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#21 |
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Since Civ 1
Join Date: Dec 2003
Posts: 578
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Great Lighthouse
Apparently this is being discussed somewhere else.
I think people are overthinking this. Reducing it to +1 trade route from +2 trade routes cuts it in half. This will be fine. No need to get fancy or creative. |
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#22 | |
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𝄢 𝄢 𝄢 𝄢 𝄢
Join Date: Jul 2004
Location: Aotearoa
Posts: 2,446
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• +50% commerce from trade routes in the cityNone of these would make the wonder too strong on any maptype. And we should continue discussion of it here rather than there.
__________________
History Rewritten - 1.19 released 27th November 2012 • Expanded content and enhanced gameplay for BTS - Mac, Windows, and Multiplayer compatible • 51 Civilizations, 141 Leaders, 18 Traits, 36 Civics, 140 Techs, 18 prophet-founded Religions, Inquisitions, 14 real world Corporations • 16 new Units, 6 new Promotions, 17 new Buildings, 9 new Wonders, 2 new Routes, 17 new Resources, Savannah, Wetlands, Reefs • Unique Wonders, Cultural Citystyles, Cultural Unit Art, Dynamic City Naming, Culturally Linked Starts, Blue Marble, BUG, and much more! |
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#23 | |
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Since Civ 1
Join Date: Dec 2003
Posts: 578
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Glh
Like some wonders, the Great Lighthouse is stronger in certain situations. The GLH can currently only be built in a coastal city, and is only worthwhile to build if the Civ has or expects to have a reasonable number of coastal cities.
+1 trade routes in coastal cities in the right circumstances is strong, and in the wrong circumstances (with just one coastal city) is weak. Also, the more foreign and overwater trade routes the better. The simplest and best extra bonus, if you think one is needed, is 2 rather than one extra trade routes in the city where the GLH is built. The other ideas can be saved for buildings, unique buildings, unique units, or other wonders. By the way, this gets back to the idea of the cost of certain wonders depending on map type and size. I forget whether you said this as impossible, but if not the GLH is a good example of one where the cost could usefully vary. Quote:
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#24 |
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𝄢 𝄢 𝄢 𝄢 𝄢
Join Date: Jul 2004
Location: Aotearoa
Posts: 2,446
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It's not impossible but it wouldn't be easy and would probably slow down AI decision making noticeably. I don't think it's worth the effort to be honest.
__________________
History Rewritten - 1.19 released 27th November 2012 • Expanded content and enhanced gameplay for BTS - Mac, Windows, and Multiplayer compatible • 51 Civilizations, 141 Leaders, 18 Traits, 36 Civics, 140 Techs, 18 prophet-founded Religions, Inquisitions, 14 real world Corporations • 16 new Units, 6 new Promotions, 17 new Buildings, 9 new Wonders, 2 new Routes, 17 new Resources, Savannah, Wetlands, Reefs • Unique Wonders, Cultural Citystyles, Cultural Unit Art, Dynamic City Naming, Culturally Linked Starts, Blue Marble, BUG, and much more! |
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#25 |
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Chieftain
Join Date: Jul 2011
Location: America
Posts: 53
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What do you think of some kind of early naval academy? There were very experienced sailors in ancient Greece and Egypt, but the only building that gives you any XP is a dry-dock, which comes much later. The naval academy could become obsolete once the dry-dock steps in, or it could not be obsoleted at all, because America still has naval academies today.
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#26 |
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Chieftain
Join Date: Jul 2011
Location: America
Posts: 53
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I don't quite understand the point of the religion office wonder. All it seems to do is make your cities unhealthy and give you less happiness once you reach free religion.
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#27 |
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Since Civ 1
Join Date: Dec 2003
Posts: 578
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I do not think the religious office currently has much use in the game.
