Lord Tirian
Erratic Poster
So, Civ:BE has been out for over a week and while it has issues, I made a couple of interesting observations that are, I think, worth thinking about depending on what we are going to do with the CPP in the future since our balancing isn't "done" yet (and I'm somewhat suspicious of porting too much of CEP because, I think, it's very rooted in tackling Vanilla's problems which BNW "fixed", largely).
Thoughts? These are really just starting points, of course, but who knows, might be an interesting discussion to have anyway. And I hope it revitalises the discussions here a bit!
- Graduated Health/Happiness: Civ:BE's health system. While I think it's working a bit oddly in BE, I actually really like the graduated levels (-20, -10, 0, 10, 20) because it creates "buffer zones". I actually like this more than the scaling system CPP has at the moment because it means (unless I'm near a threshold), I don't sweat minor variations that much as I do now.
- Flatter Yields: While many Civ:BE wonders are super-disappointing, I actually like the move away from multiplier effects to "flat" effects. It means specialists and tile yields are more important - and I like that it keeps the gameplay "more on the map" so to speak. I think it's a decent design direction (and the large multiplier buildings were always "too good", like the observatory or university) we can keep in mind.
- Espionage: Civ:BE espionage is fun and faster. I think tech stealing at the moment is actually a bit slower than it should be and I really like that spies at the HQ give an indirect buff. Gazebo already included "random" spy actions, I think Civ:BE can give us a good pool for "random" spy events (and, apart from the highest level ones, they are pretty good at not being random screw-overs). There's definitely inspiration to be had.
- Favours: I'd love to lift a mechanic similar to favours - at least for CSD. Not 1:1 (as it has issues anyway), but it'd be nice to see something along these lines (though that also sounds hideously complex, only Civ4 Diplomacy features ever did something as complex).
- Trade Routes: Following Civ:BE's example, I think caravanseries should give you extra trade routes... just kidding. What I do think is interesting, though, is that internal trade route yields depend on the providing cities, it'd be an interesting way to encourage a small, tall empire, if the internal trade route yields were something like 5% of the origin city (that'd help a bit with the fact that wide empires profit more from internal trade routes, too).
Thoughts? These are really just starting points, of course, but who knows, might be an interesting discussion to have anyway. And I hope it revitalises the discussions here a bit!