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Something I've thought about for a long time with the great artist is an old-style culture bomb, adding X:c5culture: to a city. It'd benefit both borders (like vanilla) and policies too. I dunno why they changed this from IV.
 
testgame:

I find costs are low:

Purchasing a University is 270gp...
Rifle to Infantry upgrade is 75gp...

EDIT
e.g.: Circus costs 19:c5production:

?
 
Quick gamespeed would be the source of the very low costs, and resource placement is somewhat random, so with a duel-sized map like you're on there's a high likelihood of weird distributions like that. What's important is that it not happen on average... so if you see situations like that with uranium too often I'll adjust things.

Keep in mind nuclear power plants were dramatically buffed, up to an 80% modifier. If they're still not really much of a choice compared to nukes I could increase it to 100%... they are rather late-game after all.
 
Testgame

I attach 2 pics to show the two continents
Mind you, I have chosen "Balanced resources" in setup :crazyeye:

EDIT: not 6, 7 nodes of uranium I have... ;)
 

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Something I've thought about for a long time with the great artist is an old-style culture bomb, adding X:c5culture: to a city. It'd benefit both borders (like vanilla) and policies too. I dunno why they changed this from IV.

I'd avoid creating a mechanic that will require new AI (bomb in a city).

I'd prefer to just see culture added to social policies than added into a city; with culture bomb as in vanilla, you know which tiles you're getting; much less clear if you did it in a city and triggered several expansions.

A culture bomb with border expansion in a city made more sense when cultural borders were done level by level (radius 1, radius 2, etc.); doesn't make so much sense when border expansion happens tile by tile. And Civ4 culture bombs only really made sense when combined with city flipping.

Also, given that the thresholds go up nonlinearly, you'd gain more tiles from city-culture-bombing in a city that didn't have many tiles yet (because the first border expansions are cheaper) than in a city that already had well-developed culture.

So I would recommend just adding some culture for social policy purchase on to the existing Civ5 landgrab mechanic - which is already nicely tied into the diplomacy system.

* * *
I'm guessing "balanced resources" option messes up with the scripts.
 
I would also recommend not adding culture directly to a city. First off, I am not so sure cities account for total culture accrued anymore. It treats it more akin to production than to food.

Culture bombs adding a fixed percentage of culture would be great. You cannot just let it be a flat amount because an early GA could quite literally net you 3-4 policies if you maintained low city numbers.



Also, I have been thinking that a strong solution to the "what the hell are we going to do with all of these resources" question is to add a Marketplace function to the City screen. Adding a box to the right hand column which allows you to consume up to 1 of each resource in that city would be an ideal solution. Bonus Resources add maybe 2 food each, Strategic 4 production and Luxury 8 gold. I think this would suddenly give very interesting internal decision making to resource spending, especially in regards to extra luxuries and such. You could give a brand new city several bonus resources to get it up to speed quickly, or focus them in a city where you are specialist focusing. All in all, it leads to an adaptable system which rewards players for choosing good city spots, and makes bonus resources worth even more.
 
Culture bombs adding a fixed percentage of culture would be great. You cannot just let it be a flat amount because an early GA could quite literally net you 3-4 policies if you maintained low city numbers.
I would imagine it would work just like a great engineer; a fixed amount of culture that scaled by era or game turn.

One balance hurdle; make sure it doesn't overpower the Louvre (or weaken the Louvre).

Also; is Porcelain tower underpowered with weakened GS?
 
I'm using the beta version, and after I took Meritocracy with it's new function, I still get happiness from cities connected to capital?
 
Something I've thought about for a long time with the great artist is an old-style culture bomb, adding X:c5culture: to a city. It'd benefit both borders (like vanilla) and policies too. I dunno why they changed this from IV.

That sounds good. Only problem with that is it means you lose the ability to flip tiles (or at least it'd be really hard to implement) which is one of the main features of the culture bomb.
 
Hey Thal, just been playing through the BC years with the latest version (1.09.20) and figure I'll throw you my thoughts and observations before I go on and then forget it all. Ottomans (seemed the most generic)/Emperor/large/continents/epic/raging barbs

- Liberty tree is awesome. I really like the balance between the early trees now.

- You seem to have reduced city-state influence from killing barbs from 30 to 25? While 30 was messy by making you friends for one turn (and was maybe a little on the high side), it had the advantage that you could kill a barb inside their territory without then pissing them off by being there (unless there's some built-in exception anyway that I don't know about?).

- I like the increased flanking bonus. Cool.

- Workers are awfully cheap to buy now. Easily the best way to spend early gold, and the only one I actually built was my first. Seems a bit wrong, and it cheapens the two-free-worker policy as well (I like that settlers cost a bit more to buy though). A big part of the problem, I think, is all the free gold in the super-early game. Perhaps partly river gold, but a lot of it is city-state-meeting gold. Not sure whether that ought to be toned down a little? Barb camp gold and ruins gold is about right though, I think. EDIT: restarted on normal speed, worker cost seemed okay, so the worker cost might be an epic-only issue. Gold from city-states seemed even more egregious at normal speed though. 10/20g instead of 15/30g?

- I'm not sure I like Seige as a first promo, except for actual seige units. I think as a second promo is fine, but it's perhaps a bit much as a first (particularly for archers).

- Other than that, spears and archers feel about right, I think. I'm cool with not being able to make warriors post-iron-working (though Aztec players might feel differently).

- There's a LOT of iron deposits around. Maybe it was just my location (I was a little bit desert-y) but I was absolutely swimming in iron. I do like the two-iron-per-deposit thing though.

