi:

  • 21 CS
  • 4 MP
  • Champion




Nubians


Golden Dreams:

  • +1 Money per number of resource copies on exploited Resource Deposit

Meroe Pyramids:

  • +1 Money per Workers on City or Outpost
  • +1 Production per Merchants on City or Outpost
  • -10 Stability
  • +3 Money per adjacent Makers Quarter
  • +1 Traders Slot on City or Outpost
  • Exploits Production

Ta-Seti Archers:

  • 19 CS
  • 4 MP
  • 3 Range
  • Greatly reduces the CS penalty from not having a clear line of sight




Olmecs


Natural Harmony:

  •  +3 Influence on Territory 

Olmec Head:

  • +2 Food
  • -10 Stability
  • +1 Food per adjacent District
  • +1 Influence per adjacent District
  • +1 Farmers Slot on City or Outpost
  • Count as "Farmers Quarter"

Javelin Throwers:

  • 21 CS
  • 4 MP
  • 2 Range
  • Ambusher




Phoenicians


Trading Pioneers:

  • -25% Money maintainance on naval trade routes
  • +1 Combat Strength on Naval Unit or Transport
  • +1 Naval Movement Speed on Naval Unit or Transport 

Haven:

  • -10 Stability
  • +3 Money per adjacent Land Tile

  • +1 Money per Traders on City or Outpost

  • +1 Food per Traders on City or Outpost  

  • +1 Traders Slot on City or Outpost
  • Count as "Market Quarter"
  • Is: Naval Unit Spawn
  • Allows Units to embark without any Movement Point cost

Bireme:

  • 13 CS
  • 2 MP
  • Naval Transport
  • Navigator




Celts


Druidic Lore:

  • +2 Faith on Forest
  • +2 Faith on Woodland

Nemeton:

  • +2 Food per adjacent Forest
  • +2 Food per adjacent Woodland
  • Count as "Religious District"
  • Exploits Food 
  • Exploits Faith

Gaesati:

  • 26 CS
  • 6 MP
  • Fervor




Greeks


Socratic Method:

  • +3 Science per Number of Territories in your sphere of influence on City or Outpost

Amphitheatron:

  • +3 Science per Era

  • +1 Influence per Researchers on City or Outpost

  • -10 Stability

  • +1 Science per adjacent District

  • Count as "Research Quarter"

Hoplites:

  • 27 CS
  • 4 MP
  • Phalanx




Mauryans


Guiding Light:

  • +1 Influence on Emblematic District
  • -10% on Attach Outpost cost 

Stūpa:

  • +3 Science
  • +2 Influence
  • -10 Stability
  • +3 Faith
  • +1 Science per adjacent District
  • +1 Influence per adjacent District
  • +1 Researchers Slot on City or Outpost
  • Count as "Research Quarter"
  • Count as "Religious District"

Saṃnāhya:

  • 30 CS
  • 6 MP
  • 3 Range
  • Elephant Platform

 



Maya


Tireless Spirit:

  • +2 Industry per Workers on City or Outpost 

K'uh Nah:

  • +5 Industry per number of attached Territories
  • -10 Stability
  • +2 Faith per adjacent District 
  • +1 Influence per adjacent District
  • Count as "Commons Quarter"
  • Count as "Religious District"
  • Doesn't exploit Industry

Noble Javelineers:

  • 27 CS
  • 4 MP
  • 2 Range
  • Poison




Byzantines

 

Master of Whispers:

  • +8% Money per Alliance on all Cities 
  • +5% Money on Allied Empire

Hippódromos:

  • +1 Money per Horses
  • +3 Money
  • -10 Stability
  • +25 Money per adjacent  Horses Deposit
  • +1 Traders Slot on City or Outpost
  • Count as "Market Quarter" 

Varangian Guards:

  • 39 CS
  • 4 MP
  • Honor Code




Franks


Crown Lands:

  • +7 Influence per number of attached Territories on Capital

Scriptorium:

  • +3 Science
  • -10 Stability
  • +3 Faith
  • +1 Science per adjacent Research Quarter
  • +1 Faith per adjacent Research Quarter
  • +2 Influence per adjacent Research Quarter
  • +1 Researchers Slot on City or Outpost
  • Count as "Research Quarter"

Franci Milites:

  • 39 CS
  • 6 MP
  • Heavy Charge 




Mississippians


Flowing Waters:

  • Districts built on Rivers exploit all the tile's yields indipendently on their District Type

Sacred Mound:

  • -50% Industry cost reduction of adjacent Districts
  • -10 Stability
  • +2 Money per adjacent District
  • +3 Industry on Religious District 
  • +3 Faith on Religious District 
  • Count as "Religious District"

