Civsassin
Immortal
One thing we learned from CiV upon release was that the game was unbalanced. There were issues with:
- happiness (hence the luxury resource nerf in a subsequent patch)
- ability to generate gold (hence the trading post nerf)
- ICS (hence the three tiles vice two between cities)
- RA (hence the change to the RA mechanic)
- Science generation (hence the changes to Academy and National College yields among others)
- Production (hence the production nerf)
- building yields (percentages lowered in favor of a set amount of gold/science/production yields)
You get the point. Now they are introducing quite a few new game mechanics that in themselves may be unbalanced and may cause unbalancing to some of the existing game mechanics. For example, there has been quite a bit of discussion about happiness and how in G&K there provides a greater opportunity for happiness (new luxuries, adding the +1 happiness back to luxuries, happiness through religion, etc). Is this going to now permit players to settle more cities than they normally would? Without some offsetting mechanic, I would think so, but so far, none has been discussed.
Faith is now being added, and Stonehenge now provides faith rather than culture. Will an already difficult culture win now be more difficult, or are they adding other opportunities to increase culture.
Obviously, with the change to the HP system, we now have a 100 point scale vice a 10 point scale. The opportunity to have an unbalanced combat system exists.
These are just a few examples of the potential to unbalance the game, but on the other hand, the developers may have learned their lessons from the shape the game was in upon release. It may also be that there are other game mechanics and changes that have not been released that will help to keep the game balanced. For example, I don't recall seeing how city attack / defense is going to change as a result of the modified HP system.
Thoughts? Comments?
- happiness (hence the luxury resource nerf in a subsequent patch)
- ability to generate gold (hence the trading post nerf)
- ICS (hence the three tiles vice two between cities)
- RA (hence the change to the RA mechanic)
- Science generation (hence the changes to Academy and National College yields among others)
- Production (hence the production nerf)
- building yields (percentages lowered in favor of a set amount of gold/science/production yields)
You get the point. Now they are introducing quite a few new game mechanics that in themselves may be unbalanced and may cause unbalancing to some of the existing game mechanics. For example, there has been quite a bit of discussion about happiness and how in G&K there provides a greater opportunity for happiness (new luxuries, adding the +1 happiness back to luxuries, happiness through religion, etc). Is this going to now permit players to settle more cities than they normally would? Without some offsetting mechanic, I would think so, but so far, none has been discussed.
Faith is now being added, and Stonehenge now provides faith rather than culture. Will an already difficult culture win now be more difficult, or are they adding other opportunities to increase culture.
Obviously, with the change to the HP system, we now have a 100 point scale vice a 10 point scale. The opportunity to have an unbalanced combat system exists.
These are just a few examples of the potential to unbalance the game, but on the other hand, the developers may have learned their lessons from the shape the game was in upon release. It may also be that there are other game mechanics and changes that have not been released that will help to keep the game balanced. For example, I don't recall seeing how city attack / defense is going to change as a result of the modified HP system.
Thoughts? Comments?