MilesBeyond
Prince
- Joined
- Nov 10, 2011
- Messages
- 446
So this is just a list I came up with of things in the game that could stand to be rebalanced a bit. I'm not addressing UBs/UUs at all, as that would be a massive undertaking (changes to base buildings and units would also apply to their respective UBs/UUs though). I'm not nerfing anything, my goal here instead is to take stuff that no one ever builds and make it worth building, even if it's only situational.
Only proposed changes will be listed, anything unlisted is assumed to remain the same as before (e.g. Great Wall's ability to keep barbs out of borders is not mentioned, therefore it remains, unchanged)
World Wonders:
Great Wall:
No GG bonus
Gains +25% defense in all cities
Shwedagon Paya:
Available with Meditation (was Meditation and Aesthetics)
Cost: 400 (was 450)
Temple of Artemis:
One free Specialist (was one free Priest)
Chichen Itza:
No defense bonus
+100% GG emergence worldwide
Cost: 350 (was 500)
Angkor Wat:
+2 hammers from Priests (was +1)
+2 Priest slots in all cities (was +3 Priest slots in wonder's city)
Cost: 400 (was 500)
Hagia Sophia:
2 free Engineers
2 Engineer slots
Cost: 400 (was 500)
Versailles:
Cost: 300 (was 800)
The Pentagon:
Cost: 800 (was 1250), double production /w Stone
Cristo Redentor:
Available with Steam Power (was Radio)
Double production /w Stone (was /w SPI trait)
Space Elevator:
Available with Satellites (was Satellites and Robotics)
Cost: 1500 (was 2000)
3 Gorges Dam
Available with Refrigeration (was Plastics)
Double production /w Aluminium (was none)
I switched the bonuses of Great Wall and Chichen Itza to hopefully make the latter more appealing (also note that GG bonus is now worldwide, instead of just in friendly territory), while the former becomes a greater boon to REXers. Making the Paya available earlier and for cheaper makes it more useful - Theocratic HA rushes, anyone? ToA was actually more often a liability because it meant polluting your GPP. Now it's more interesting.
Angkor Wat was always a niche wonder, for Priest economies: I figured I'd keep it that way, but turbocharge it a bit. Hagia Sophia is now the Great Library of Engineers. Both of these wonders I'm a little unsure about the changes.
Versailles received a MASSIVE cost drop. It provides the same bonus as Forbidden Palace, but for, get this, FOUR TIMES the hammers. Yeah, no thanks.
Pentagon got a similar treatment: Its cost was just too high to justify building it.
The final three wonders simply came too late to be of any use. Space Elevator still probably is, but slightly earlier combined with a lower cost might make it more viable for Space Race. So I moved them up in the tech tree a bit (or, in the case of CR, a lot).
National Wonders:
Red Cross:
All units built here gain March promotion (was Medic I)
Everyone's got plenty of Medics by the time Medicine rolls around, so it was useless. March might make it more helpful.
City Improvements:
Castle:
No longer requires Walls
Obsolete with Steam Power (was Economics)
Grocer:
Cost: 120 (was 150)
Observatory:
Cost: 100 (was 150)
Customs House:
Cost: 130 (was 180)
Hospital:
Cost: 150 (was 200)
Laboratory:
Available with Mass Media (was Computers)
Nuclear Plant:
Effects of meltdown reduced to generating some Fallout
Mostly just lowering costs to make certain buildings more appealing. The Observatory was the biggest offender, IMHO, as it was actually weaker than the Library, for almost double the cost. I'm sure I could include a few more buildings in here. I deliberately left out anything that was required for a NW (except the Hospital). Banks are a bit too hammer-heavy but they're still going to be built left, right and centre to pave the way for Wall Street so no problems there.
Units:
Trireme:
Requires Bronze Working (was Metal Casting) and Sailing
Explorer:
Can explore rival territory
Ironclad:
+100% vs Transports, 3 movement (was 2), treats coast in friendly territory as roads
Mech Infantry:
Requires Plastics (was Robotics)
I tried to take some of the most useless units and make them better. Why Trireme was ever moved up to MC in the first place is beyond me.
Making the Ironclad useful is a really difficult task, so I settled for some sort of coastal defender.
Explorer I'm really unsure of, but it's the only thing I could think of to make the unit worth building outside of Terra maps.
There's still a lot of work to be done with units, especially Modern/Future units (I've never even BUILT a Stealth Destroyer), but this is a start.