Cahokia Raiders:

  • 36 CS
  • 4 MP
  • Raider's Ardor




Umayyads


Learned Friends:

  • +8% Science per Alliance on all Cities
  • +5% Science on Allied Empire

Grand Mosque:

  • +3 Science per number of Religious Disctrict on City or Outpost 
  • -10 Stability
  • +3 Faith per number of attached Territories
  • +1 Researchers Slot on City or Outpost
  • Count as "Research Quarter"
  • Count as "Religious District"

Haras:

  • 36 CS
  • 6 MP
  • +3 Stability in the territories they are (if they are yours)




Edo Japanese


Shogun's Authority:

  • +1 Influence per Population on City or Outpost

Tera:

  • +5 Faith
  • +5 Influence per adjacent Mountain
  • +3 Influence per adjacent Forest
  • +3 Influence per adjacent Rocky Forest
  • Count as "Religious District" 
  • Can be freely placed

Naginata Samurai:

  • 46 CS
  • 5 MP
  • Honor Code 




Joseon


Hall of Worthies:

  • +3 Science on Tile producing  Science 

Seowon:

  • +2 Influence
  • +2 Science
  • +5 Science per adjacent Mountain
  • +3 Science per adjacent River
  • -10 Stability
  • -3 Science per adjacent  District
  • +1 Researchers Slot on City or Outpost
  • Count as " Research Quarter" 
  • Can be placed freely

Geobukseon:

  • 50 CS
  • 6 MP
  • 4 Range
  • Ramming




Ottomans


Supremacy of Fire:

  • -50% on Heavy Weapon Industry cost
  • +3 Combat Strength on Heavy Weapon 

Sultan Camii:

  • +1 Faith per District
  • +3 Influence
  • -10 Stability
  • +2 Influence per adjacent District
  • +2 Science per adjacent District
  • Count as "Religious District"
  • Count as "Commons Quarter"

Janissaries:

  • 44 CS
  • 4 MP
  • 4 Range
  • Siege Mastery




British


Colonial Riches:

  • +10 Money per number of attached Territories on Capital
  • +10 Science per number of attached Territories on Capital

Colonial Office:

  • +2 Money per adjacent District
  • +2 Money per adjacent District for Liege
  • +1 Money per Population
  • +1 Money per Population for Liege
  • Count as "Market Quarter"
  • Can be built in Vassal's territories
  • Can be built in friendly Indipendent Peoples territory

Redcoats:

  • 51 CS
  • 4 MP
  • 4 Range
  • Expedition




Italians


Inspiring Virtuosos:

  • +10 Stability on Commons Quarter
  • +1 Influence on Commons Quarter
  • -50% on Commons Quarter Industry cost 

Teatro:

  • +1 Influence
  • +1 Influence per Traders
  • +1 Influence per Researchers
  • Count as "Commons Quarter"

Alpini:

  • 50 CS
  • 5 MP
  • Cliffs Crosser




Russians


Land and Glory:

  • Upon conquering or claiming new territories you gain +10 Money per amount of Resources in the discovered Resource Depots present there
  • +1 War Support per Hostile Unit within your borders

Sobor:

  • +1 Faith per Farmers on City or Outpost
  • +1 Faith per Workers on City or Outpost
  • +3 Stability per adjacent District
  • +3 Influence
  • Count as "Religious District"
  • Count as "Commons Quarter"

Cossacks:

  • 46 CS
  • 8 MP
  • 4 Range
  • Multi-Move




Americans


American Exceptionalism:

  • +10 Influence on Resources being sold
  • +1 Money generated from on-going Trade on City or Outpost

Defense Agency:

  • +1 Science per Merchants on City or Outpost
  • +1 Money per Researchers on City or Outpost
  • +3 bonus  Combat Strength when launching Artillery, Air or Missile Strikes on Unit
  • Count as "Garrison"

Lightning:

  • 77 CS
  • 20 Range
  • Aerial Stealth




Egyptians


Valley of Kings:

  • +4 Influence on Emblematic District

Archaeological Dig:

  • -10 Stability
  • +3 Influence
  • +3 Influence per Eras that the Emblematic Building it was built on has passed since its construction

Free Officers:

  • 58 CS
  • 4 MP
  • 4 Range 




Soviets


Red Tide:

  • +3 Combat Strength on Unit in your sphere of influence
  • +2 Influence on City or Outpost per Units within its territory

Arms Factory:

  • +10 Pollution
  • +5 Industry
  • -10  Stability
  • Count as "Makers Quarter"
  • Creates a new Deposit of Weapons which is automatically exploited.
  • +2 Combat Strength on Unit
  • -5 Stability per Weapon on all Cities (alternatively: -5 Money per Weapon on all Cities)
  • -3% on Unit Industry cost per Weapon

Red Army Tank:

  • 60 CS
  • 8 MP
  • 6 Range
  • Field Repairs


Updated 10 months ago.
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a year ago
Nov 4, 2023, 7:39:08 PM

Feel free to leave your suggestions and I'll add them to my original post

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a year ago
Nov 6, 2023, 7:38:59 PM

This should be the complete list of my suggestions for (most of) the cultures of the game.

