So imbalance is fun?You guys are going to sap all the fun from the game...
It will be perfectly mathematically balanced and a boring as hell chore
I can understand the sentiment, it is possible for the pursuit of balance to stamp out uniqueness and originality, creating the "boring as hell" concern. It absolutely can happen, and its something to be mindful of.So imbalance is fun?
I frequently get a 2nd pathfinder if I get a gold ruin early to get potentially more ruins more easily. They are just faster. I typically play on large and I'm aware that that's not what we balance for, but at least in that setting you easily have enough room to also give some exploration promotions to a second recon unit making them vastly superior to a measly warrior. You must also be joking that a warrior has more surviveability over a speedy pathfinder. Before deep ocean travel they are also excellent units to steal barb camps, split enemy armies and pillage their resources/trade routes or a very flexible garisson.up till now a warrior could do a pathfinder’s job at least 75% as well, upgrade sooner, protect me from barbs better, survive (ie protect my investment) better, and they do not evaporate into irrelevance while I wait for deep ocean travel to unlock.
It’s really, REALLY hard to justify ever building a 2nd pathfinder. I sometimes wonder why we even have a button for it. With 18a I might press that button. That seems like it would actually add uniqueness; there is something I might want to do with a unit that ive never wanted 2 of in all my years of playing VP.
Not joking. In the barbarian PvE phase, Warriors have more CS and 33% vs barbs. At low-med difficulties They can fortify and heal through 3 barbs surrounding them while a pathfinder can barely survive 2 hits. In an early pvp, pathfinders can't outrun a horseman except in the most ideal situations, they can't tank more than 3 hits, a pillage action takes half their entire movepool, making them a sitting duck, and their squishiness makes them a high priority target. They just don't have the stats to do anything of value without being suicides.You must also be joking that a warrior has more surviveability over a speedy pathfinder.
1. YesSo imbalance is fun?
That makes it a nice tradeoff. You get a tech but not necessarily the one you want.I like the free science instead of a free tech, because if I prioritized something to research, that's the tech I want finished. Not some random other tech.
I kind of agree with this. In fact, I rather want to make all civs able to pick Native Tongue (or even come by default for all Recon units) if imbalance or unfairness is the concern here. But, sadly, AI is unable to do that and they would just pick randomly.You guys are going to sap all the fun from the game...
It will be perfectly mathematically balanced and a boring as hell chore
Yeah, I meant we could still have variety by having both qualitative and quantitive bonuses AND quantitive could be balanced, so in general they aren't worse by that margin.In this particular case, what I am referring to, is that you plan to replace "qualitative" features (gaining technology, getting "advanced weapons" which is full unit upgrade) with "quantitative" math-based bonuses (gaining some science, gaining some experience). Much less fun. Back in the days it was a hell lot of fun stealing full technologies, now it's a chore to click through a swarm of spies leeching some gold here, some science there. What used to feel like an adventure, now feels like freaking accounting.
You guys are going to sap all the fun from the game...
It will be perfectly mathematically balanced and a boring as hell chore
It's a "Million Little Things"Who here seriously claims they won or lost a game cuz they did or didn't get a particular ruin bonus in turn 5?
True, and yes there are definitely circumstances that lead to advantages, the early game especially where these little things count most -- I don't dispute that there are some rewards that are better than others, nor that in some circumstances these can be leveraged into even greater advantages -- but I think that's the fun alluded to by some here. The goody hut rewards are small enough in the scope of the game that they are far from automatic-wins, and the fun is trying to convert that early tech or super unit into a grand strategy, and/or find counter-play to advantages developed by opponents. Flattening everything to irrelevance is balanced, certainly: the proposed rewards are all equally unimpressive.It's a "Million Little Things"