- Not so sure about the watermill changes, it feels a bit schizophrenic. And 2 maintenance is too high, I think. Not sure I have any better suggestions, though - except maybe something like +10-15% growth per wheat? I realise that devalues non-river wheat though (could non-river wheat perhaps give +1 food at Civil Service?).

- Would making settlers slightly more expensive perhaps help limit AI ICS? I wouldn't change it by much, but they seem a little on the cheap side.

- There's no cultural multiplier buildings pre-broadcast-towers, except the Hermitage (which is nigh-on impossible to build unless you're a total culture vulture). Makes spreading culture evenly seem the sensible option, rather than focusing it. Feels like a niche that needs filling by something.

- EDIT: Circus - perhaps +2 happy PER worked horse/ivory?

Overall, though, it's feeling really good. Awesome work!
 
Reading the above post, it seems that either wuick or epic speed messes with purchase cost balance...? (see my testgame on quick)

on quick, buying the cheap workers was also my obvious strategy in the first phase of the game...
 
Just be aware of using the Specialized Barbarian Units (v 2) which is added in the dev build. For me it seemed to work fine but then it started to crash every saved game with a runtime error (but only when I had gone past turn 200ish). It would also change, on occasion, my Greek Companion Cavalry to a Marauder.! My Civ V is very stable and I have never experienced a crash before.
In the mod's thread I have posted about the crash but noted that it was last worked on in October of last year when it was changed to version 2 with...

Version 2
- Fixed a crash when loading savegames.

...removing that mod would not allow me to load my saved games and so I have to start again but all is well now.

The thread for the mod is...

http://forums.civfanatics.com/showthread.php?t=388127
 
I'll see if I can figure out where to intercept the culture bomb. Hopefully there's an event to do so, otherwise it'll only affect the human player...

I like the marketplace idea Sneaks, and would definitely play with it. Perhaps an independent counterpart to your Slider Specialists mod? I think you'd probably have more experience with that than I, and it'd go perfectly with the changes to resources in these balance mods. :)


@sav
In the new beta version, the "Combined" mod with the flags includes all the previous mods in one package. You can delete the others.


I would imagine it would work just like a great engineer; a fixed amount of culture that scaled by era or game turn.
Like how GSs were changed, too. I'll bug Alpaca about it since he has experience with intercepting great people abilities like that. :)


@black213
Thank you for pointing out the Meritocracy bug, fixed it.


@Polycrates
I believe they added a feature in a recent patch, where after killing a barbarian in a CSs territory trespassing is ignored for a while. I might be mistaken... if this is not the case I might boost it to 35. The reason I fiddled with influence gain was because of the constant "X has become an ally of Y" / "X is no longer an ally of Y" messages due to the AI completing quests but not subsequently solidifying their relationship. Quests should always give slightly more or less influence than what's required to reach a friend/ally level now.

Buying workers is definitely a valuable strategy to pursue. I don't want to nerf it because it'd improve the value of the alternative - stealing workers. Ideally by keeping worker costs at vanilla values and providing the 2-free-workers policy, the importance of worker stealing on hard difficulty settings will be reduced.

One thing to point out is getting Siege as a first promotion reduces capability to clear out early defenders of an opposing civ. It makes city capture a little easier, but at some of the higher difficulty levels the defender has so many units it's difficult to actually get to the cities. That said, I've been thinking about splitting it into two +25% promotions, similar to the Civ IV "City Raider" promotion line, or just moving it back to Tier 2 promotion status.

There was a suggestion a while back to make UUs obsolete one tier later than their normal-unit counterparts. I haven't implemented this yet. It'll be a buff to the Aztecs when I do, allowing them to build Jaguars until Metal Casting.

I agree the Watermill feels like it has many divergent bonuses. I never could really figure out what it's for in the original form either. I think I have an idea on how to focus its role a bit more though... will experiment a bit.

Not really sure what we can do about AI ICS. In the same patch Firaxis nerfed ICS they made the AI do it more, which didn't make much sense to me.

I'm not really sure an early culture multiplier is needed, culture and policies seem to be relatively well-balanced right now.

A per-resource happiness attribute isn't available.


@V. Soma
Not really sure about purchase costs on Quick gamespeed. I haven't played around with the different gamespeeds much, and haven't touched variables of Quick setting at all, but did lower unit costs slightly on Epic and Marathon a while back, as you probably noticed in the version notes.


@Xink
That's strange. I haven't encountered any crash or unit replacement issues... but I'll put it on my todo list, and look through the barbarian units mod to see if there's anything I can do about it. I do like the concept of the mod, it's something I've used for a very long time.
 
I never could really figure out what it's for in the original form either
I think its designed to encourage you to build your city *on* the river (which consumes a valuable river-adjacent tile) as opposed to 1 tile away from the river (which lets you work all the river-adjacent tiles).
 
I always saw it as a 2 gold per turn specialist before the added production. Now it is even better. As of now, any food that is not worked is extremely powerful.
 
Cheers for post 1,000 in the thread :beer:

I've updated again. Highlights of v1.09.21 beta:

  • Cities now lose -1:c5citizen: when captured. For large cities this results in a nerf to razing while buffing puppets, and altering annexation dynamics.
  • Watermill and Windmill no longer buff Wheat.
  • Circus now buffs Horses and Ivory, with a rebalanced cost. It still pays for itself with 1 resource if the city has some gold modifiers, and results in a clear surplus with 2 resources.
  • Marble buff moved from Temple back to Museums again. This late in the game, the effect of a few extra culture should be minimal.
  • Some bugs fixed.
 
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