My immediate thoughts:
- The nerf to horsemen is pretty warranted. It's nuts that they have the strongest value of the early game, and also the highest movement of the early game. Spears are supposed to counter horses, and yet horsemen have the edge over spears on flat ground. Normally the numbers are much worse than that, since it's so facile to get flanking and/or Great General further bonuses. So yes, weakening them is a good idea. But I hope the designers don't go overboard; a basic strength reduction (strength 10?) would seem fair to me. Strength reduction AND penalty against cities seems like overkill. Need to know what the final details are here.
- Obviously reducing the benefits from Maritime city states is also badly needed. But we don't have any details on what Firaxis is planning to implement, and there are a lot of ways to do this incorrectly. If they were to do something like slash the food benefit in half, for example, it doesn't change a darn thing: you'll still want to ally with all of them. It would just take more city states to get the same result. Firaxis also has to be wary of weakening them too much, or you'll just get Militaristic city state syndrome: something that everyone ignores because it sucks. What they actually do here will be very interesting.
- Open terrain penalty lowered is a good change. I have no clue what they were ever thinking with the -33% penalty in the first place. Why does the defender take a minus? Makes no sense.
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It should be 0%, but it sounds like Firaxis is just "lowering" the penalty and not removing it.
- Amount of damage from naval combat increased: good change. It was insane that 5 frigates would all attack 1 frigate, and be unable to sink it. Made me feel like no one had actually bothered to test naval combat in detail. (Don't answer that one...)
- Unit upgrade paths change could be a good change, although we need the details to figure out what they entail. The musket and lancer would become a *LOT* more viable if something upgraded to them.
- Removing maintance from walls/castles is pointless. No one builds these things. And they still won't.
- "Science building track adjustments" could mean anything. I'm a bit suspicious of this, because it sounds like Firaxis is going to nerf libraries pretty hard. Now don't get me wrong, it was a little insane that libraries were the cheapest science building, and also the most effective, and also had the most specialist slots. Still, that just made the library one of maybe 3-4 buildings actually worth constructing in Civ5. Weaken it too much, and there's going to be even less incentive to build anything. I think removing one specialist slot (from 2 down to 1) would be a nice change. Anything more than that, and you're only going to cripple early game science, which is emphatically not the right direction to be going. Be very, very careful with this one, Firaxis.
- The last two changes are just awful though. Forcing people to pick social policies immediately takes a giant step backwards... Was that really such a big problem, Firaxis? Yeah, some people were saving up policies to shoot right through and immediately complete the Rationalism or Order tress upon unlocking them. I fail to see why that was a problem. The designers should do some basic reading on the whole idea of "opportunity cost", which they don't seem to understand. If someone saves their social policies until the Industrial Age, they are paying a rather serious price: they are not benefitting from any policies until they reach said Industrial Age. The cost from saving policies is
not having Liberty or Honor or whatever. It's the same deal as roads in previous Civiliztion games, another issue that the design team completely failed to understand. Roads didn't cost money to build, but that didn't mean they were "free." The cost to build a road was not building a farm, or a mine, or a cottage/trading posts. Forcing people to pick social policies, like forcing people not to build roads, doesn't make the game more fun or interesting. It limits the gameplay, forcing it into certain narrow straightjackets.
I mean seriously, I *HAVE* to take something from Tradition/Liberty/Honor with my first policy now? What if I don't want any of those trees? I'm still going to be forced into it anyway? That's profoundly stupid on every possible level.
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- Forced unit promotions are equally foolish. Anyone who played Civ4 knows that you save your promotions until you go into battle. It's basic tactics: don't waste promotion until you know what you're actually going to need. I fail to understand why the designers would want to go away from this. So every unit that comes out of a city with a barracks has to promote *RIGHT NOW*, with no knowledge of how that unit's going to be used later on? For a game that's supposed to be emphasizing tactical combat, this is nothing less than a horrible step backwards.
We all know that the real problem is the broken "heal instantly" promotion, which allows units to escape from certain death situations. The correct change is to remove this from the game, since it makes no sense in a strategy game that a unit can magically heal at damage on command. Instead of tackling the actual problem with promotions, Firaxis is forcing this ridiculous limitation on player options. Maybe they just don't want to admit that they terribly botched the "heal instantly" idea, which was heavily promoted in pre-release interviews (?) In any case, this is the wrong, WRONG,
*WRONG* way to deal with this.
Overall, I'm with the other posters above. I still don't feel like Jon and his team really understand this game at all. They're just making knee-jerk reactions to nerf all of the popular/effective strategies. I feel like it's gone something like this:
Firaxian #1: Oh no! People are selling resources to the AI and getting too much free gold!
Firaxian #2: Patch the AI so it will only buy resources at "rip off the player" rates.
Firaxian #1: Oh no! Everyone is conquering the world with horsemen!
Firaxian #2: Nerf horsemen to make them weaker.
Firaxian #1: Oh no! Maritime city states are too powerful!
Firaxian #2: Nerf Maritime city states to give less food.
Firaxian #1: Oh no! People are doing clever things with social policies and promotions!
Firaxian #2: We must change how they work to remove these options.
And so on. As you guys said, it makes the game harder, but it won't do anything to make it more fun or interesting. Quite the opposite with the social policies, completely eliminating some of the more interesting approaches that players have devised. What the designers need to do is make alternate gameplay approaches more palatable: rework the city growth formula (so that you can actually have large cities), buff resources and tile yields so that they actually matter, rework the game's buildings to make the advanced buildings superior to the basic ones (possibly in progress?) and so on. These gut-check reactions are full of bad mojo. In three different areas (resource trading, social policies, unit promotions) the designers haven't shown any real clue how to solve the underlying issues at fault. It casts serious doubt on their ability to solve the various problems plaguing Civ5.