45°38'N-13°47'E;13363934 said:
@Afforess, medieval still seems to fast. On Epic it takes of course a bit longer than before but Renaissance is starting too early anyway. I'd say Medieval Era now lasts about 150-170 turns (it was 120-150 before) but it should be around 230-240 turns, more or less. I've not reached industrial, so I'll let you know how Renaissance is going probably in the next days (hopefully tomorrow).
Ok. I just want to make something clear. We can not use the tech research cost multiplier in eras or handicaps to solve this. It doesn't fix the problem, just hides it.
<rant>
Before I started rebalancing things with trade routes, I was amazed that no one was bothered by the fact that the tech research costs were increased as much as 1000% percent and that tiny civilizations were given literally hundreds or thousands of free beakers a turn to keep up.
No such imbalance exists in vanilla BTS. The reason for the fast research is the super-inflated growth of cities, which allows for tons of extra commerce and beakers for the biggest civilizations. Not helped any by buildings which gave massive sums of commerce or food or science. These need to be brought into line. While the early eras are improving, the later ones are still terribly unbalanced.
Scaling up tech costs and tech diffusion is just a way to hide the real problem under the rug.
From what I have seen, another large part of the problem is happiness. Happiness is the natural limiter of growth in BTS, but in RAND it serves no such purpose. I have yet to play a game in recent memory where happiness was even a mild concern. From my analysis, it is the dozens of new resources added in RAND that give +1 happy that have caused the imbalance. BTS has a total of 12 resources that provide happiness, but RAND has 22!
I, for instance, can not fathom why
rubber gives +1 happy. Or
Semiconductors! Surely,
Glass should not give +1 happy!? (On that note,
why is glass even a resource? It's manufactured and only gives production speed improvement, it's not even required for any building or unit!!)
I shouldn't even have to mention that this mod preaches against the negative health effects of alcohol by giving them it a -1 health. Lovely. (But at the same time, it gives wine a +1 health and +1 happiness!?!)
Ok, I am far afield. This long-winded post is meant to express that technology research speed, while a good indicator of whether the game is balanced or not, does not mean that imbalance should be fixed by tweaking tech costs. That is like solving a shortage of money by printing more money instead of cutting back on spending.
</rant>
On to my balancing changes...
Revision 769
- Republic Maintenance costs increased from 200% to 250%
- Republic no longer gives 25%
in all cities
- Republic gives 25%
in the capital
- Removed +1 health from Wine
- Removed +1 happy from Rubber
- Removed +1 happy from Tea
- Removed +1 happy from Semiconductors
- Removed +1 happy from Smart Medicine
- Removed +1
from Hamlet, Cottage, Village, Town