I found this mod yesterday and have tried to read up on the changes. Great work! I could not get it to work with the 2013 fall patch so I apologise if these ideas are already implemented. I am very much looking forward to trying it out and helping out with the project.
There is a problem with 1 Unit per tile that has rippled through the design of Civ V that I think may adressed in better ways than how it was adressed in the design, namely how do you avoid clogging the map with units while avoiding an uneventful early game.
This can be seen in why the boosts to production are so small (ca. 10%) and the boosts to science so large (50%). This makes sure that there are always new buildings and insufficient production to build them. Further by making national wonders dependent on building a lot of useless buildings in secondary cities you eat production. Further, by having a very low impact from converting hammers to wealth/science you leave the peaceful player with little to build except buildings. This is boring design.
Why not free the national wonders from requiring the building in all cities? This mod already exists and I think it works well without leading to clogging. Since the hammer costs increase with each city it still penalises wide empires but not nearly as much as before. Price them according to how strong they are.
It would be great if you could use them to increase the benefits from city specialisation. As it is now national college is too strong and come too early which leads to an early game glut of science, which obsoletes ancient/classical units way too fast and it is almost always built in the capitol which is the biggest city at that point. It does not even make historical sense ("national"). National college should be about 25% science, 1 Great scientist point, 1 culture if it comes this early or stronger if moved back in the tech tree. The very bland Iron Works could give bonii to manufactories and and great engineer generation for instance 25% production, 25% engineer generation 2 prod from all manufactories.
(Academies are also too strong in comparison to manufacturies and customs houses. Academies 6/8/10 science, Manufactories 5/6/7, Customs house 7/10/13.)
So how do we remove clogging?
For peaceful empire making converting production into science and gold more lucrative and adding culture and faith convertion as well. (A (hammers^1/2)/25 multiplier seems about right meaning that 25 hammers will increase your science/gold/culture/faith output by 20 % whereas 100 hammers will increase it by 40%.)
For warfare a solution is to make it cost gold to heal units which is both realistic and has interesting gameplay effects. I'm thinking around 1 gold per healed hammer. Healing a warrior from half to full strength would cost 20 gold (40hammers/2) and a pikeman 45). There would need to be some changes to promotions and pillaging should give less hp.
The effects are firstly that it depopulates the map as you would now sacrifice more units than before. With good balance you would want to heal some core units with high xp and sacrifice the others. Secondly that it makes wars less all or nothing, since the difference between 1 and 0 hp it not as huge as before. As it is now, the winner of a battle loses maybe 1 unit and has to wait a while for the others to heal whereas the loser loses an army. Think of the outcome failed sieges. Thirdly that it would increase the difficulty of the game with proper AI coding. As it is now the player can defeat an AI siege with minimal losses and proceed to take all their cities barring happiness problems. The AI can neither keep units alive nor pillage as it is now which leads to alot of units shuffling around your cities while you kill them with archers. The Japan AI does not do this as much however and can therefore bring its production superiority to bear and take your cities. It is probably easier to code it to grind your cities than to rotate units and avoid casualties. I envison more of this.
A bit more space to manouvre and more battles away from cities would also be nice. If cities are made weaker it will not be as dangerous to move by them and you will need to shield the city with things like melée units in forts. An option to increase the distance between cities is to make it possible to utilise the fourth and fifth ring around the city for production. This allows for cities to grow profitably beyond 30 when you usually have used most good tiles and specialists. To balance this bonus to tall strategies you could lower the happiness cost of cities from 3 to 2 happiness.
The largest problems with this change to upkeep apart from the effort is the micromanagement of more units, especially reserves moving to the front. More early gold would probably be needed as well.
There is a problem with 1 Unit per tile that has rippled through the design of Civ V that I think may adressed in better ways than how it was adressed in the design, namely how do you avoid clogging the map with units while avoiding an uneventful early game.
This can be seen in why the boosts to production are so small (ca. 10%) and the boosts to science so large (50%). This makes sure that there are always new buildings and insufficient production to build them. Further by making national wonders dependent on building a lot of useless buildings in secondary cities you eat production. Further, by having a very low impact from converting hammers to wealth/science you leave the peaceful player with little to build except buildings. This is boring design.
Why not free the national wonders from requiring the building in all cities? This mod already exists and I think it works well without leading to clogging. Since the hammer costs increase with each city it still penalises wide empires but not nearly as much as before. Price them according to how strong they are.
It would be great if you could use them to increase the benefits from city specialisation. As it is now national college is too strong and come too early which leads to an early game glut of science, which obsoletes ancient/classical units way too fast and it is almost always built in the capitol which is the biggest city at that point. It does not even make historical sense ("national"). National college should be about 25% science, 1 Great scientist point, 1 culture if it comes this early or stronger if moved back in the tech tree. The very bland Iron Works could give bonii to manufactories and and great engineer generation for instance 25% production, 25% engineer generation 2 prod from all manufactories.
(Academies are also too strong in comparison to manufacturies and customs houses. Academies 6/8/10 science, Manufactories 5/6/7, Customs house 7/10/13.)
So how do we remove clogging?
For peaceful empire making converting production into science and gold more lucrative and adding culture and faith convertion as well. (A (hammers^1/2)/25 multiplier seems about right meaning that 25 hammers will increase your science/gold/culture/faith output by 20 % whereas 100 hammers will increase it by 40%.)
For warfare a solution is to make it cost gold to heal units which is both realistic and has interesting gameplay effects. I'm thinking around 1 gold per healed hammer. Healing a warrior from half to full strength would cost 20 gold (40hammers/2) and a pikeman 45). There would need to be some changes to promotions and pillaging should give less hp.
The effects are firstly that it depopulates the map as you would now sacrifice more units than before. With good balance you would want to heal some core units with high xp and sacrifice the others. Secondly that it makes wars less all or nothing, since the difference between 1 and 0 hp it not as huge as before. As it is now, the winner of a battle loses maybe 1 unit and has to wait a while for the others to heal whereas the loser loses an army. Think of the outcome failed sieges. Thirdly that it would increase the difficulty of the game with proper AI coding. As it is now the player can defeat an AI siege with minimal losses and proceed to take all their cities barring happiness problems. The AI can neither keep units alive nor pillage as it is now which leads to alot of units shuffling around your cities while you kill them with archers. The Japan AI does not do this as much however and can therefore bring its production superiority to bear and take your cities. It is probably easier to code it to grind your cities than to rotate units and avoid casualties. I envison more of this.
A bit more space to manouvre and more battles away from cities would also be nice. If cities are made weaker it will not be as dangerous to move by them and you will need to shield the city with things like melée units in forts. An option to increase the distance between cities is to make it possible to utilise the fourth and fifth ring around the city for production. This allows for cities to grow profitably beyond 30 when you usually have used most good tiles and specialists. To balance this bonus to tall strategies you could lower the happiness cost of cities from 3 to 2 happiness.
The largest problems with this change to upkeep apart from the effort is the micromanagement of more units, especially reserves moving to the front. More early gold would probably be needed as well.