But not by a factor of 400% or more.Well, the existing system favors the capital.
Culture is a passive victory in the sense that it doesn't require you to deal with the other players at all, you can do it all left by yourself on your own, and unless they wipe you out completely, the actions of the other players don't matter.Regarding Passive Victories/Culture. The only Passive Victory is time.
Why should having more cities penalize technology? This would just feel like an arbitrary bludgeon.I'd solve the large empire problem with a penalty to Both Social Policy and Technology cost based on # of cities (30,20,15 for SP; 15,10,5 for Techs)
Absolutely, the economy is all interconnected by costs and opportunity costs.It seems that one change could cause a cascading effect of unintended consequences.
1. Block puppet AI from building military structures, forge, or defensive structures. They build only culture, happiness, gold boosts, and science boosts.
Add a flat penalty (probably 30%) to the culture, science, hammer and gold output of puppet states. This makes them much less efficient, per unhappiness point, than regular cities.
2. Make great scientists produce a fixed number of beakers, that increases slightly with tech era. The effects of other great people doesnt scale nearly so much.
Make research agreement costs increase by era proportionally to how beaker costs increase. Its lame that a cheap tech costs 250 gold in the early game, and an expensive tech costs a similar amount of gold in the late game.
3. Increase tech beaker costs by era, with later eras increasing by more. Eg: medieval by 10%, renaissance by 20%, industrial by 30%, modern by 40%, future by 50%.
4. Reduce the strength of the horseman and companion cavalry by 2.
5. Increase the defensive improvement of all city defensive structures by ~25%. Maybe 50%? Defenses should be meaningful. At the moment, they aren't. This would also tend to reduce the problem where as soon as an AI loses its army, you can rapidly conquer all its cities.
6. Change maritime city states. Currently, cultural and military city states provide fixed bonus irregardless of empire size, but maritime give a bonus per city, and that bonus is large.
Make it a flat bonus somehow. One way to do this is to have it be a flat % bonus of food yield, that increases mildly by era. Eg 5% in ancient/classical, 6% in medieval, 7% in renaissance, 8% in industrial, 9% in modern, 10% in future. This way, a size 20 city gets a bigger boost than a size 4 city.
7. Reduce the amount of food needed to grow to population sizes over ~14. It should not be massively easier to have 2 size 10 cities than one size 15 city. This is a big penalty for small empires.
8. Make all horses produce only 2 copies, they are far too common. All other resources provide either 2 or 4. Alternatively, limit resources to 2 but have them increased slightly by tech. Resource constraints are not binding enough.
9. Make civil service apply only to farms on open terrain next to rivers/lakes. No more super hillfarms. Fertilizer boosts them as normal.
10. Increase mine yields +1hammer at dynamite. Increase trading post and plantation yields +1 gold at economics. Why are lumbermills the only things that get a yield increase? (And why are they so much better than mines?)
Make farm yield boosts also affect pastures, so that bonus resources are actually decent bonuses.
Maybe fishing boats +1 gold at refrigeration?
11. Increase the yield of great person improvements with techs. Eg: Education increase Academy yield, Steel increases Manufactory yield, Acoustics increases Landmark yield, Banking increases customhouse yield. These things scale really badly.
I think that selling them luxury and strategic goods is also very important.but this is really almost the ONLY reason to maintain a decent relation with the AIs
Yes. I think that the tech rate is ok in the early game, but is too fast in the late game. The industrial and modern eras just fly by. I never build up a decent army of tanks before I can have mech inf. Allowing cavalry to upgrade to tanks (at extremely high gold cost) might also help.What is the goal here? Just to slow down the tech?
This would mess up the balance of spear vs swords.I'd rather see Spearmen/Pikes boosted
Cav vs cities isn't really the problem.and give Cav a penalty vs Cities
They need testing, but they feel like a good start point to me. Remember that its perfectly possible to have 2 maritime city states allied.Those bonuses might be a bit small, but I agree with the sentiment.
Problem is that its very common to have 2-3 horse resources in the early game. At 3 each, this means you can have your entire army be cavalry, and the strategic resource constraint is non-binding.I'd say make them 3 or so.
Yeah, I'm not certain about that either.I dont think I'd increase gold production. It seems pretty unnecessary to me and would just add too much money to the game IMO.
Except that there are only a few hills, whereas there is forest all over the place.If you can get the same or better yield from your hills, people will chop the forests ASAP.
It doesn't favor only 1 city games (on a high difficulty level, you risk getting slaughtered by a vast military if you only have 1 city).
But a passive victory condition like culture should require sacrifice. If you can get culture AND a big army AND a big economy AND big research, then what are you giving up?
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I'd rather see Spearmen/Pikes boosted
This would mess up the balance of spear vs swords.
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and give Cav a penalty vs Cities
Cav vs cities isn't really the problem.
I've done it as France, India and Siam.I don't think that you play for culture victories much.
