I just finished 60 hours of testing and here are the results. It is now the year 2015 so it is a good stopping point to compare vs RL timeline. I'm playing on emperor and at this point I'm number 1 in every demographic. Played on a huge world with 22 Civs. I own about 20% of the land in the world. Income is 30K per turn with 1370 science. Usually range between 60 and 130 happiness depending on different factors. Through the game I get social policies about every 11 or 12 turns, which seems balanced and well paced.
First of all a few comments on my playing style. I play with an emphasis on technology and economy, with expansion when it makes sense.
Game Pace:
I think the techs in the early game need to be slightly more expensive. I was an "age" ahead through most of the game compared to RL timelines. I hit industrial in 1600, modern in 1850, and then it slowed way down. There are many techs for the industrial and modern age so I'm still working on some of them in 2015, but getting toward the end of the modern now. These dates are without rushing through.
So the reason why I sped things up was because several players mentioned that they couldn't reach the later eras. A lot of their games ended with them either in Industrial or early Modern. At least this way, players will get to experience *almost* every era.
Strategic Concepts:
Because of the enormous expense of modern units, military citystates are overpowered in the extreme. It cost me about 20k gold to become their allly and they pop out units worth 65k and up for a long time. Multiply that by all of the military citystates and acquiring a modern military becomes much easier and more affordable, but the AI will never compete with you enough on this point so it is an exploit. Not sure exactly the best way to fix, but perhaps drastically increasing the time needed to produce a unit? Anyhow, the return on investment for that strategy is too high.
I see your point. I wish there was a function for Military CS to change the unit spam depending on the era but there is not. I will drastically lower the spam for Friends and slightly lower it for Allies.
AI and Gold: For some reason I don't think the AI is spending enough of its gold. In the industrial some of the AI's had 2 million gold, which is a lot. Perhaps their increased production capacity made it so that they could produce all of the buildings and have all of their units upgraded, but I doubt it. It wasn't just one either, there were a few of them.
Yes, this is a major problem. It's like the AI doesn't understand that it can spend gold to rush-buy units and buildings. I don't know how to fix it, and vanilla AI is bugged with the same problem, so obviously they can't fix it either. I'm hoping once the DLL is released that there will be a few AI mods to make them "smarter."
Military and Diplomacy: Only one person declared war on me all game, yet I had a mediocre army most of the game so it wasn't intimidation. This is just a comment, not sure if it means anything. In modern I built up to become the leading military, but before then I was middle of the road. I even declared war and conquered 4 or 5 civs and still didn't piss off the world enough to gang up on me.
That's interesting; in my games I usually am declared on more than I declare. It could do with you AI opponents, but I think the main reason is your play-style. I love to take as much land as I can in the early game, and the AI are particularly unforgiving of a rapid expanding player, especially if you claim "their land."
Great People:
The relative strength of great people varies tremendously with time and space. Great scientists are overpowered with the ability to get a free tech. Here is an example, a great scientist just got social networking for me, which would have taken 24 turns to research, wow, what a great thing. The great merchant I just used for a trade route gave me less than 20K gold. That sucks because that is 2/3 of one turn worth of gold. So great merchants are basically useless. Great engineers are somewhere in between. In modern times they can finish about 1/3 of a wonder or something. Can we vary these with their age so they give different bonuses depending upon he time period? What this makes me do is manually control all specialists and only produce scientsts and engineers, period. The artists are good for getting land, but you only need that occasionally when you want to steal a resource. The amount of gold or culture you would get for making their great buildings is a joke too, that needs to upped considerably.
Yes, they are a bit
lol
OP. I saw a mod sometime ago that limits the techs that a GS can research. That may help the problem, but it will still be the strongest GP. I have tried to compensate for that by making the GP improvements much stronger, but even then, when the late-game hits, the only thing you will do with GS is pop a tech. If it's possible, I would like to see a function similar to that of the GE, in that the amount of science you are given is directly a result of the population of the city. This will require some extra coding (lua or c++), but it will restrict the GS from popping techs outside of cities.
Research Agreements:
I think these are overpowered also. They need to be more expensive and return less science. I basically keep investing my money in these constantly because the return is so high. I did build the wonder that increases the return by 50%, but still, the way the return goes is for about 1 or 2 turns of gold production, you get about 7-9 turns of science production. This seems like a very high return on investment. If we just fixed this it would slow down science considerably. At that point you may need to reduce the expense of the industrial and modern techs to keep the timeline in tact since there are so many of them.
Hmm, I never use the RA, favoring spending the gold buying buildings and such, but if it's this good I need to switch up my strategy.
I will increase the amount needed for each era.
Unit Upgrades vs Purchase Cost:
In many instances it cost more to upgrade a unit than to purchase it outright from a city, which to me seems counter intuitive. For example, right now it cost about 300K to upgrade a bomber to a stealth bomber, but it only cost 150K to purchase it outright from my city. I ended up spending the extra money to upgrade a few because of their experience, but I still think this is backwards. The same thing with tanks, except to a lesser degree. It cost about the same to upgrade to a modern tank as to buy a new one outright. Also, aircraft carriers are not upgradeable to their larger counterpart, is that on purpose?