I hope to hear what you or the devs think about it. I tried to make feel some medium-low tier cultures more original while attepting to fix some widely know Meta cultures

Updated a year ago.
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a year ago
Nov 8, 2023, 3:28:00 PM
A1y0sh4 wrote:

Russians


Land and Glory:

  • Upon conquering or claiming new territories you gain +10 Money per amount of Resources in the discovered Resource Depots present there
  • +1 War Support per Hostile Unit within your borders

Other suggestions for the effects of the Russian LT:

  • -20% War Score Cost when demanding territories in the Surrender Terms
  • +1 War Support per Hostile Unit within your borders


  • -50% War Score loss when fighting in your territory
  • Units get a great CS bonus if heavily damaged when defending (ex: +6 CS when under 30 HP)


  • +10 Experience on creating Unit per number of Territories on all Cities
  • +1 Health on Units per number of Territories 


Updated a year ago.
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a year ago
Nov 13, 2023, 8:06:28 PM
A1y0sh4 wrote:

Babylonians


Brilliant Philosophers: 

  • +3 Science per researched technologies on Capital

Suggestion for another effect of the Babylonian LT (inspired from Hammurabi's code):

  • +5 Science per enacted Civic on Capital (or +x%)

Maybe it doesn't really match the LT's name, but I found it to be quite an interesting possibility

Updated a year ago.
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a year ago
Nov 17, 2023, 1:10:06 PM
RedSirus wrote:

Agreed, thank you A1y0sh4.  I don't always respond to your threads but I really appreciate most of your ideas!

Thank you very much, I can't wait to see what the devs will come up with. Personally, I think we might expect another dlc (with another game rebalancing, hopefully) and probably another expansion (maybe a Faith related one?)

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a year ago
Dec 18, 2023, 7:23:41 PM

I've just updated my Soviets suggestion to solve their issues without impacting too much on their flexibility (personally I find quite underwhelming the fact that their UB just applies to sieged cities, its too situational. Personally I would also lower its yields only make it a little more versatile). I also liked the idea to link their UA to the sphere of influences mechanic.


A1y0sh4 wrote:

Soviets


Red Tide: (it just works with your units)

  • +3 Combat Strength on Unit in your sphere of influence
  • +2 Influence on City or Outpost per Units within its territory

Arms Factory:

  • +10 Pollution
  • +5 Industry
  • +5 Money per Weapon sold on Empire
  • -10  Stability
  • Does not count as "Market Quarter"
  • Count as "Makers Quarter"
  • Creates a new Deposit of Weapons which is automatically exploited.
  • +2 Combat Strength on Unit
  • -5 Stability per Weapon on all Cities
  • -3% on Unit Industry cost per Weapon

Red Army Tank:

  • 60 CS
  • 8 MP
  • 6 Range
  • Field Repairs


0Send private message
a year ago
Dec 18, 2023, 9:05:42 PM
A1y0sh4 wrote:

I've just updated my Soviets suggestion to solve their issues without impacting too much on their flexibility (personally I find quite underwhelming the fact that their UB just applies to sieged cities, its too situational. Personally I would also lower its yields only make it a little more versatile). I also liked the idea to link their UA to the sphere of influences mechanic.


A1y0sh4 wrote:

Soviets


Red Tide: (it just works with your units)

  • +3 Combat Strength on Unit in your sphere of influence
  • +2 Influence on City or Outpost per Units within its territory

Arms Factory:

  • +10 Pollution
  • +5 Industry
  • +5 Money per Weapon sold on Empire
  • -10  Stability
  • Does not count as "Market Quarter"
  • Count as "Makers Quarter"
  • Creates a new Deposit of Weapons which is automatically exploited.
  • +2 Combat Strength on Unit
  • -5 Stability per Weapon on all Cities
  • -3% on Unit Industry cost per Weapon

Red Army Tank:

  • 60 CS
  • 8 MP
  • 6 Range
  • Field Repairs


This is great!!!

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