There is no game reason why you would want to remove religions from your own cities. Since there is some advantage to an opponent to having religions in his cities, there may be some advantage to you to remove religions from opponents cities. However, it requires a significant investment and open borders. I tried it once, just to see how it works. After three or four failures I just gave up. From a game point of view, there are usually much better uses of your hammers. I think this is ripe for a significant revision or removal. |
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#28 |
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Inscrutable
Join Date: Feb 2007
Location: Canada
Posts: 264
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Well, the Holy Office does have some uses.
For one thing, inquisitions are necessary to raise the influence of your state religion to 80% and achieve the new Religious Victory. For another:
Frankly, I think the new Religious Victory condition should be eliminated. It leads to absurd gameplay: found a religion, research Dogma, build the Holy Office, send a steady stream of Inquisitors to every city in the world, and win! Where's the challenge in that? I would not mind removing the Holy Office as well but I think some players might prefer to keep it for flavour. In that case, I would suggest we:
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#29 |
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Chieftain
Join Date: Jul 2011
Location: America
Posts: 53
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I see some of the uses now, but the holy office is just not seeming worthwhile to me.
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#30 | |||||
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𝄢 𝄢 𝄢 𝄢 𝄢
Join Date: Jul 2004
Location: Aotearoa
Posts: 2,446
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__________________
History Rewritten - 1.19 released 27th November 2012 • Expanded content and enhanced gameplay for BTS - Mac, Windows, and Multiplayer compatible • 51 Civilizations, 141 Leaders, 18 Traits, 36 Civics, 140 Techs, 18 prophet-founded Religions, Inquisitions, 14 real world Corporations • 16 new Units, 6 new Promotions, 17 new Buildings, 9 new Wonders, 2 new Routes, 17 new Resources, Savannah, Wetlands, Reefs • Unique Wonders, Cultural Citystyles, Cultural Unit Art, Dynamic City Naming, Culturally Linked Starts, Blue Marble, BUG, and much more! Last edited by Xyth; Aug 06, 2011 at 09:24 PM. |
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#31 | |||
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Inscrutable
Join Date: Feb 2007
Location: Canada
Posts: 264
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#32 |
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Since Civ 1
Join Date: Dec 2003
Posts: 578
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Theatre
With new early buildings that provide culture, the importance of the Theatre has declined. Also it no gives happiness with Dyes.
Possibly there is something you can add to make the Theatre a little more valuable. Last edited by Howard Mahler; Aug 12, 2011 at 03:47 PM. |
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#33 |
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Since Civ 1
Join Date: Dec 2003
Posts: 578
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Levee
I rarely build the levee.
It only seems worthwhile when you have an awful lot of river tiles. I suspect you could afford to reduce the hammers to build the levee by about 1/3. |
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#34 |
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Chieftain
Join Date: Sep 2006
Location: Melbourne Australia
Posts: 86
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I was thinking like with some buildings like with barracks, Library and market you can upgrade buildings for example you start off building a small barracks and end up building a large barracks.
another idea you can build commercial, industrial centers which then unlock other buildings. |
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#35 | |||
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𝄢 𝄢 𝄢 𝄢 𝄢
Join Date: Jul 2004
Location: Aotearoa
Posts: 2,446
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Copying this from another thread as it's more appropriate to this one: WeaverWhat do you think of that as a rough concept? Basically, a modifier that increases the more types of resources you get, up to a maximum of 25%. Not all the resource buildings would suit such a change of course but do you think something like this is worth pursuing?
__________________
History Rewritten - 1.19 released 27th November 2012 • Expanded content and enhanced gameplay for BTS - Mac, Windows, and Multiplayer compatible • 51 Civilizations, 141 Leaders, 18 Traits, 36 Civics, 140 Techs, 18 prophet-founded Religions, Inquisitions, 14 real world Corporations • 16 new Units, 6 new Promotions, 17 new Buildings, 9 new Wonders, 2 new Routes, 17 new Resources, Savannah, Wetlands, Reefs • Unique Wonders, Cultural Citystyles, Cultural Unit Art, Dynamic City Naming, Culturally Linked Starts, Blue Marble, BUG, and much more! |
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#36 |
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Since Civ 1
Join Date: Dec 2003
Posts: 578
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Theatre
"I'm dropping the Weaver to just 1 culture and it's possible that it may get shifted later in the tree. Either way, this should help restore the Theatre's role a bit."
