If there was one final balance patch. What changes would you like to see

Casworon

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Just wondering. If there was one final balance patch released by firaxis what changes would you like to see in it?
 
"balance" patch, wouldn't call it balance as much as a big patch, the thigns that pop to my mind

- Allow scenarios and mods to be officially used in multiplayer games
- Re-do Terracota Army (very few people chose to build it and it's very tricky to get right to get most out of it)
- Fix/Improve "Underground Sect" and potentially other beliefs
- Free Civilization ;)
 
- Give Denmark a push in the right direction
- Make Piety more viable as a first tree to open
- Maybe... more luxuries?
- Mods available in multi-player.

EDIT

-More achievements. Especially tied to the Conquest of the New World Deluxe. AND THEY BETTER BE COLOURFUL! The achievement icons for BNW were ugly brown-red.
 
Just wondering. If there was one final balance patch released by firaxis what changes would you like to see in it?

I: Trade Routes
1) Expose the variables at the SQL / XML level to make it possible to mod without having to go to the C++ DLL level.

2) Eliminate the sea bonus for internal routes.

3) Either eliminate the sea bonus for external routes OR remove the harbor gold bonus.

4) Slightly increase hammer cost of caravans to that of Cargo Ships.

II: Piety & Honor - Save the poor AI from itself by requiring Classical era to open both of these. (Easier than rebalancing the first policy trees)

III: Have Terracota Army give 6 Free Swordmen (replace with UU of the player building it if they have a Sword replacement UU) and increase both maintenance free units and supply by 6.

IV: Split City state & Major civ minimum distance into separate variables (both exposed at the XML / SQL layer)

V: Add "Tech stagnation" as an advanced start option, where all science costs would be 50% higher, but the hammer costs and number of turns would be unaffected. (When we have threads dealing with trying to get a turn 220 peaceful victory on normal speed, its obvious that some players need slower science)
 
III: Have Terracota Army give 6 Free Swordmen (replace with UU of the player building it if they have a Sword replacement UU) and increase both maintenance free units and supply by 6.

Maybe... 6 free iron too so you're not stuck with the -50% penalty?
 
1. Fix The Great Library.
2. Remove annoying AI behavior like forward settling halfway across the map.
3. Fix Deity which in some ways is related to number 1 and to a lesser extent number 2.
4. Give the Dutch a few Marsh tiles.
 
Maybe... 6 free iron too so you're not stuck with the -50% penalty?

Okay, make a brand unit unit with strength +2 compared to Swords that does NOT require Iron but upgrades to Muskets instead of Longswords to avoid Iron shortfall / massive Iron gifted after Muskets.
 
1. Fix The Great Library.
2. Remove annoying AI behavior like forward settling halfway across the map.
3. Fix Deity which in some ways is related to number 1 and to a lesser extent number 2.

What is wrong with the Great Library?

And #2 is definitely something that should be addressed.
 
V: Add "Tech stagnation" as an advanced start option, where all science costs would be 50% higher, but the hammer costs and number of turns would be unaffected. (When we have threads dealing with trying to get a turn 220 peaceful victory on normal speed, its obvious that some players need slower science)
I agree with pretty much everything else, but I'd rather change this one to...

- lower the %-bonuses from science buildings (once again)
- make great persons always give the original amount of bulk science/culture they generate instead of recalculating every turn
- remove 1 science specialist slot from the university

...and get the player down to the level of the AI - AND open up other tech-paths to be more efficient by making the buildings+specialists less mandatory for scientific advance.
 
1. Scout shouldn't be too beefy, shouldn't be able to capture civilian units
2. Ranged unit should be more effective shooting down civilian units
3. City bombardment on embark units should be less powerful
4. More picks in religious benefits.
5. Honor should also benefit naval, Piety should be more useful
 
What is wrong with the Great Library?

And #2 is definitely something that should be addressed.


AI starts with Pottery and pops Writing. BAM. The Great Library is unlocked and they choose to build it. Its gone by 3000 BC, nearly 3 millennia too early. Bonus technology and a beaker increase. Throws off the entire first part of the game.

Here's the fix: Change places with Oracle. IIRC the Oracle of Delphi dates to 2600 BC.
 
- Some pantheons directed to cotton, dyes and silk
- A Lake pantheon
 
AI starts with Pottery and pops Writing. BAM. The Great Library is unlocked and they choose to build it. Its gone by 3000 BC, nearly 3 millennia too early. Bonus technology and a beaker increase. Throws off the entire first part of the game.
I still dont see the problem. Ahistorical things happen all the time in the game. I never see the ai that build the GL consistently doing better than the others (though it does help a bit). There are generally better things for a player to build at the time anyway.

on topic.
Fix to Piety as an opener (or moved to classical?).
Fix Terracotta (the 6 free stronger swordsman units sounds too good- 4 swordsman cost the same production)
Fix cargo ships >>> caravans

Make wide equally viable with tall
Reduce the per city science penalty (3% on standard)
Change Meritocracy (?) to 50% reduction in social policy increases per city (and keep the GA)
Change Republic to also have +1 gold per city (in addition to the production bonuses)

Lower the base number of trade routes and give +1 per 4 cities. This may also require a reduced value to them. Add a late national wonder with +2 trade routes so that Tall doesn't fall super behind very wide.
 
Some units get stuck when there's a moving exchange and there's units around both of the exchanged units... units can often get stuck like that and don't allow the turn to end. If you could delete units to allow that can't sleep and can't move to allow the turn to end and keep playing.
 
Some units get stuck when there's a moving exchange and there's units around both of the exchanged units... units can often get stuck like that and don't allow the turn to end. If you could delete units to allow that can't sleep and can't move to allow the turn to end and keep playing.

Yeah that happened to me several times too, I had to delete the triremes. I have no idea how the designer can fix this though.
 
1) Balance the social policy trees.
2) Balance the social policy trees.
3) Balance the social policy trees.

Oh, I almost forgot ... seriously, balance those social policy trees!

And budweiser's idea to switch Oracle and Great Library sounds perfect.
 
Off the top of my head:
  1. Major Bug fixes
    1. Science overflow
    2. 3 hex LOS
  2. Unit Balance
    1. Make UU consistent wrt need for iron/horses
    2. Make ranged units relatively less OP (could be it's own list)
  3. Undo arbitrary design choices
    1. City on plain should be able to build stoneworks
    2. Plantation on banana should not loose production
  4. Civ tweaks
    1. Longhouse should have no downside
    2. Help AI Byzantium found a religion
    3. Some minor buff for Denmark
 
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