pepper2000
King
- Joined
- Apr 14, 2013
- Messages
- 899
After receiving some favorable comments, I've decided to attempt building consolidation. There are several reasons I think this is necessary.
- The way the numbers are now encourages a player to building a bunch of older buildings rather than a single newer building.
- The build lists get long. I find that it starts to be a real problem around the Industrial Era, when the long build lists cause severe lag and make it take a long time to find what I am looking for. Call me impatient if you will.
- The existing build list already provides more health, happiness, gold, etc. than a civ really needs, which reduces the opportunity for Transhuman and Galactic buildings to contribute as much.
- Making old buildings go obsolete will make it easier to implement space colonies.
- ...
The proposed solution is as follows:
- Categorize buildings into three categories: buildings that are essential and that every city needs (e.g. University, Factory); buildings that are needed to advance but should not be essential in every city (e.g. Bioinformatics Lab); and buildings that are nice to have but could be ignored without any real problem. The first category should be small, and most should be in the third.
- All nonessential buildings are replaced and/or go obsolete. The rule of thumb I have in mind is that a nonessential building should go obsolete about two eras after it becomes available.
My main worry is throwing off the balance. So here's the balance situation as I see it.
Gold: This seems to be a touchy subject based on what I've read in the forum. My sense is that there is more than enough gold available throughout the entire game, but that can be a bit unstable. I've had issues in the late Industrial Era and later with funny things happening which require a recalc.
Science: The pace of scientific research seems fine to me.
Culture: Far more than needed.
Espionage: I find spy missions to be quite expensive, but I generally don't optimize my play to produce espionage, so I can't say how the balance would be if I made this a priority.
Food: Cities grow slowly in the early game, as they should, but around the Classical or Medieval Era explode. Part of the problem may be that the granary-type buildings are overpowered or that there are too many operating at once.
Production: It's a little too easy to build things, especially units. Rather than tweak the upscaled building costs, I would want to reduce the number of hammers available.
Health: Health is a problem through the Renaissance, a big problem in the Industrial and Modern Eras, and the situation improves rapidly because I switch to Paradise at Ecological Engineering. Pollution is really the source of it. By the mid-Transhuman Era, health becomes too good (which I hope turns out to be realistic, but is not the best for gameplay).
Happiness: I find it easy to keep people happy so long as crime doesn't rage out of control. Way too much happiness in the later eras. I guess I'm a grinch.
Crime: It seems to be well understood that, despite all the anti-crime buildings, policing units are the best way to manage crime. Just build a few more guards and crime goes below 0.
Pollution: Air pollution is almost unmanageable until the Transhuman Era, though I suppose I could build more park rangers. I don't seem to have much trouble with water pollution.
Tourism: A good feature now. It's hard to get it up, but since it's more of a bonus, that is appropriate.
Education: Keeping education up to the highest level isn't too hard.
All in all, I'm not too worried about making buildings obsolete and throwing off the game balance. In fact, I think it would improve balance.
Any general thoughts about this? If all goes well, I hope to present a draft cleaned-up building XML.
- The way the numbers are now encourages a player to building a bunch of older buildings rather than a single newer building.
- The build lists get long. I find that it starts to be a real problem around the Industrial Era, when the long build lists cause severe lag and make it take a long time to find what I am looking for. Call me impatient if you will.
- The existing build list already provides more health, happiness, gold, etc. than a civ really needs, which reduces the opportunity for Transhuman and Galactic buildings to contribute as much.
- Making old buildings go obsolete will make it easier to implement space colonies.
- ...
The proposed solution is as follows:
- Categorize buildings into three categories: buildings that are essential and that every city needs (e.g. University, Factory); buildings that are needed to advance but should not be essential in every city (e.g. Bioinformatics Lab); and buildings that are nice to have but could be ignored without any real problem. The first category should be small, and most should be in the third.
- All nonessential buildings are replaced and/or go obsolete. The rule of thumb I have in mind is that a nonessential building should go obsolete about two eras after it becomes available.
My main worry is throwing off the balance. So here's the balance situation as I see it.
Gold: This seems to be a touchy subject based on what I've read in the forum. My sense is that there is more than enough gold available throughout the entire game, but that can be a bit unstable. I've had issues in the late Industrial Era and later with funny things happening which require a recalc.
Science: The pace of scientific research seems fine to me.
Culture: Far more than needed.
Espionage: I find spy missions to be quite expensive, but I generally don't optimize my play to produce espionage, so I can't say how the balance would be if I made this a priority.
Food: Cities grow slowly in the early game, as they should, but around the Classical or Medieval Era explode. Part of the problem may be that the granary-type buildings are overpowered or that there are too many operating at once.
Production: It's a little too easy to build things, especially units. Rather than tweak the upscaled building costs, I would want to reduce the number of hammers available.
Health: Health is a problem through the Renaissance, a big problem in the Industrial and Modern Eras, and the situation improves rapidly because I switch to Paradise at Ecological Engineering. Pollution is really the source of it. By the mid-Transhuman Era, health becomes too good (which I hope turns out to be realistic, but is not the best for gameplay).
Happiness: I find it easy to keep people happy so long as crime doesn't rage out of control. Way too much happiness in the later eras. I guess I'm a grinch.
Crime: It seems to be well understood that, despite all the anti-crime buildings, policing units are the best way to manage crime. Just build a few more guards and crime goes below 0.
Pollution: Air pollution is almost unmanageable until the Transhuman Era, though I suppose I could build more park rangers. I don't seem to have much trouble with water pollution.
Tourism: A good feature now. It's hard to get it up, but since it's more of a bonus, that is appropriate.
Education: Keeping education up to the highest level isn't too hard.
All in all, I'm not too worried about making buildings obsolete and throwing off the game balance. In fact, I think it would improve balance.
Any general thoughts about this? If all goes well, I hope to present a draft cleaned-up building XML.