This will help. You should consider adding maybe +1 coins to Theatre. |
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#37 | |
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Inscrutable
Join Date: Feb 2007
Location: Canada
Posts: 264
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All right. Let's talk resources:
Resources There are exactly 50 resources in HR.
Comments
Resource Buildings Of those 50 resources, 15 are new to HR: 2 strategic, 9 happiness, and 4 health. All of the resources provide further benefits when paired with buildings, sometimes more than once. Even when you consider that the average empire has roughly 10 to 15 different resources within its borders, that adds up to a lot of health and happiness. And any player who goes conquering will have access to much more. It doesn't help that various buildings (the Cemetery, Well, Aqueduct, Bath, Sewers, and Hospital) provide +13 health even without resources, not to mention +1 happiness per Temple. Replacing bonus health and happiness from resource buildings with a percent commerce modifier is an interesting idea, but it would be tricky to balance. To take your example: Quote:
I suggest a much simpler fix:
If you agree, I have a first draft ready to post. |
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#38 | |||||||||||||
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𝄢 𝄢 𝄢 𝄢 𝄢
Join Date: Jul 2004
Location: Aotearoa
Posts: 2,446
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__________________
History Rewritten - 1.19 released 27th November 2012 • Expanded content and enhanced gameplay for BTS - Mac, Windows, and Multiplayer compatible • 51 Civilizations, 141 Leaders, 18 Traits, 36 Civics, 140 Techs, 18 prophet-founded Religions, Inquisitions, 14 real world Corporations • 16 new Units, 6 new Promotions, 17 new Buildings, 9 new Wonders, 2 new Routes, 17 new Resources, Savannah, Wetlands, Reefs • Unique Wonders, Cultural Citystyles, Cultural Unit Art, Dynamic City Naming, Culturally Linked Starts, Blue Marble, BUG, and much more! Last edited by Xyth; Aug 18, 2011 at 09:56 PM. |
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#39 | |
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Inscrutable
Join Date: Feb 2007
Location: Canada
Posts: 264
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The First Draft
Added or adjusted bonuses are in green. Removed bonuses are in red. I've listed all resource buildings as a matter of course, whether or not any changes were made. All other buildings are only listed if I had a suggestion to make. Ancient Era Kiln: -1 health, +2 beakers, +5% commerce with Stone (+2 production, +1 commerce removed) Granary: +25% food stored, +1 health from Corn/Rice/Wheat, +1 health from Agrarianism, +1 happiness from Redistribution Smokehouse: +25% food stored, +1 health from Bison/Deer Tannery: -1 health, +2 hammers, +1 happiness from Fur/Seal Theatre: +3 culture, +2 artist slots, +1 happiness from Dye (+1 happiness per 10% culture rate removed) Circus: -1 health, +2 gold, +1 happiness from Elephant/Horse, requires Elephant or Horse [new building] Classical Era Harbour: +50% trade route yield, +1 health from Crab/Fish/Shellfish Aqueduct: +2 health from fresh water (does not provide extra health to cities already connected to fresh water), spreads irrigation to adjacent tiles Forge: -1 health, +25% production, +1 engineer slot, -1 health from Copper/Iron, +1 happiness from Gems/Gold/Silver Stadium: +1 happiness, +1 from Hit Shows, +1 happiness per 20% culture rate Market: +25% gold, +2 merchant slots, +1 happiness from Amber/Jade, +2 happiness with Professionalism Jail: +4 espionage, +25% espionage, +2 spy slots, -25% war wariness Medieval Era Weaver: +1 culture, +1 happiness from Cotton/Flax/Silk Tavern: +25% trade route yield, +1 happiness from Cocoa/Tobacco/Wine (+1 culture, +2 commerce removed) Bath: +1 