Pazyryk
Deity
- Joined
- Jun 13, 2008
- Messages
- 3,584
Just thought I'd start a new balance thread for 8.3+.
For a start, I've noticed that I've come to rely consistently on trade + Great Lighthouse for my commerce. I play Emperor difficulty and I've found that I can out-tech the AI once I build the GL in my capital. I'll even delay building a 3rd city (even a 2nd city when playing Mordmorgan) to get the GL early. It's an instant +20 commerce boost very early in the game (I'm assuming you have potential trade routes and God King) and much much more later (and much much much more if you have Trader trait or House Ghalanda). With the much reduced cost in Wildmana (200 hammers?) I find that my capital can usually build it in 10 or so turns (even without developed mines yet). I'm not quite saying that it is overpowered. I'm just saying that my gameplay has come to rely on this approach as opposed to other possibilities (aggressive expansion, cottage development, etc.) to the point where I don't even think twice about it. Here are some possible different re-balance suggestions. Don't do them all; just one would probably break my dependence on the GL:
On a positive note, I'd like to note that the current FoL/Hidden Paths system seems well balanced to me (for a while now). Hidden Paths is no longer a no-brainer. I've had to think twice about Hidden Paths vs. Agrarianism in a few specific games. Also, Elves are no longer a guaranteed win for me at Emperor difficulty (Lanun are, though).
For a start, I've noticed that I've come to rely consistently on trade + Great Lighthouse for my commerce. I play Emperor difficulty and I've found that I can out-tech the AI once I build the GL in my capital. I'll even delay building a 3rd city (even a 2nd city when playing Mordmorgan) to get the GL early. It's an instant +20 commerce boost very early in the game (I'm assuming you have potential trade routes and God King) and much much more later (and much much much more if you have Trader trait or House Ghalanda). With the much reduced cost in Wildmana (200 hammers?) I find that my capital can usually build it in 10 or so turns (even without developed mines yet). I'm not quite saying that it is overpowered. I'm just saying that my gameplay has come to rely on this approach as opposed to other possibilities (aggressive expansion, cottage development, etc.) to the point where I don't even think twice about it. Here are some possible different re-balance suggestions. Don't do them all; just one would probably break my dependence on the GL:
- raise cost back to where I have to think twice about it (200 -> 800 hammers?)
- change it back to +1 trade in each coastal city rather than +4 in building city. The concentration of 4 trade routes in the capital with the early God King modifier (and other later modifiers) probably makes the current system more potent than the previous system (this is, of course, very dependent on map size/configuration and your play style).
- (My preferred change) Make the AIs a whole lot more reluctant to agree to open borders. I'd like to see a whole lot less coziness between civs in general and especially between civs of opposing alignment and/or differing religions. (Annoyed and especially hostile civs shouldn't be offering open borders agreements.)
On a positive note, I'd like to note that the current FoL/Hidden Paths system seems well balanced to me (for a while now). Hidden Paths is no longer a no-brainer. I've had to think twice about Hidden Paths vs. Agrarianism in a few specific games. Also, Elves are no longer a guaranteed win for me at Emperor difficulty (Lanun are, though).