Counterproposal of:
Current:
Each ideology has a tenet that boost unique improvements:
Each unique improvement has different placement rules and thus different rarity. The problem arises when a UI can be so commonly spammed that nearly every worked tile is boosted by these tenets, which may result in having to nerf the base UI yields so it stays balanced.
Taking Eki as an example:
Eki is very spammable, so it has very few tech boosts (+1 at Chivalry, +1 at Fertilizer, +3 at Robotics). Which isn't really much - even with adjacency they aren't very workable tiles after Medieval and before ideology, usually surpassed by Villages and bonus resources. All this is holding back so that the +3 from a tenet (worth more than all tech boosts) doesn't make the UI broken.
Solution (proposal):
Remove the boosts from tenets, and give them to techs where they are more customizable without needing to word out.
Database Changes
[Vote] - (6-49) Unique Improvement Enhancements Reworks
Current : There are three tenets (meaning policies from ideologies) that boost unique improvements besides some other improvements : - Civil Society (Freedom) : Specialists consume 2 :c5food: Food less than normal (minimum 1 Food). Farms, Plantations, Camps and all unique Improvements produce +4...
forums.civfanatics.com
(6-49a) Delete UI Buffs From Tenets
It's a counterproposal to (6-64). Rationale: balancing UIs is a difficult task. @Hinin suggested that different UIs should get different bonuses from ideology tenets, based on the frequency of appearing. But it is based and vary for every map type and settings you use in your games, so in one...
forums.civfanatics.com
Current:
Each ideology has a tenet that boost unique improvements:
- Civil Society (Freedom) : Specialists consume 2 Food less than normal (minimum 1 Food). Farms, Plantations, Camps and all unique Improvements produce +4 Food;
- Five Year Plan (Order) : +20% Production towards all Buildings. Mines, Quarries, Lumber Mill, Oil Well and all unique Improvements produce +3 Production;
- Military-Industrial Complex (Autocracy) : -33% Gold cost for purchasing / upgrading Units. Defensive Buildings, Forts, Citadels and all unique Improvements produce +3 Science.
Each unique improvement has different placement rules and thus different rarity. The problem arises when a UI can be so commonly spammed that nearly every worked tile is boosted by these tenets, which may result in having to nerf the base UI yields so it stays balanced.
Taking Eki as an example:
Eki is very spammable, so it has very few tech boosts (+1 at Chivalry, +1 at Fertilizer, +3 at Robotics). Which isn't really much - even with adjacency they aren't very workable tiles after Medieval and before ideology, usually surpassed by Villages and bonus resources. All this is holding back so that the +3 from a tenet (worth more than all tech boosts) doesn't make the UI broken.
Solution (proposal):
Remove the boosts from tenets, and give them to techs where they are more customizable without needing to word out.
- Civil Society (Freedom) : Specialists consume 2 Food less than normal (minimum 1 Food). Farms, Plantations, and Camps produce +4 Food.
- Five Year Plan (Order) : +20% Production towards all Buildings. Mines, Quarries, Lumber Mill, and Oil Well produce +3 Production.
- Military-Industrial Complex (Autocracy) : -33% Gold cost for purchasing / upgrading Units. Defensive Buildings, Forts, and Citadels produce +3 Science.