culture, +25% GPP, heals units an extra +10% damage/turn (+2 health removed) Grocer: +25% gold, +2 merchant slots, +1 health from Banana/Olive, -1 health from Tobacco Great Temple: +50% culture, +2 priest slots, +2 happy with state religion, +1 happy from Incense Civic Square: +2 culture, +25% GPP, +10% Great General emergence, +5% commerce with Marble Renaissance Era Inn: +1 trade route, +25% trade route yield, +1 health from Tea, +1 happiness from Coffee, requires Tavern [new building] Customs House: +50% foreign trade route yield, +1 health from Salt, +1 happiness from Spices Sewers: +2 health, +25% espionage, +1 population Observatory: +25% beakers, +1 scientist slot, +50% spaceship production Distillery: -1 health, +1 happiness from Potato/Sugar, -25% war wariness Drydock: -1 health, +4 XP for Naval Units, +50% production for Naval units, +1 health from Whale Industrial Era Supermarket: +2 food, +1 health from Cattle/Pig/Sheep, -1 health from Tobacco Factory: -2 health, +25% production, +50% production with power, -1 health from Coal/Gas/Oil, +2 engineer slots, +5% commerce with Rubber Cinema: +1 happiness, +3 culture, +1 happiness from Hit Movies, player suffers -5% war wariness News Press: +25% GPP, +1 happiness per 10% espionage rate, enemies suffer +10% war wariness Industrial Park: -2 health, 1 free engineer, +2 engineer slots, -1 health from Coal/Gas/Oil, +5% commerce with Oil Modern Era Broadcast Tower: +50% culture, +2 artist slots, +1 happy from Hit Singles, +1 happiness per 10% culture rate Laboratory: -1 health, +25% beakers, +1 scientist slot, -1 health from Tobacco, +5% commerce with Copper Comments
Duly noted. Quote:
![]() (Wait: does New Zealand count as "Down Under"?) But, seriously, either Hit Shows or Hit Drama would work. And I suppose I can broaden my horizons on the meaning of Shellfish. And that's a wrap! Well, what do you think? I must say I'm quite pleased with how this draft turned out. Last edited by Azoth; Aug 19, 2011 at 04:31 AM. |
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#40 | |||||||||||
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𝄢 𝄢 𝄢 𝄢 𝄢
Join Date: Jul 2004
Location: Aotearoa
Posts: 2,446
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Still digesting all of that, thanks for your hard work on it. Rather than comment on everything I think I'll see what changes I might want to make to it and produce a new draft. Will probably take me a few days though, busy weekend here. I'll comment on a few aspects now though:
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*By this I mean how resources are placed on the map. Resource to Player ratio, resources only appearing on one continent and such. Quote:
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Theatre: +25% culture, +2 artist slots, +1 happiness from Hit DramaThe Theatre gets a culture modifier to compensate for the removal of some bonuses and to make it scale better throughout the game. Each building now has a well defined role. I've decided to go with Hit Drama as the name of that resource and I think that this cannot be attached to anything but the Theatre. Dye I still want to connected to the Weaver but that may change when that building is finalized. Quote:
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__________________
History Rewritten - 1.19 released 27th November 2012 • Expanded content and enhanced gameplay for BTS - Mac, Windows, and Multiplayer compatible • 51 Civilizations, 141 Leaders, 18 Traits, 36 Civics, 140 Techs, 18 prophet-founded Religions, Inquisitions, 14 real world Corporations • 16 new Units, 6 new Promotions, 17 new Buildings, 9 new Wonders, 2 new Routes, 17 new Resources, Savannah, Wetlands, Reefs • Unique Wonders, Cultural Citystyles, Cultural Unit Art, Dynamic City Naming, Culturally Linked Starts, Blue Marble, BUG, and much more! |
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