This is backwards. Have you only noticed this effect in the late Industrial-early Modern or throughout the game? There is a function that specifically deals with upgrades. I'll lower the value to make this more correct.
AI Armies:
The units that require buildings in order to produce them are extremely rare, this includes any and all air force, tanks, etc. I think the AI is getting confused and not producing the buildings. I think there is a mechanism to prioritize the importance of certain buildings, so the importance of the auto factory, and airplane factory need to be upped considerably. The entire time I have been fighting enemies I have only seen one plane, and have not fought against a single tank. I know they have the tech because most people are in the modern era right now. I haven't fought any of the big dogs but I will soon so I'll keep you posted if the major players have better militaries. Without some air protection, my aircraft carriers, bombers, and battleships are just torching their militaries. The other thing it does is reduce the importance of fighters. Currently my fighters have a minor role because they don't have to do any dog fighting... .all the killing is done by my bombers. The cost of some of the units is in my opinion too high. My best city produces a nuke in 50 turns on a standard game. That is just too much. It can pretty much build any 2 modern wonders before I can build a single nuke?
Noted, but I don't think I will be increasing the flavor of the unit producing buildings much, if at all. The unit buildings' combined flavor ratings is between 140-220; average buildings are ~65, and even the wonders are only around 90. I actually put a limit on the number that can be built so that the AI doesn't waste all of their oil. I just don't think the AI recognizes that some units can only be built through these buildings. I haven't been wanting to touch the unit flavors, as I think the AI does a pretty good job with them, but I may need to increase the flavors of the units that require buildings, so once the AI builds the building, it will begin assembling the unit.
Gold in general and upgrade costs:
I focused heavily on gold producing buildings and I still had a hard time keeping my military upgraded. I probably only bought 4 buildings the entire game because the cost to upgrade the military is so high. I spent every penny of my money on research agreements and upgrading military, with the lion share on military. I would guess about 80% upgrading military, 15% research agreements. Perhaps this is by design, but just wanted to share the ratios. I was able to slowly keep a modern military by spending every penny on it, but just barely.
Fixed by lowering upgrade cost.
Victories:
The egyptians in my game won a cultural victory in the year 2006. Is this about right? I think we need to change the victory criteria if you intend to have the game played into the digial era and beyond. This was about smack dab in the middle of the modern era for the top dogs.
Well, I'm at least glad that the AI *can* win games, even if they shouldn't this early. When I was first play-testing the mod, I always got frustrated in the later eras because everything seemed to point to a military victory. As things are currently, diplomacy is a joke, military is long but not impossible, science takes forever, and culture is unlikely.
In the early game, each of these victory conditions get equal play; there are techs centered around increasing culture, those for boosting military flexibility, etc. In vanilla civ, your desired victory condition can be changed all the way up to Industrial. Unfortunately, it's the same here. I want to push back that stage where you go all-in for your victory to at least late-Modern. Sure, there will be ways for you to have a leaning toward one condition or another, but the real game changers should be reserved for the really late game. In Spatz Alpha Centari thread, Spatz talks about how the game was
designed to end by Modern Era, with all the absurd late game buildings (Broadcast Tower, Research Lab, Nukes). It is therefore very difficult for modders to extend the life of the game, especially since we have nothing to compare to.
As it stands, I really don't like the conditions available to us. The culture victory is actually counter-productive, as it encourages players to fill out a social tree while the game wants players to shift to new governments as they become available. This is broken. As I have mentioned in other post, there is a real need to separate culture from Governments. However, I don't know what to put in its place (maybe religion
). Science is almost impossible, as the player must go to the end of the tech tree. By that point, the player could just win off of any other victory condition. Diplomacy is just laughably bad. I really like attempts by the City-State Diplomacy Mod to make it more realistic, but even then it is kind of iffy. Conquest, while not necessarily easy, is the de facto victory for about 95% of my games.
There needs to be more options late-game that actually funnel players to a victory, rather than "bonus here, bonus there." This is why I want to remove many of the extra buildings D added. In my opinion, if I can't justify why it should be there, it shouldn't be there. In other words, the mod will be complete when there is nothing left to remove. This will create a more streamlined system, forcing players to consciously pick which condition they want to pursue by the Modern Era, instead of "Oops, I guess I won on Diplomacy
." I am optimistic that the new tech system Fires and I am setting up will fulfill this to some extent, but there will still probably be some shortcomings that we must account for.
Most of this post was about things that were not quite right with the mod, but it would take me days to post everything that is right with this mod. It was an absolute pleasure to play and most of it is fairly well balanced and challenging. I spent a lot of time playing if you have any other questions about my experience, please ask. Thanks so much for your work on this and if I think of some more things I'll keep in touch. Can't wait for the next release. Thanks a bunch.
You are welcome. And thank you; I had to spend more time thinking about the mod and the direction it needs to go by answering your questions than I have for a loong time. And for the second post, I am still working on the balance for Modern Era. One challenge is making the building bonuses comparable to the amount of time it takes to build (like a Nuclear Plant taking X amount of turns to pay off the amount of production invested into it) while also preventing the bonuses from being too excessive (+5,000 production
). It's a doosy, which is why this era is taking so long.