Unique Improvement (Civilization) | Base yields and Existing tech boosts | Added tech boosts |
---|---|---|
Brazilwood Camp (Brazil) | Base: 1 (Brazilwood resource also +1 ) Physics: +2 Acoustics: +2 Radio: +2 | Industrialization: +2 Brazilwood Camp is actually already very good (the Brazilwood resource itself also gets boosted elsewhere). Despite rare, it only competes with Lumber Mill + its adjacency bonus, so a +2 Production should make it still always worth working. |
Siheyuan (China) | Base (during WLTED): 2 2 2 Civil Service: +2 Architecture: +1 Electricity: +1 | Electricity => +3 1 Occasionally spammable, has high yields, and already has a boost close to the time you usually take those tenets. Doesn't need that much more. |
Chateau (France) | Base: 3 3 2 Printing Press: +1 Flight: +2 | Fertilizer: +3 As a naturally high yield improvement, it doesn't really compete with anything. Giving it some food to ease the food+production drain by working these "luxury" tiles. |
Eki (Huns) | Base: 1 1 1 , +1 per 2 adjacent Eki Chivalry: +1 (-build time) Fertilizer: +1 Robotics: +3 | Gunpowder: +1 Fertilizer => +1 Robotics: removed The boost on Robotics is weird and so late that it almost never takes effect. The added boosts should let it keep up with Villages and improved luxuries better. |
Pata-Pata (Inca) | Base: 1 2 , +1 per adjacent Pata-Pata or mountain Civil Service: +1 Fertilizer: +1 Robotics: +3 | Civil Service => +1 Fertilizer => +1 Ballistics: +1 (this is when everyone else can walk on mountains) Robotics: removed Pata-Pata follows the tech boosts of Farms, but doesn't get the same on policies that boost Farms. It's time to decouple them, especially now that they aren't named Terrace Farm. This also makes Incan bare hills no longer stuck at 4 Production forever. |
Kuna (Maya) | Base: 1 2 Mathematics: +2 Astronomy: +2 Archaeology: +2 Flight: +2 | Archaeology => +1 2 Flight => +1 2 As mini Academies in forest/jungle, Kuna misses Production most, but is otherwise very strong throughout the game. |
Kasbah (Morocco) | Base: 1 2 2 2 Architecture: +1 Radio: +1 | Military Science: +1 They go for this tech for their UU. This should balance out the top ( ) and bottom ( + UU) path for Morocco. |
Polder (Netherlands) | Base: 1 2 2 Chemistry: +1 Economics: +1 | Biology: +1 Refrigeration: +1 Polder is not competing with any improvements for space, but still need to have higher yields than other improvements to be worth working. All of its boosts are currently in Renaissance, so some yields are added later in the game to let it stay above normal improvements. |
Moai (Polynesia) | Base: 1 1 2 BGP, +1 if adjacent to city, +1 per adjacent Moai Engineering: +1 Astronomy: +1 -1 BGP Architecture: +1 -1 BGP Flight: +1 | Replaceable Parts: +1 Flight: removed Atomic Theory: +2 Another victim of low lategame yields due to expected tenet boost. Moai at least has a unique yield in Culture and is theoretically always worth working. Basic yields are added lategame to ensure its workability. |
Feitoria (Portugal) | Base: 3 4 Printing Press: +2 Astronomy: +2 Industrialization: +2 | Radio: +1 High yields, but destroys adjacency and is hard to mass. Gaining a fraction of a tenet boost should be enough for them. |
Villa (Rome, unimplemented) | Base: 3 1 1 , +1 per 2 adjacent Farms/Pastures/Plantations Printing Press: +1 Electricity: +1 | None. I'm just listing this here for reference. Need actual playtesting to know how balanced this is, and what needs to be added. |
Encampment (Shoshone) | Base: 2 1 1 Drama and Poetry: +1 Gunpowder: +1 Rifling: +1 Advanced Ballistics: +1 | Ballistics: +2 1 Advanced Ballistics: removed This is fine (finally after all the previous buffs), but Advanced Ballistics is too late, so I'm moving the boost earlier and giving it a slight buff to compensate the loss of tenet boosts. |
Hacienda (Spain) | Base: 1 , +3 per adjacent bonus resource, +3 per adjacent strategic resource, +3 per adjacent luxury resource Architecture: +2 Fertilizer: +1 | Corporations: +1 We just passed a proposal on this, so pre-Industrial balance should be good. Adding another round of basic yields as tenet compensation. Also finally we can put something else on the Corporations tech. Merge FTW! |
Database Changes
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