Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Gratchoof Mar 5, 2019 @ 1:35am
Rock Band over powered promotions
I had two rock bands, each with the -50 loyalty promotion. Activate them in the same city on the same turn and when you end turn the city flips to a free city.

Also the gold and religion promotions seem overpowered too.

Is there a mod, or is someone willing to make a mod, to change:

-50 loyalty to be -33 loyalty ... then it requires 4 activations in the same turn to flip a city.

50% gold to be 10% gold ... still good but not OP

Convert to your religion to be equivalent to an apostle with triple strength promotion


Thoughts?
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Showing 1-6 of 6 comments
Lemurian1972 Mar 5, 2019 @ 2:48am 
I think the power of the effect of a Rock Band is balanced by their relatively high chance to poof out of existence after any given concert.

If you're sending them against a weaker Civ so the % chance is low, then that's a civ you can easily crush in other ways anyway, and also a civ with fewer places for a band to perform, thus fewer chances to exert those abilities. If you're sending them against an advanced civ, even with promotions the band has a high chance of going poof after a couple of uses.

In the end, it probably balances out.
Gratchoof Mar 6, 2019 @ 1:28am 
From my experience, the chance to disappear seems solely related to the rock band level - playing at venues where you have the +2 level bonus is key.

Basically, in my last multiplayer game, I had 2 bands with the -50 loyalty promotion, one had +2 to wonders and entertainment districts, the other had +2 to water parks and theatre squares. I went to my main rivals capital and flipped it, and then the next city and so on. Each time there was a 9% chance of failure, which did happen eventually, but i'd basically wiped him out of the game by then due to 2 rock bands, not to mention the probable 100k tourism it generated against his civ.
Despiser Mar 6, 2019 @ 8:47am 
It should be doable for modders to add country bands. They could generate unhappiness by turning entertainment districts into bars. Like great people you cannot destroy rock bands. The only way to keep them out is attack them and send them home. You have to keep repeating until they give up.
MarcCeras Feb 11, 2021 @ 8:02am 
I know this is an old topic, but yeah Rockbands are overpowered... I mean yes they can "cease" to exist any concert, but a Missionar or a Apostel also ends after 3 times (or 6 times) of spreading the religion... and for some cities you need 2 or 3 Missionars or Apostels to switch them. A Rockband can switch, with the trait "religious rock" a city everytime, you can switch THE relgious CENTER of another religion with ONE CONCERT, even if the band disbands afterwards, so ... where is that not overpowered? The Rock Bands need a serious nerf down (as somebody allready suggested). Also why are Rockbands so OVER THE TOP connected to tourism... I mean... if you could build a festivalground I would understand that this generates tourism... but I would suggest that Rockbands generate money and a smaller amount of culture/tourism/religion, but not 15000 Tourism Points...
gdshore Feb 11, 2021 @ 10:32am 
I record all my games. have since Civ.1, going over the last 25 games, averaged 9 rock bands per game. Of the 225 bands only 8 made 4 uses or more, only 30 made it to 3 and only 46 made it to 2 uses. that means 145 were one and done, they are not that powerful, not when you factor the accelerating costs and the fact that they can be blocked from entering an opposing civilization.
Stormwinds Feb 11, 2021 @ 10:39am 
Originally posted by gdshore:
they are not that powerful, not when you factor the accelerating costs and the fact that they can be blocked from entering an opposing civilization.

This. Usually, your cultural rival is the quickest one to reach the policy card, thus severely narrowing your window of opportunity to make effective use of them.
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Showing 1-6 of 6 comments
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Date Posted: Mar 5, 2019 @ 1:35am
Posts: 6