MisterBenn
Warlord
- Joined
- Jan 29, 2006
- Messages
- 126
I'd agree with szemek77 that the revolution effect of "financial trouble" is VERY pronounced. Running at less than 60% for any length of time causes a lot of instability and in the early game you don't have any civic options available to mitigate.
In a couple of games I have expanded to ~ 3 cities in the ancient era - if you are in a fully wooded start area there is no room for cottages and you will have to run at about 50% science once your initial cash from huts runs out. In this case it's possible to implode into revolution before you reach Iron Working with no options to get out of it. It seems to trouble the AI less and they usually expand to 4/5/6 cities in the same time and you only hear of the occasional AI civ getting into instability problems. Admittedly until the current beta I have usually played AND without the extra building options and I've found that many of the AND early buildings help with extra bits of commerce and gold here and there. Nonetheless I'd maybe suggest that perhaps the earliest civics might have more tolerance towards a low science rate. Ancient era people might object to immediate things such as cruel or despotic rule, but before writing / currency etc would people really object to diverting too much of the civs resources towards operating a couple of towns rather than pursuing enlightenment?
Some more specific feedback from the beta now...
1) Should the bonuses from the Tannery be all +hammers for land units rather than including +10% hammers overall? Can a tannery help build buildings and boats?
2) The -30% trade route income from Barter doesn't show in the trade route hover text, but the fractional trade route value does seem to be correct.
3) The "Actual" calculations seems to be a little confused sometimes. I suspect that the Actual calculation doesn't reflect decimal yields yet - sometimes it predicts +1 commerce when in fact your commerce will just improve from 0.87 to 1.18 following a new building. Not serious though. More confusing is when the Apiary (+1 health, +1 food, no conditional bonuses) is listed as having an actual food benefit of +2 food, and then +1 food the next turn. I've seen a couple of buildings fluctuate suspiciously like this but don't have anything concrete to pin it on yet.
In a couple of games I have expanded to ~ 3 cities in the ancient era - if you are in a fully wooded start area there is no room for cottages and you will have to run at about 50% science once your initial cash from huts runs out. In this case it's possible to implode into revolution before you reach Iron Working with no options to get out of it. It seems to trouble the AI less and they usually expand to 4/5/6 cities in the same time and you only hear of the occasional AI civ getting into instability problems. Admittedly until the current beta I have usually played AND without the extra building options and I've found that many of the AND early buildings help with extra bits of commerce and gold here and there. Nonetheless I'd maybe suggest that perhaps the earliest civics might have more tolerance towards a low science rate. Ancient era people might object to immediate things such as cruel or despotic rule, but before writing / currency etc would people really object to diverting too much of the civs resources towards operating a couple of towns rather than pursuing enlightenment?
Some more specific feedback from the beta now...
1) Should the bonuses from the Tannery be all +hammers for land units rather than including +10% hammers overall? Can a tannery help build buildings and boats?
2) The -30% trade route income from Barter doesn't show in the trade route hover text, but the fractional trade route value does seem to be correct.
3) The "Actual" calculations seems to be a little confused sometimes. I suspect that the Actual calculation doesn't reflect decimal yields yet - sometimes it predicts +1 commerce when in fact your commerce will just improve from 0.87 to 1.18 following a new building. Not serious though. More confusing is when the Apiary (+1 health, +1 food, no conditional bonuses) is listed as having an actual food benefit of +2 food, and then +1 food the next turn. I've seen a couple of buildings fluctuate suspiciously like this but don't have anything concrete to pin it on yet.