Armies

These are what we can change. I haven't tested to confirm exactly what the last two do, slightly ambiguous.

<Where Name="BASE_UNIT_UPGRADE_COST" />
<Set Value="10" />

<Where Name="UNIT_UPGRADE_COST_PER_PRODUCTION" />
<Set Value="2" />

<Where Name="UNIT_UPGRADE_COST_MULTIPLIER_PER_ERA" />
<Set Value="0" />

<Where Name="UNIT_UPGRADE_COST_EXPONENT" />
<Set Value="1" />

Considering the AI usually is rather poor about protecting experienced units, this will hopefully be somewhat of a buff to its throw-away-and-rebuild approach.

You have a point about CSs. I'm not really sure about the mechanics of those exactly. