Yep, I meant Great Artist points.
And I didn't say this but I like that version of HG a lot. I'm not totally sold on the new GL but I dont' have a better suggestion.
Yep, I meant Great Artist points.
I'm not as worried about the 10% from marble as I am about the +2 on stone. A stone tile is basically a *huge* advantage when going for early wonders because you grow AND get the bonus production. I think the quarry should be +1 production until you get another tech, somewhere ~steel I'd suggest.
Something I don't understand, and may help me grasp the opposing viewpoint, is how getting additional gold balances the game.
The counterpoint appears to be that the game feels easier. The straightforward way to solve that is to increase AI bonuses. I think we might have reduced the bonuses too much when those opportunity & AI purchasing bugs existed.
- Empires decentralized.
- Start locations are more balanced.
- Early opportunity costs can be higher.
- More flexibility in the early game.
- / balance shifts less through time.
- / border expansion costs scale better.
And I didn't say this but I like that version of HG a lot. I'm not totally sold on the new GL but I dont' have a better suggestion.
I'd be okay with reducing the quarry to +1 for stone, instead of +2. I think the quarry does get a production bonus at a later tech... machinery I believe.
Without:
With:
- Player A gets 10 from terrain.
- Player B gets 5 from terrain.
- Player A has 200% income of Player B.
It's a fixed amount for every player, making the differences much closer. Balancing start locations is just one of the areas of the game this improved. Reducing the bonus would make these and other things worse:
- Player A gets 25 (10 terrain, 15 empire).
- Player B gets 20 (5 terrain, 15 empire).
- Player A has 125% income of Player B.
The counterpoint appears to be that the game feels easier. The straightforward way to solve that is to increase AI bonuses. I think we might have reduced the bonuses too much when those opportunity & AI purchasing bugs existed.
It's a fixed amount for every player, making the differences much closer. Balancing start locations is just one of the areas of the game this improved.
The counterpoint appears to be that the game feels easier. The straightforward way to solve that is to increase AI bonuses. I think we might have reduced the bonuses too much when those opportunity & AI purchasing bugs existed.
I accidentally skipped from page 2 to page 4.
I'm reading back now...
Here's a thought: lower the worker's hammer cost. Opinions?
I'd like to point out the suggestion to reduce supply would increase the value of each unit of 1, increasing the inequality pthmix described. To reduce the value of production, we need to raise its supply. This is the same as how inflating science and culture numbers in an earlier version de-valued the importance of those yields.This is a bit sad because it devalues gold tiles and makes early game yield hierarchy even more obvious: > > / > .
I agree this helps even things out, which is why I dropped the cost by 25% in v137 (from 80 to 60). I'm hesitant to drop it again so soon after the last change. Also, we need to consider pthmix's point about yield inequality.
Seek's suggestion to reduce supply would increase the value of each unit of 1, increasing the inequality pthmix described. To reduce the value of production, we need to raise its supply. This is the same as how inflating science and culture numbers in an earlier version de-valued the importance of those yields.
I've added each of these suggestions to v146.GL: 4 GS points, 1 for every two in the city.
HG: Perhaps give it 4 GA points and 4 food and <3 happiness.
I find myself skipping IW often too, and [moving +1 of mines to Iron Working] would work well.
The pyramids have several powerful characteristics:I never build the pyramids, why would I want an extra-expensive settler?
3) Should we consider making mines only +1 production?
Cities have +2 yes?
The pyramids have several powerful characteristics:
- Settlers halt growth while the pyramids allow it to continue.
- The pyramids increase the speed of road construction to 150% (2 turns instead of 3) when combined with the Citizenship policy. The policy alone has no effect for roads on normal game speed due to rounding.
- The pyramids provide culture and great engineer points, plus more culture/happiness with the Tradition tree.
I always mod the pyramids to generate 2 GE. They r way more attractive this way for me and a viable option if i want to go for early GE. Also req bit more hammers to compensate the boost. You have stone/marble near by mostly if u aim for this wonder anyway.
- Settlers halt growth while the pyramids allow it to continue.
- The pyramids increase the speed of road construction to 150% (2 turns instead of 3) when combined with the Citizenship policy. The policy alone has no effect for roads on normal game speed due to rounding.
- The pyramids provide culture and great engineer points, plus more culture/happiness with the Tradition tree.
Not trying to derail this thread, but several posters had mentioned they prioritize Iron Working very low in this mod.
This is a shame becuase in Civ IV if you didn't get Iron Working or Bronze working earlyish in the game you knew that any moment there was going to be Barbarian Axemen or Swordsmen coming over the hill and you would be doomed.
There was an internal clock running and if you chose to beeline those higher techs for early wonder rushes you got screwed if you were in a barbarian zone.
I don't feel like this dynamic is present in Civ V and would love to see it come back. Currently there is very little downside to beelining wherever/ whatever you choose.
Technically this is a long-expired thread (v142.8) so I think commenting on anything that came up here is pertinent.
The counterpoint appears to be that the game feels easier. The straightforward way to solve that is to increase AI bonuses.
It just feels like too much gold, too soon to me, and others. I don't enjoy the game as much. Increasing AI bonuses would make the game more competitive, but doesn't affect how it feels to effectively be given a free worker or improvement in the first 8-15 turns.
I feel that this free gold is like playing with a cheat code, and turning on extra cheat codes for the AI to compensate isn't the way out.
Do you feel that the AI spending algorithm isn't doing a good job using the extra cash in the early game?