Acken
Deity
TLDR: Read bolded parts
Issue 1 will be the first 4 Policy tree
Currently discussing balancing Piety
Hello and please read before posting
Somewhat like Ninakoru is currently researching ways to make the AI perform better I'm a firm believer that another critical point where Civ5 could be improved is in its balance. I'm also very confident that a better balance means an AI that performs better in the end because it's sub-optimal moves will become less so.
As him in this thread http://forums.civfanatics.com/showthread.php?t=521140 I'm currently heavily considering making a mod adressing what I consider troubling problems that I don't think Firaxis will fix. For me the fall patch was rather disappointing fixing only a portion of the problems not bothering touching most of them.
I love Civ5 but when I see myself never utilizing some options apart from some very situational cases it makes me a little sad.
First, I want to acknowledge that there are already some mods trying to balance things up. Machiavelli, the Communitas package and probably a lot more. However where I want things to be different is that I'm trying to make something very minimalistic. Like an unofficial patch with ideas from me and the community. Mostly numbers tweaking here and there. So that somewhat used to the original won't feel lost playing with this mod, many things will be left unchanged and others will be mostly buffs and nerfs. So if you are looking for new buildings, new wonders and a totally revamped policy tree it's not what I propose. But if you really enjoy the original game but feel you'd like things to be a bit smoother this is where I want to go also !
I also intend to keep things in the spirit of the game, Liberty should remain the wide tree for example.
I'm not a Civ5 god, I don't claim to be but I think I have some solid experience to make reasonable claims that this or that should be changed. But since I don't have all the experience in the world I'm making this thread to share people thoughts and having debates. This will be a slow project with many incomplete versions where people would be encouraged to test changes and report afterward.
I intend the discussion and modding process to be by baby steps. One problem at a time, for example I won't touch civilizations for a LONG time.
Finally, it's possible that some stuff are true for singleplayer and not for multiplayer. I intend this to be a mostly singleplayer experience.
Planning:
1. Rebalancing the 4 first policy tree
2. As I'm doing honor, I'll also focus myself in spotting problems with everything concerning wars (AI agressiveness/passiveness, range vs melee, spoils of war etc)
3. Finalizing the other trees (when necessary).
4. Boosting some buildings or techs if necessary (especially late game buildings like the windmill).
5. Other stuff to be decided
____________________________________________________________________
Issue number 1 to be discussed is the balance between Tradition, Liberty, Honor and Piety. More specifically today we'll talk about Tradition and Liberty.
I desire to make each a viable first 100 turns options depending on your start and how you will use it. Here are my thoughts and analysis :
For references as to specific policies please go to:
http://civilization.wikia.com/wiki/Social_policies_(Civ5)
(Discussing Liberty in spoilers, now old)
Please refer to this post for my most uptodate entry:
http://forums.civfanatics.com/showpost.php?p=13208418&postcount=52
Issue 1 will be the first 4 Policy tree
Currently discussing balancing Piety
Hello and please read before posting
Somewhat like Ninakoru is currently researching ways to make the AI perform better I'm a firm believer that another critical point where Civ5 could be improved is in its balance. I'm also very confident that a better balance means an AI that performs better in the end because it's sub-optimal moves will become less so.
As him in this thread http://forums.civfanatics.com/showthread.php?t=521140 I'm currently heavily considering making a mod adressing what I consider troubling problems that I don't think Firaxis will fix. For me the fall patch was rather disappointing fixing only a portion of the problems not bothering touching most of them.
I love Civ5 but when I see myself never utilizing some options apart from some very situational cases it makes me a little sad.
First, I want to acknowledge that there are already some mods trying to balance things up. Machiavelli, the Communitas package and probably a lot more. However where I want things to be different is that I'm trying to make something very minimalistic. Like an unofficial patch with ideas from me and the community. Mostly numbers tweaking here and there. So that somewhat used to the original won't feel lost playing with this mod, many things will be left unchanged and others will be mostly buffs and nerfs. So if you are looking for new buildings, new wonders and a totally revamped policy tree it's not what I propose. But if you really enjoy the original game but feel you'd like things to be a bit smoother this is where I want to go also !
I also intend to keep things in the spirit of the game, Liberty should remain the wide tree for example.
I'm not a Civ5 god, I don't claim to be but I think I have some solid experience to make reasonable claims that this or that should be changed. But since I don't have all the experience in the world I'm making this thread to share people thoughts and having debates. This will be a slow project with many incomplete versions where people would be encouraged to test changes and report afterward.
I intend the discussion and modding process to be by baby steps. One problem at a time, for example I won't touch civilizations for a LONG time.
