kazantzakis
Chieftain
First off, nice job Ahriman. Second, I'd like to see a Mod containing these sorts of changes. Most of the Mods I've seen seem to neglect what I feel are the biggest problems with the game as is. I'm not so concerned about diminished tile returns (except the Food bonuses), poorly designed Wonders (Civ IV taught me to win without them) and Policies (if you know some are useless, don't pick them). These all seem to be periphery issues not balance issues to me, thus I find it refreshing to see what I feel are the biggest issues discussed in such a concise manner. Now to address your OP:
1. There is seemingly no reason to annex conquered cities right now. With a small, well played military, the AI can be beat and very rarely do I find myself losing units, thus one of the reasons to Annex, directed production, particularly units, is really of miniscule importance. With the current rules in place, I'm already getting everything I want from a puppet; money, science and culture combined with lower policy costs. If I trade post every tile within the puppet's boundaries, even the useless structures (walls, barracks etc.) are more than offset by the money I bring in. I like the idea of a percentage cap and 30% seems to be pretty good. That said, if you limited what a puppet can produce, per your original point, I think even 50% would be reasonable. Tied in with this is the cost/maintnence of the courthouse when annexing. -5 gold and 40 turns to complete mean if you do decide to annex, its a painful process. Razing and resettling should not be the better choice IMO.
2. Agree
3. Strongly agree. The current tech pace vs. building pace is out of whack. I've found myself with a list of potential structure and units in my most developed city that will never get touched. The game seems to dissuade city progression in favor of conquest to such a degree that its foolish to build even beneficial buildings and units. Perhaps a combination of reduced hammer costs for structures (but not units to avoid unit spam) and slightly higher tech costs would have a similar effect as just straight raising tech costs.
4. I agree with previous posters who asserted the best change would be reduced movement. Maintain their ability to move after attack, but, with less movement, spearmen/pikemen could counterattack.
5. I think having defensive improvements both buffed from where they are now as well as increasing a cities ranged strength would vastly improve their combat effectiveness and viability. The 1 hp per shot ranged attack is essentially useless (who takes ten turns to kill a city and who leaves a severely wounded unit within range of a city?)
6. the discussion on this subject has been thorough and I don't have much to add except to say, i think a comibnation of the percentage you propose and hard cap on total food distributed is ino order. the problems currently are twofold: 1. the overall benefits are disproportionally large and only increase in effectiveness with the a greater number of cities. Thus a combination of the two seems to be the best route. As for the actual percentages, smarter folks than I will have to determine the most effective ratios and likewise for the cap. (currently i think half again as much as the cultural bonus, per era)
7. The numbers in your previous post on growing 2 size 7 and 1 size fourteen really explain the absurdity of this. With a three hex BFH, cities should be larger than previous iteration of civ, and yet most of mine are smaller than before. Any mod which corrects this gets my thumbs up.
8. I'm indifferent on this. If the nerfs to horsemen discussed in #4 are enacted, this becomes less necessary. I'd prefer not to repeat the civ IV limitation to civs without Copper or horses nearby.
9. The best base tile in the game should not be a riverside hill.
10. Mines should outperform lumbermills in terms of hammers, and perhaps gold. The problem with changing yields though is the potential greater ramification this has on the game in its entirety and as such, I find it hard to advocate any.
11. Agree strongly. As currently designed, they're useless.
Thanks again for a good post. Now if someone would actually put a mod together that did some of these things, I'd be the first to play it.
1. There is seemingly no reason to annex conquered cities right now. With a small, well played military, the AI can be beat and very rarely do I find myself losing units, thus one of the reasons to Annex, directed production, particularly units, is really of miniscule importance. With the current rules in place, I'm already getting everything I want from a puppet; money, science and culture combined with lower policy costs. If I trade post every tile within the puppet's boundaries, even the useless structures (walls, barracks etc.) are more than offset by the money I bring in. I like the idea of a percentage cap and 30% seems to be pretty good. That said, if you limited what a puppet can produce, per your original point, I think even 50% would be reasonable. Tied in with this is the cost/maintnence of the courthouse when annexing. -5 gold and 40 turns to complete mean if you do decide to annex, its a painful process. Razing and resettling should not be the better choice IMO.
2. Agree
3. Strongly agree. The current tech pace vs. building pace is out of whack. I've found myself with a list of potential structure and units in my most developed city that will never get touched. The game seems to dissuade city progression in favor of conquest to such a degree that its foolish to build even beneficial buildings and units. Perhaps a combination of reduced hammer costs for structures (but not units to avoid unit spam) and slightly higher tech costs would have a similar effect as just straight raising tech costs.
4. I agree with previous posters who asserted the best change would be reduced movement. Maintain their ability to move after attack, but, with less movement, spearmen/pikemen could counterattack.
5. I think having defensive improvements both buffed from where they are now as well as increasing a cities ranged strength would vastly improve their combat effectiveness and viability. The 1 hp per shot ranged attack is essentially useless (who takes ten turns to kill a city and who leaves a severely wounded unit within range of a city?)
6. the discussion on this subject has been thorough and I don't have much to add except to say, i think a comibnation of the percentage you propose and hard cap on total food distributed is ino order. the problems currently are twofold: 1. the overall benefits are disproportionally large and only increase in effectiveness with the a greater number of cities. Thus a combination of the two seems to be the best route. As for the actual percentages, smarter folks than I will have to determine the most effective ratios and likewise for the cap. (currently i think half again as much as the cultural bonus, per era)
7. The numbers in your previous post on growing 2 size 7 and 1 size fourteen really explain the absurdity of this. With a three hex BFH, cities should be larger than previous iteration of civ, and yet most of mine are smaller than before. Any mod which corrects this gets my thumbs up.
8. I'm indifferent on this. If the nerfs to horsemen discussed in #4 are enacted, this becomes less necessary. I'd prefer not to repeat the civ IV limitation to civs without Copper or horses nearby.
9. The best base tile in the game should not be a riverside hill.
10. Mines should outperform lumbermills in terms of hammers, and perhaps gold. The problem with changing yields though is the potential greater ramification this has on the game in its entirety and as such, I find it hard to advocate any.
11. Agree strongly. As currently designed, they're useless.
Thanks again for a good post. Now if someone would actually put a mod together that did some of these things, I'd be the first to play it.