Thalassicus
Bytes and Nibblers
In the past I increased bonuses in the capital to make the early game less volatile. For example, in vanilla a lucky Ancient Ruins for a turn-10 Tradition increases policy rate to 400%. In vem it's a more modest 200%. I did similar things for gold and production. However, an unfortunate side-effect is it made the situation worse between the capital and satellite cities. When the palace gives 5 of every yield and other cities have just 0-1, it's really a no-brainer of where to build wonders, settlers, military units... everything important.
To solve both these problems in v138 I've turned some palace bonuses into per-player bonuses. This balances start locations without focusing too much on one city.
For example, right now we already have a free 12. It's per-player instead of coming from the palace. I can do similar things with science, gold, and culture. Production is a little trickier since it's local. However, production and gold can both be used to construct units & buildings. By reducing the production bonus, and increasing the gold bonus, construction is less centralized.
In my current test games I'm trying out the values below:
To solve both these problems in v138 I've turned some palace bonuses into per-player bonuses. This balances start locations without focusing too much on one city.
For example, right now we already have a free 12. It's per-player instead of coming from the palace. I can do similar things with science, gold, and culture. Production is a little trickier since it's local. However, production and gold can both be used to construct units & buildings. By reducing the production bonus, and increasing the gold bonus, construction is less centralized.
In my current test games I'm trying out the values below:
- 0 00 2 2 Palace (was 5, 5, 5, 5).
- 5 15 3 per player (was 0, 0, 0).
- 2 00 per city (was 1, 1)
- 30 cost Scouts (was 40).
- 60 cost Workers (was 80).
- 60 cost Granary, Stable, Walls, and Barracks (was 90).