Finally, it's possible that some stuff are true for singleplayer and not for multiplayer. I intend this to be a mostly singleplayer experience.
Planning:
1. Rebalancing the 4 first policy tree
2. As I'm doing honor, I'll also focus myself in spotting problems with everything concerning wars (AI agressiveness/passiveness, range vs melee, spoils of war etc)
3. Finalizing the other trees (when necessary).
4. Boosting some buildings or techs if necessary (especially late game buildings like the windmill).
5. Other stuff to be decided
____________________________________________________________________
Issue number 1 to be discussed is the balance between Tradition, Liberty, Honor and Piety. More specifically today we'll talk about Tradition and Liberty.
I desire to make each a viable first 100 turns options depending on your start and how you will use it. Here are my thoughts and analysis :
For references as to specific policies please go to:
http://civilization.wikia.com/wiki/Social_policies_(Civ5)
(Discussing Liberty in spoilers, now old)
Spoiler :
First what is the purpose of each according to Firaxis:
-Tradition is for small empires
-Liberty is for wide empires
-Honor is for warmongers
-Piety is for people trying to get the most out of religion
Tradition has been the most loved tree these past months for a whole lot of reasons:
-It has great early culture (3 in cap, 4 free culture buildings (monuments)) allowing faster policies
-It has a lot of growth 2f in capital, 10% in cap, 15% elsewhere 4 free aqueducts, allows HG
-Good happiness: 1happy per 10pop, 1happy per 2pop in capital
-Some gold: 1GPT/2pop which goes very well with % modifiers in capital like Market and Commerce. And a no maintenance policy for garrisoned units.
-Allow faith buy engineers
Everything is good in that tree and works for the whole game. The strong growth bonus make this tree the primary choice for many many strategies because as we know: POP = everything, better science, better production, easier to fill slots etc. Then the happiness is pretty stellar, with 3 city at 20pop and a capital at 30 we are looking at 24Happiness.
Tradition is often responsible for the fastest finishing times in science and culture in GOTM or the strategy forum. Some people have also tried to take some liberty policies into the mix and have come out with good results.
Now let's take a look at liberty:
-1 culture per city, -33% policy cost penalty per city
-5% production 1hammer per city
-1 free settler, 1 free worker faster improvements, faster settlers, allow Pyramids
-One golden age, One "free" great person, 1happy per linked city -5%unhappy
The tree is often suggested for early wars, it has happiness per city, some reduction in culture penalty per city and an early production boost.
The purpose of that tree is clearly to get something wide going on, reductions per city, faster settlers, bonuses on a per city basis.
However here is problem number 1:
-One of the biggest downside of making many cities is the unhappiness generated. 3 per city (+1 per pop). This issue is often offbalanced by additional luxuries, but that is something available to tradition as well. A liberty player and a tradition player will both be looking for spots with luxuries to offset the unhapiness of founding cities. But I think a liberty player should be able to have a bit more room where to put cities, since the tree is supposed to allow a bigger number of cities.
It doesn't seem to make sense that the tree that is supposed to help expansion is getting less free happiness than Tradition.
=> Solution 1: Buff Liberty. Make Meritocracy a better policy, 2 happiness per city linked and/or a -10/15% to unhapiness (exact numbers should be found through playtesting ).
=> Solution 2: Nerf Monarchy in the Tradition tree. It's the biggest culprit for the vast amount of happiness this tree generate. I'm thinking something along the line of only one hapiness per 3 or 4 pop.
=>Or both at the same time
Now let's say we can put happiness from both tree around the same level (with one in a tall context and the other in a wide context). If we want both trees to compete we want both of them to be able to reach end techs in similar times. Sadly here tradition probably wins most of the time: better population means more science and an easier time building costly buildings. Liberty is supposed to compete by having lower pop cities but more numerous. This create however a problem when it comes to building the necessary science buildings.
Libraries will benefit a lot from the Republic policy, 1 additional hammer is a big deal early on. But Liberty also has to make monuments in the early game so in my opinion both somewhat negates themselves when it comes to libraries. Later on, having to build many schools, universities and laboratories can be pretty slow. But you have more luxuries and more cities connected so overall you should have gold to rush buy some. Here to me it's up to the community to weigh in whether or not Liberty should get a small boost in growth and/or production.
So problem 2: Is production from liberty enough to offset the lower pop ? Will you be able to compete with tradition when it comes to science ?
I have three possible ideas:
-Make Republic scale with eras, +1hammer per era.
-Give liberties 1 or 2 additional trade routes in its finisher to allow for better growth.
-Make National wonders requirement cost less hammers (libraries, markets, monuments, Opera, Hotel, Colloseum (helps happiness too !), workshop, hotel, temple...)