So, this is what I've got so far. Some of these changes don't make sense historically (Cristo Redentor and Ironclad are the two worst offenders) but I will take gameplay balance over historical accuracy any day.
So... Any thoughts?
Only proposed changes will be listed, anything unlisted is assumed to remain the same as before (e.g. Great Wall's ability to keep barbs out of borders is not mentioned, therefore it remains, unchanged)
World Wonders:
Great Wall:
No GG bonus
Gains +25% defense in all cities
Shwedagon Paya:
Available with Meditation (was Meditation and Aesthetics)
Cost: 400 (was 450)
Temple of Artemis:
One free Specialist (was one free Priest)
Chichen Itza:
No defense bonus
+100% GG emergence worldwide
Cost: 350 (was 500)
Angkor Wat:
+2 hammers from Priests (was +1)
+2 Priest slots in all cities (was +3 Priest slots in wonder's city)
Cost: 400 (was 500)
Hagia Sophia:
2 free Engineers
2 Engineer slots
Cost: 400 (was 500)
Versailles:
Cost: 300 (was 800)
The Pentagon:
Cost: 800 (was 1250), double production /w Stone
Cristo Redentor:
Available with Steam Power (was Radio)
Double production /w Stone (was /w SPI trait)
Space Elevator:
Available with Satellites (was Satellites and Robotics)
Cost: 1500 (was 2000)
3 Gorges Dam
Available with Refrigeration (was Plastics)
Double production /w Aluminium (was none)
I switched the bonuses of Great Wall and Chichen Itza to hopefully make the latter more appealing (also note that GG bonus is now worldwide, instead of just in friendly territory), while the former becomes a greater boon to REXers. Making the Paya available earlier and for cheaper makes it more useful - Theocratic HA rushes, anyone? ToA was actually more often a liability because it meant polluting your GPP. Now it's more interesting.
Angkor Wat was always a niche wonder, for Priest economies: I figured I'd keep it that way, but turbocharge it a bit. Hagia Sophia is now the Great Library of Engineers. Both of these wonders I'm a little unsure about the changes.
Versailles received a MASSIVE cost drop. It provides the same bonus as Forbidden Palace, but for, get this, FOUR TIMES the hammers. Yeah, no thanks.
Pentagon got a similar treatment: Its cost was just too high to justify building it.
The final three wonders simply came too late to be of any use. Space Elevator still probably is, but slightly earlier combined with a lower cost might make it more viable for Space Race. So I moved them up in the tech tree a bit (or, in the case of CR, a lot).
National Wonders:
Red Cross:
All units built here gain March promotion (was Medic I)
Everyone's got plenty of Medics by the time Medicine rolls around, so it was useless. March might make it more helpful.
City Improvements:
Castle:
No longer requires Walls
Obsolete with Steam Power (was Economics)
Grocer:
Cost: 120 (was 150)
Observatory:
Cost: 100 (was 150)
Customs House:
Cost: 130 (was 180)
Hospital:
Cost: 150 (was 200)
Laboratory:
Available with Mass Media (was Computers)
Nuclear Plant:
Effects of meltdown reduced to generating some Fallout
Mostly just lowering costs to make certain buildings more appealing. The Observatory was the biggest offender, IMHO, as it was actually weaker than the Library, for almost double the cost. I'm sure I could include a few more buildings in here. I deliberately left out anything that was required for a NW (except the Hospital). Banks are a bit too hammer-heavy but they're still going to be built left, right and centre to pave the way for Wall Street so no problems there.
Units:
Trireme:
Requires Bronze Working (was Metal Casting) and Sailing
Explorer:
Can explore rival territory
Ironclad:
+100% vs Transports, 3 movement (was 2), treats coast in friendly territory as roads
Mech Infantry:
Requires Plastics (was Robotics)
I tried to take some of the most useless units and make them better. Why Trireme was ever moved up to MC in the first place is beyond me.
Making the Ironclad useful is a really difficult task, so I settled for some sort of coastal defender.
Explorer I'm really unsure of, but it's the only thing I could think of to make the unit worth building outside of Terra maps.
There's still a lot of work to be done with units, especially Modern/Future units (I've never even BUILT a Stealth Destroyer), but this is a start.
So, this is what I've got so far. Some of these changes don't make sense historically (Cristo Redentor and Ironclad are the two worst offenders) but I will take gameplay balance over historical accuracy any day.
So... Any thoughts?