The_Reckoning
Prince
First off I'll say this is an excellent thread. There are few things I dislike about Civ4:
- AI isn't perfect [the best strategy AI in a game to date, IMO, but still not perfect]
- A few interface annoyances [grouping system mainly]
and, relevant
- The dominance of a few strategic options.
People are really thinking on how to balance out the strategy options, which is great.
I've read the entire thread so far.
Like.
Like.
Totally agree. If I have several monastaries in each city, the hit of obsoleting Monastaries is too hard, and I put off SciMeth till I have nothing left to research.
Few more ideas:
- Remove the 10% bonus from Monastaries, replace with a fixed +X of beakers [scaled to speed+map?].
- Remove the 10% bonus from Monastaries, let Monastaries give +1 per priest.
- Remove the 10% bonus from Monastaries by default, but add it back in with the Religion civics, but have Free Religion not give that bonus. [So Monastaries give no bonus, but having Paganism, Org. Religion, Theocracy or Pacifism gives +10% per monastery, FR still gives +10% overall].
- Make the GL obsolete with a later tech.
- Have the 10% bonus from Monatstaries halve with an earlier tech, such as Paper.
I like the idea of just moving it.
If you want to nerf mass chopping I agree. What I think would be fun is to change what techs affect hammers-per-chop:
So initial no. is changed to +10 per forest [it's currently 20 ]
IW is +50% [5]
MC is +50% [5]
Maths is +100% [10]
Replacable Parts is +50% [5]
So after IW it's 15 per chop, after Maths it'd be 25 per chop, after MC it'd be 30, and after RP 35. By that point, it's generally worth a lot more to keep forests for mills.
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More ideas:
- Remove the free tech from being the first at Liberalism, give the first at Liberalism a free great scientist.
- AI isn't perfect [the best strategy AI in a game to date, IMO, but still not perfect]
- A few interface annoyances [grouping system mainly]
and, relevant
- The dominance of a few strategic options.
People are really thinking on how to balance out the strategy options, which is great.
I've read the entire thread so far.
What I would suggest is reducing their cost to 35.
Still, at this stage I reckon I'll put +1 first strike on the marine in v0.2.
What do you think of +1 for farms under serfdom?
Like.
- +1 on a jungled tile
Like.
I've read of concerns regarding Scientific Method. It's a prerequisite tech for important ones (i.e. communism, biology...), yet its effect is overall negative on the short run. For instance, losing the power of monasteries & The Great Library is just a too big blow for a tech that's supposed to represent more advances in science/research! How about giving it a 10% bonus in all cities? That would be attractive for those not wanting Free Religion as a civic, & for those who want to win either by space, late domination, late conquest or perhaps time. I do know that the late game research might get too accelerated by that bonus, but in later era starts that bonus would be balancing.
Totally agree. If I have several monastaries in each city, the hit of obsoleting Monastaries is too hard, and I put off SciMeth till I have nothing left to research.
Few more ideas:
- Remove the 10% bonus from Monastaries, replace with a fixed +X of beakers [scaled to speed+map?].
- Remove the 10% bonus from Monastaries, let Monastaries give +1 per priest.
- Remove the 10% bonus from Monastaries by default, but add it back in with the Religion civics, but have Free Religion not give that bonus. [So Monastaries give no bonus, but having Paganism, Org. Religion, Theocracy or Pacifism gives +10% per monastery, FR still gives +10% overall].
- Make the GL obsolete with a later tech.
- Have the 10% bonus from Monatstaries halve with an earlier tech, such as Paper.
At the moment, I'm thinking move slavery to Masonry which sounds fairly sensible, but at the same time increase the cost of Masonry ever so slightly.
I like the idea of just moving it.
If you want to nerf mass chopping I agree. What I think would be fun is to change what techs affect hammers-per-chop:
So initial no. is changed to +10 per forest [it's currently 20 ]
IW is +50% [5]
MC is +50% [5]
Maths is +100% [10]
Replacable Parts is +50% [5]
So after IW it's 15 per chop, after Maths it'd be 25 per chop, after MC it'd be 30, and after RP 35. By that point, it's generally worth a lot more to keep forests for mills.
---------------------------------------------------------------------------------------------
More ideas:
- Remove the free tech from being the first at Liberalism, give the first at Liberalism a free great scientist.