No you're not, in the current game you can get a culture win by puppeting everything. You can still have a huge economy. France can get cultural victory by going on a conquest rampage.When you go fora culture win in the current game you're giving up an easy Domination win, and you're making yourself vulnerable to trigger-happy AIs.
I still don't see a problem. Your ability to get social policies is weakened by having more cities.You get flat bonuses from city-states and you have powerful multipliers for a single city. You also get flat bonuses from puppets. The costs escalate drastically with more owned cities. You can generate ~250-300 culture in your capital. You can generate ~50-60 culture in other cities as long as you can park a wonder in each one, and 25-30 beyond that. Costs escalate by 30% per additional city. You start losing with city 2 and you lose big once you can't plant a wonder in each one (taking AI capitals is probably the best way to have cities with Wonders in them, but even that probably peters out around 4-5).
Sure I can. If you want to settle lots of cities, that should erode your ability to get cultural win, and should erode your ability to get lots ofI can't see how you can defend this scaling as even remotely balanced or interesting.
Ok, but % bonuses over 100% are already pretty weird. If you increased the bonus from 100% to 150%, you're still only changing them from strength 14 to strength 17.5.I meant their bonus vs Cav.
I do. I think the issue is about the general field effectiveness of cavalry, not about whether you need a mixed army or not.o an extent it is. And if Cities defenses were boosted and Cav had a penalty, you would not be able to dominate exclusively with Cav. Sure, you could rout their field army and then bring in the infantry, but I dont see that as a problem.
However, I am not against these early mods; the easiest way to see that some changes don't work well is to mock them up in a mod, test them out, and see where they do/don't work.
Creating a mod with some balance changes is a test, it isn't a final product.
You're right. Are we learning much from them? Which direction do you think Firaxis will go, in addressing balancing issues? I think perhaps they will be focusing on bug fixes for a little while.
No you're not, in the current game you can get a culture win by puppeting everything. You can still have a huge economy. France can get cultural victory by going on a conquest rampage.
That isn't a true culture victory. You won because you conquered everyone and instead of finishing the others off you just sat back and cultured. If you conquer practically the whole world and build a spaceship you won because of conquest, not because of your spaceship.
This is intended. The only way to make buildings like public school valuable, by making large cities more feasible and more useful.Percentage increases of food means that larger cities benefit just as much from CS as smaller cities, and large cities get the benefit of hospital + Medlab to boot.
Biology is not gettable any time soon, at least not without massively delaying military development.The main break point comes from getting hospital, which should be acquired ASAP if large cities are the plan.
Until factories, there are no particular benefits to having one city with 20 production as opposed to 2 cities with 10 production.These large cities have a benefit smaller cities do not - they have great production.
If their gold gold output can't match that from puppets, then they *do* lack in gold. Everything is relative.I can say with some confidence that they do not lack in gold output, but the gold output they do have doesn't match that provided by many controlled puppets, particularly because they typically have escalating building costs.
Precisely.You don't need the whole world, you just need 7-8 puppets. Then all you do is sit back, and before you could even win by domination, you win culturally.
I think all the things you've mentioned are only a problem on lower difficulties. On immortal and, especially on diety, the city state just don't work that way. First of all the AIs have so much gold that, even if they don't prioritize city states at all, they'll still wind up with allies because they have enough gold to spend on everything. And the more warlike AIs will just conquer all the city states around them. As stupid as they are on offense, they can still run over a city state with their vast numbers. You definitely can't just gift a city-state a few units and expect it to hold off a runaway deity AI- that AI will have a tech lead on you. I find that most city states are gone before I can even benefit from patronage.
And the more warlike AIs will just conquer all the city states around them.... I find that most city states are gone before I can even benefit from patronage.
See PM. A number of these things I'm flexible on, or would require testing.Ahriman, if you're interested, maybe we can actually get something started up to try and implement some of these changes?
I don't agree with all of them, and I'm constructing my arguments on why, but for the most part we agree on things. I'm also still doing up my list of problems with the game as-is.
Agreed. On immortal, I can still hog maritime city state alliances no problem. I hardly ever even lose them.Firstly, it is the case that it works like that on immortal... because I play on immortal. ad have observed it as such
Strongly agree.Again, like I said; Perhaps "city-states" are balanced. Sure. But Maritimes are not. They absolutely have to be scaled back.
I would change that even more drastically. IMHO, puppets should give you gold only (and, of course, all their resources) in return for unhappiness, so that you have a real incentive to annex them. Also, if they only produce good buildings, they become too powerful even with the 30% nerf. Puppets producing culture for no SP cost increase, and being able to finance themselves? Sign me up for a new cultural victory strategy!1. Block puppet AI from building military structures, forge, or defensive structures. They build only culture, happiness, gold boosts, and science boosts.
Add a flat penalty (probably 30%) to the culture, science, hammer and gold output of puppet states. This makes them much less efficient, per unhappiness point, than regular cities.
Agreed.2.,3.
