View Full Version : [economy] Suggestion for future versions


Medicine_Man_55
Jul 01, 2008, 06:45 PM
After playing quite a few trial games of FfH .31 - .32 (various pushes) I have noticed that games long timescales (epic - marathon) tend to get a very wide scientific delta between the advanced civs and primitive ones. This is particularly true on marathon, where civs that beline for non-economic techs (Khazad, Ljosolfar) often stagnate and sometimes don't hit their target first.

I've thought about it and I think this is due to cottages coming later in the tech tree than in vanilla civ. Those civs that stay behind the education hump longer, delay the beginning of their cottage/specialist economy, thus further impeding scientific growth -- a double whammy of sorts.

I understand that y'all don't need more to do, but for future versions of FfH would you consider testing a small change? Allow cottages to be built without tech requirements and make education required to grow cottages beyond cottage or hamlet level.

Any thoughts or observations on AI performance on marathon is welcome.

Pyr0mancer
Jul 01, 2008, 10:44 PM
One proposal that's been made is to allow cottages to be built and upgrade without techs, but at reduced yield (0:commerce: for cottages, 1:commerce: for hamlet, etc) then grant +1:commerce: at education to bring it up to current levels.

Alzara
Jul 02, 2008, 12:51 PM
One proposal that's been made is to allow cottages to be built and upgrade without techs, but at reduced yield (0:commerce: for cottages, 1:commerce: for hamlet, etc) then grant +1:commerce: at education to bring it up to current levels.

That's the best idea I've heard in a long time. Good thinking!

Al

Darksaber1
Jul 02, 2008, 02:31 PM
Ya, that's pretty good, and the best yet in this thread.
Person B: But it's the only other recomendation?
Me: Ya, so?
Person B: Does that mean you'll change your opinion if any other options are recomended?
Me: Maybe.
Person B: But-
Person C: O, be quit both of you.
Me: But I like argueing with myself!
Rocklikeafool: Wat the hell?!!! Weird.
Person Z-859: Please, we're trying to have a private argumant.
Person C-Gamma: Ha ha! You miss spelt Argument! Ha!

rocklikeafool
Jul 02, 2008, 03:34 PM
Ya, that's pretty good, and the best yet in this thread.
Person B: But it's the only other recomendation?
Me: Ya, so?
Person B: Does that mean you'll change your opinion if any other options are recomended?
Me: Maybe.
Person B: But-
Person C: O, be quit both of you.
Me: But I like argueing with myself!

My response: "Wat the hell?!!! Weird."

rocklikeafool
Jul 02, 2008, 03:35 PM
One proposal that's been made is to allow cottages to be built and upgrade without techs, but at reduced yield (0:commerce: for cottages, 1:commerce: for hamlet, etc) then grant +1:commerce: at education to bring it up to current levels.

I 2nd that, man. Good idea. :goodjob:

Darksaber1
Jul 02, 2008, 06:35 PM
But really, I like the idea of early cottages being reduced.
Edit:
But If you do that, you should also think of the lanun. so perhaps the same thing for water squares sould be done.
Hmm, I hadn't thought of that, but ya, you'r right.

smusebaer
Jul 02, 2008, 06:45 PM
But If you do that, you should also think of the lanun. so perhaps the same thing for water squares sould be done.

rocklikeafool
Jul 03, 2008, 12:04 AM
But If you do that, you should also think of the lanun. so perhaps the same thing for water squares sould be done.

Hmm...that makes sense. Also, as I've said before, the OO civs should get a lot of the benefits of the Lunan. So, maybe you should code it in with them too. Please.

Edit: Come to think of it, I'll think I'll make that a new project. Beefin up OO so civs with it can do wat the Lunan do. There's a discussion on some expansion of the Lunan's abilitys here, http://forums.civfanatics.com/showthread.php?t=280130. Y'll will notice I say the OO civs should have the same thing as the thread starter (and most of the posters, includin me) think the Lunan should have. ;)

Magma_Dragoon
Jul 09, 2008, 11:35 PM
I'm very new to FFH, but what I realized right away was teching takes a long, long time in this mod. Everything is much more expensive and I'm trying to cope with it.

Mailbox
Jul 09, 2008, 11:57 PM
One proposal that's been made is to allow cottages to be built and upgrade without techs, but at reduced yield (0:commerce: for cottages, 1:commerce: for hamlet, etc) then grant +1:commerce: at education to bring it up to current levels.

I've played multiple games with this set up and it's amazing.

MagisterCultuum
Jul 10, 2008, 12:08 AM
It doesn't seem that long to me anymore, but when I went back to BtS (briefly) I was shocked as to how fast the game is.

I tend to play Advanced Start games with over 4000 starting gold to get things moving faster. I've also found that increasing the minimum hammer yields of a city tile greatly improves gameplay. It makes the early game not go so slowly, but doesn't make large cities produce things too quickly like decreasing costs or changing the game speed would.

Alzara
Jul 10, 2008, 07:08 AM
Hmm...that makes sense. Also, as I've said before, the OO civs should get a lot of the benefits of the Lunan. So, maybe you should code it in with them too. Please.

Edit: Come to think of it, I'll think I'll make that a new project. Beefin up OO so civs with it can do wat the Lunan do. There's a discussion on some expansion of the Lunan's abilitys here, http://forums.civfanatics.com/showthread.php?t=280130. Y'll will notice I say the OO civs should have the same thing as the thread starter (and most of the posters, includin me) think the Lunan should have. ;)

The Lanun are too powerful already! Pearls should be removed as a unique resource for them. It renders lots of potential coast unusable by all other civs because food resources are taken up by hidden pearls!

Al