Ahriman
Tyrant
Maybe... but this could be confusing.
Transparency and simplicity is very important.
Transparency and simplicity is very important.
I agree that some kind of change is needed, so ranged promotions aren't totally wasted.On another change entirely, could I just throw out there that someone has to mod in something that will refund at least part of a crossbowman's experience when it upgrades to Rifleman?
Would be nice, but its a minor issue, I'd prefer to keep this thread to really core mechanics/balance issues rather than "it would be nice" features.Need a list of wonders that were built and if you know the city which one did it. That is a factor I would like to use to decide who to attack.
This would be too powerful; city state alliances are good enough already.Should be able to get a trade route with an allied city state if you attach a road to it. You would get however much gold you ordinarily if it was one of your cities.
Should be able to get a trade route with an allied city state if you attach a road to it. You would get however much gold you ordinarily if it was one of your cities.
Ahriman said:Large cities do not have better production than could have been achieved by having multiple small cities instead, because of how much food it takes to generate large cities.
It is massively faster to grow 2 cities to size 10 than one to size 20 (or even size 15).
Ahriman said:This is fairly small benefit.
Providing nothing but territory would be a Not Fun change for many players, and would *overly* nerf the value of building a big army and conquering enemies.
Ahriman said:Totally disagree. A puppeted city should be a reward for conquest, not a cost.
It shouldn't be as big a reward as it currently is, but it should still be a reward.
But if you over-nerf puppets, you're going to encourage raze and resettle, or turtling, neither of which are fun. You're also going to prevent the occurence of super-power AIs, who are the only possible late-game threats.
What we want to encourage is going through the short-term pain for long term benefits from annexation.
Ahriman said:This is what my % proposal does in effect.
I'm agnostic as to whether it still needs to change by era. Removing this might be fine, and make them easier to balance.
I don't have the data on me (I'm sure its in the XML somewhere), but I am guessing that a size 14 city takes roughly 4x the total food accumulation of a size 7 city, and so 2 size 7 cities take half as much food as a single size 14 city.Quantify "massively faster."
Because fun comes from feeling like you're earning an achievement. Conquering a might city only to find that it is... absolutely useless... is not fun.Why would it not be fun?
Uhh, no it isn't. War and conquest is something costly, that requires investment in military force and military techs.War and conquest is its own reward.
It does this, but how is that disproportionate?Actually, your way increases the food in larger cities in disproportionate amounts, since it will also multiply the food being used to sustain the city, not just the excess.
This is a design goal.without making larger cities more powerful than they are currently
Big cities != to less territory necessarily. You can space your cities out further.A large empire can have upwards of 7 luxuries internally easily. A small empire will be very lucky to secure that many, and they have fewer cities in which to build Colosseums and Theatres, further limiting happiness.
This has been discussed in the thread. It doesn't solve the problem, which is that horsemen are too efficient at destroying field armies. If you destroy their field army, then they're already screwed, making it slightly harder to take the cities doesn't stop this.New idea- Make city walls give a hefty combat bonus against mounted units. This will simultaneously nerf the "Four Horsemen of the Apocalypse" while buffing the little-used city walls.
Farther shmarther! Sometimes my cities have an obscene spacing between them, like half the map even in the Classical era, and I don't care. This is one of my favourite changes from Civ4 to Civ5. Distance maintenance was stupid.Ahriman said:You can space your cities out further
Sure. But I'm confused as to the point.Even if I'm making a compact empire, sometimes I'll still settle far away if it means a good second city spot.
Ahriman said:To reach population 7 takes (cumulatively) 222 food.
To reach population 14 takes (cumulatively) 1083 food.
So yeah, larger cities are massively less efficient in terms of food production.
They have advantages (better returns from % multiplier buildings, no SP cost increase) but also disadvantages (early buildings have better culture/happiness:cost ratios, to cities can build 2 colloseums whereas 1 city has to build colloseum and then theatre).
Ahriman said:Because fun comes from feeling like you're earning an achievement. Conquering a might city only to find that it is... absolutely useless... is not fun.
Ahriman said:Uhh, no it isn't. War and conquest is something costly, that requires investment in military force and military techs.
Ahriman said:Big cities != to less territory necessarily. You can space your cities out further.
2 size 7 cities need 444 food. A size 14 city needs 1083 food.Less efficient, but not massively so
Why should a size 14 have to allocate massively more of its citizens to food tiles than do the sum of two size 7 cities, just to grow at the same rate?A size 10 going on size 11 needs lots more food, but that's because it has more population that produces more food than a size 1 city
These are pretty minor bonuses relative to the value of a city, particularly if you are not using oligarchy.It gives you territorial control, access to luxuries, healing, defensive bonuses, and strategic resources
Why should you have to annex the cities to get any economic benefit at all?For which you get the opportunity to annex new cities. Rewards right there.
I still don't understand what your point is here.A large empire can get all the luxuries, if it's large enough, and it doesn't have to depend on incredible odds to do so.
Ahriman said:2 size 7 cities need 444 food. A size 14 city needs 1083 food.
In what world is that not a massive difference?
Ahriman said:These are pretty minor bonuses relative to the value of a city, particularly if you are not using oligarchy.
If this was adopted, conquering enemies would screw your science, because you'd be allocating your happiness to citizens who didn't bring you any science income. Why is that good design?
Ahriman said:I still don't understand what your point is here.
The game currently favors large empires over large cities.
I'm trying to shift that balance back a little.
How is what you are saying relevant?
These are pretty minor bonuses relative to the value of a city, particularly if you are not using oligarchy.
If this was adopted, conquering enemies would screw your science, because you'd be allocating your happiness to citizens who didn't bring you any science income. Why is that good design?
Why should you have to annex the cities to get any economic benefit at all?
The whole point of puppets is to allow you to get some economic benefit without having to annex.
That benefit is currently too high, but it shouldn't be zero.
If you want the city to be useless for longer, then increase the civil disorder time.
City growth is determined by two factors: food and happiness. More, smaller cities cost less to keep happy, since happiness buildings go up in cost and maintenance, and they spread out more to get more luxuries. This means that more cities have an inherently higher happiness cap.
?In the same world where larger cities have more surplus food. A size 7 city typically has something like 10 excess with a modest food focus. A size 14 can have twice that much or more.
Why is this a desirable design goal?It erects a solid barrier against eternal expansion through war. Since your science is getting tanked (quite apart from happiness), at some point, you have to stop to consolidate by either formally annexing the new cities, or resettling them.
So, your point was to undercut the entire rest of your argument?If we want bigger cities to be more competitive, this issue needs to be addressed as well.
No, the point of puppets is to be able to expand in a way that doesn't give you full expansion benefits, but doesn't cost you as much short-term happiness.The point of puppets is to let you hold onto a city without it giving Social Policy costs.
In the same world where larger cities have more surplus food. A size 7 city typically has something like 10 excess with a modest food focus. A size 14 can have twice that much or more.
And also: I get to build more copies of the more efficient cheaper buildings. If I want to get +8 happiness, I can build/buy 2 colosseums, rather than a colosseum and a theatre.But the flip side is he has a lot more cities to pump Happiness buildings into, and Maritime bonuses operate in every city he produces. If he has a decent income stream (and he should), he can build them in production centers, buy them in commerce centers, triple or quadruple your population in short order, and proceed to bury you in every productive dimension in the game.
Precisely. And the best way to change this dynamic is to tinker with the food output requirements, both from maritime city states and in population growth requirements.Moral of the story: a bunch of midsize, productive cities beat monster cities any day of the week. This should be obvious from the exponential nature of the growth algorithm.