I think the alternatives, i.e. reducing movement and city attack penalty would be nice as well. After all, mounted units are the only units with explicit counters.4. Reduce the strength of the horseman and companion cavalry by 2.
Does a defensive building also increase city attack strength? That would make defensive improvements nicer - especially if you could get cities to shoot at range eventually.5. Increase the defensive improvement of all city defensive structures by ~25%. Maybe 50%? Defenses should be meaningful. At the moment, they aren't. This would also tend to reduce the problem where as soon as an AI loses its army, you can rapidly conquer all its cities.
For the moment, city state benefits of cultural and military CSs scale inversely with empire size, i.e. the bigger your empire, the less important the bonus. What you suggest is making the bonus smaller, but it still scales with empire size. One possibility could be to give a %yield bonus, but no more than X food. That means that for empires up to a certain size, you get the full bonus, but if the empire becomes too big (in # of citizens working food tiles), the bonus decreases.6. Change maritime city states. Currently, cultural and military city states provide fixed bonus irregardless of empire size, but maritime give a bonus per city, and that bonus is large.
Make it a flat bonus somehow. One way to do this is to have it be a flat % bonus of food yield, that increases mildly by era. Eg 5% in ancient/classical, 6% in medieval, 7% in renaissance, 8% in industrial, 9% in modern, 10% in future. This way, a size 20 city gets a bigger boost than a size 4 city.
I like this - even though/because this leads to two interesting consequences: If cities grow large faster, large empires become more difficult to maintain, since cities are outgrowing happiness faster (i.e. you have to "avoid growth" faster). Furthermore, if cities start working more of the possible tiles, starting position becomes more important again - now it often suffices to have 1/3 to 1/2 of the tiles in the BFH workable.7. Reduce the amount of food needed to grow to population sizes over ~14. It should not be massively easier to have 2 size 10 cities than one size 15 city. This is a big penalty for small empires.
This makes it more difficult for small empires to field powerful armies, which may be a good thing. In general I agree that it is a bit easy to get access to lots of resources.8. Make all horses produce only 2 copies, they are far too common. All other resources provide either 2 or 4. Alternatively, limit resources to 2 but have them increased slightly by tech. Resource constraints are not binding enough.
Aww. But yes.9. Make civil service apply only to farms on open terrain next to rivers/lakes. No more super hillfarms. Fertilizer boosts them as normal.
Good ideas. Fishing boats should get +1 food at refrigeration instead, or maybe even +1f1g to make coastal cities a bit better, since if growth is easier due to #7, building on the coast will hurt a lot.10. Increase mine yields +1hammer at dynamite. Increase trading post and plantation yields +1 gold at economics. Why are lumbermills the only things that get a yield increase? (And why are they so much better than mines?)
Make farm yield boosts also affect pastures, so that bonus resources are actually decent bonuses.
Maybe fishing boats +1 gold at refrigeration?
Very much so.11. Increase the yield of great person improvements with techs. Eg: Education increase Academy yield, Steel increases Manufactory yield, Acoustics increases Landmark yield, Banking increases customhouse yield. These things scale really badly.
I would change that even more drastically. IMHO, puppets should give you gold only (and, of course, all their resources) in return for unhappiness, so that you have a real incentive to annex them. Also, if they only produce good buildings, they become too powerful even with the 30% nerf. Puppets producing culture for no SP cost increase, and being able to finance themselves? Sign me up for a new cultural victory strategy!
I suggest that for every population point, a puppet may give you e.g. 3 gpt and 1 unhappiness. Puppets would, as you suggest, produce only culture/science/happiness buildings (maybe at a production penalty - it could be interesting if the amount to which you tax puppets would affect their production), and no buildings that would consume strategic resources.
I don't think this is really true. Ranged units have mounted units as effective counters.After all, mounted units are the only units with explicit counters.
Yes. City strength is just a single value, like unit strength (though a strength X city is not the same as a strength X ranged attack).Does a defensive building also increase city attack strength?
A hardcap is a bit messy and can be non-transparent, but might be best.For the moment, city state benefits of cultural and military CSs scale inversely with empire size, i.e. the bigger your empire, the less important the bonus. What you suggest is making the bonus smaller, but it still scales with empire size. One possibility could be to give a %yield bonus, but no more than X food. That means that for empires up to a certain size, you get the full bonus, but if the empire becomes too big (in # of citizens working food tiles), the bonus decreases.
Intended. Resource limits don't mean anything unless its hard to satisfy them when you're small.This makes it more difficult for small empires to field powerful armies, which may be a good thing.
Trade for them, get city state for them, or conquer them.I'm not sure about the limitations to late-game resources. These are uncovered in a time when it is hard to found new cities just to claim the resources, so you have to hope to have multiple coal pop up somewhere nearby, or you're pretty much out of any race that involves production, because you aren't going to build factories, for example.
Yes, I like this from a design perspective, but its harder to code. Shouldn't be impossible though.12. Social policies are accumulated as picks, not as total culture. It's fine to postpone picks