VP Congress: Session 5, Proposal 14
Discussion Thread: (5-14) Reduce Faith Cost Increase With Era
Proposer: @Anarcomu
Sponsor(s): @Legen
Proposal Details
Current :
This proposal is meant to be a first step to solve this (also i don't know if it is feasible).
VP Congress: Session 5, Proposal 14a
Discussion Thread: (5-14a) Remove Faith Cost Scaling From Buildings and Non-Religious Units
Proposer: @azum4roll
Sponsor(s): @azum4roll
Proposal Details
Remove faith cost era scaling from all buildings and all units that don't spread religion and don't remove heresy. Great People already have their own scaling and are out of scope for this proposal.
Change building costs as below:
All belief-unlocked buildings/Monastery will stay the same cost throughout the game.
Change unit costs based on the tech tier the base unit unlocks in (exceptions for some units):
Note that naval units no longer cost more in faith than land units, a slight buff for Spain.
Rationale:
Buildings cost less in production and gold in later eras, but cost more in faith. So much that the later buildings are usually not worth to spend faith on over Great People. Later buildings already have a higher base cost, and do not need to be further amplified by an era scaler.
Similar with units. How is 5000 faith a reasonable cost for a unit? Unlike production/gold, there are no non-trait/non-difficulty discounts on unit faith cost. Later units already have a higher base cost, and do not need to be further amplified by an era scaler.
Discussion Thread: (5-14) Reduce Faith Cost Increase With Era
Proposer: @Anarcomu
Sponsor(s): @Legen
Proposal Details
Current :
- Pre-Renaissance : 100%
- Renaissance : 150%
- Industrial : 200%
- Modern : 300%
- Atomic : 400%
- Information : 500%
- Pre-Renaissance : 100%
- Renaissance : 125%
- Industrial : 150%
- Modern : 175%
- Atomic : 200%
- Information : 200%
This proposal is meant to be a first step to solve this (also i don't know if it is feasible).
VP Congress: Session 5, Proposal 14a
Discussion Thread: (5-14a) Remove Faith Cost Scaling From Buildings and Non-Religious Units
Proposer: @azum4roll
Sponsor(s): @azum4roll
Proposal Details
Remove faith cost era scaling from all buildings and all units that don't spread religion and don't remove heresy. Great People already have their own scaling and are out of scope for this proposal.
Change building costs as below:
Building | Current Cost at unlock | New Cost |
---|---|---|
Amphitheater | 200 | 300 |
Opera House | 520 | 500 |
Museum | 800 | 600 |
Broadcast Tower | 1500 | 800 |
University | 300 | 400 |
Public School | 800 | 600 |
Research Lab | 1500 | 800 |
All belief-unlocked buildings/Monastery will stay the same cost throughout the game.
Change unit costs based on the tech tier the base unit unlocks in (exceptions for some units):
Tech Tier/Exception Unit | Current Cost at unlock (for land unit) | New Cost |
---|---|---|
Agriculture + Ancient T1 | 100 | 100 |
Ancient T2 | 100 | 150 |
Classical T1 | 200 | 200 |
Classical T2 | 200 | 250 |
Medieval T1 | 300 | 300 |
Medieval T2 | 300 | 350 |
Renaissance T1 | 600 | 400 |
Renaissance T2 | 600 | 500 |
Industrial T1 | 1200 | 600 |
Industrial T2 | 1200 | 700 |
Modern T1 | 2100 | 800 |
Modern T2 | 2100 | 900 |
Atomic T1 | 3200 | 1000 |
Atomic T2 | 3200 | 1200 |
Information T1 | 5000 | 1400 |
Information T2 + T3 | 6250 | 1600 |
Quinquereme | 125 | 150 |
Siege Tower | 200 | 200 |
Conquistador | 300 | 320 |
Landsknecht | 600 | 350 |
Mehal Sefari | 1200 | 550 |
Archaeologist | 450 | 450 |
Rationale:
Buildings cost less in production and gold in later eras, but cost more in faith. So much that the later buildings are usually not worth to spend faith on over Great People. Later buildings already have a higher base cost, and do not need to be further amplified by an era scaler.
Similar with units. How is 5000 faith a reasonable cost for a unit? Unlike production/gold, there are no non-trait/non-difficulty discounts on unit faith cost. Later units already have a higher base cost, and do not need to be further amplified by an era scaler.
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