Another Idea I have been toying with is that all three trees but tradition have to build aqueducts. And all 3 trees have an inferior growth hence a possible inferior production. So an additional solution would be to reduce the basic cost of Aqueducts. Tradition doesn't really build them but I feel considering the cost of aqueducts reducing their cost would lower the interest in having the trad finisher.
That's it for today Quite a long post. I'll hope there is some interest in this
-Tradition is for small empires
-Liberty is for wide empires
-Honor is for warmongers
-Piety is for people trying to get the most out of religion
Tradition has been the most loved tree these past months for a whole lot of reasons:
-It has great early culture (3 in cap, 4 free culture buildings (monuments)) allowing faster policies
-It has a lot of growth 2f in capital, 10% in cap, 15% elsewhere 4 free aqueducts, allows HG
-Good happiness: 1happy per 10pop, 1happy per 2pop in capital
-Some gold: 1GPT/2pop which goes very well with % modifiers in capital like Market and Commerce. And a no maintenance policy for garrisoned units.
-Allow faith buy engineers
Everything is good in that tree and works for the whole game. The strong growth bonus make this tree the primary choice for many many strategies because as we know: POP = everything, better science, better production, easier to fill slots etc. Then the happiness is pretty stellar, with 3 city at 20pop and a capital at 30 we are looking at 24Happiness.
Tradition is often responsible for the fastest finishing times in science and culture in GOTM or the strategy forum. Some people have also tried to take some liberty policies into the mix and have come out with good results.
Now let's take a look at liberty:
-1 culture per city, -33% policy cost penalty per city
-5% production 1hammer per city
-1 free settler, 1 free worker faster improvements, faster settlers, allow Pyramids
-One golden age, One "free" great person, 1happy per linked city -5%unhappy
The tree is often suggested for early wars, it has happiness per city, some reduction in culture penalty per city and an early production boost.
The purpose of that tree is clearly to get something wide going on, reductions per city, faster settlers, bonuses on a per city basis.
However here is problem number 1:
-One of the biggest downside of making many cities is the unhappiness generated. 3 per city (+1 per pop). This issue is often offbalanced by additional luxuries, but that is something available to tradition as well. A liberty player and a tradition player will both be looking for spots with luxuries to offset the unhapiness of founding cities. But I think a liberty player should be able to have a bit more room where to put cities, since the tree is supposed to allow a bigger number of cities.
It doesn't seem to make sense that the tree that is supposed to help expansion is getting less free happiness than Tradition.
=> Solution 1: Buff Liberty. Make Meritocracy a better policy, 2 happiness per city linked and/or a -10/15% to unhapiness (exact numbers should be found through playtesting ).
=> Solution 2: Nerf Monarchy in the Tradition tree. It's the biggest culprit for the vast amount of happiness this tree generate. I'm thinking something along the line of only one hapiness per 3 or 4 pop.
=>Or both at the same time
Now let's say we can put happiness from both tree around the same level (with one in a tall context and the other in a wide context). If we want both trees to compete we want both of them to be able to reach end techs in similar times. Sadly here tradition probably wins most of the time: better population means more science and an easier time building costly buildings. Liberty is supposed to compete by having lower pop cities but more numerous. This create however a problem when it comes to building the necessary science buildings.
Libraries will benefit a lot from the Republic policy, 1 additional hammer is a big deal early on. But Liberty also has to make monuments in the early game so in my opinion both somewhat negates themselves when it comes to libraries. Later on, having to build many schools, universities and laboratories can be pretty slow. But you have more luxuries and more cities connected so overall you should have gold to rush buy some. Here to me it's up to the community to weigh in whether or not Liberty should get a small boost in growth and/or production.
So problem 2: Is production from liberty enough to offset the lower pop ? Will you be able to compete with tradition when it comes to science ?
I have three possible ideas:
-Make Republic scale with eras, +1hammer per era.
-Give liberties 1 or 2 additional trade routes in its finisher to allow for better growth.
-Make National wonders requirement cost less hammers (libraries, markets, monuments, Opera, Hotel, Colloseum (helps happiness too !), workshop, hotel, temple...)
Another Idea I have been toying with is that all three trees but tradition have to build aqueducts. And all 3 trees have an inferior growth hence a possible inferior production. So an additional solution would be to reduce the basic cost of Aqueducts. Tradition doesn't really build them but I feel considering the cost of aqueducts reducing their cost would lower the interest in having the trad finisher.
That's it for today Quite a long post. I'll hope there is some interest in this
Please refer to this post for my most uptodate entry:
http://forums.civfanatics.com/showpost.php?p=13208418&postcount=52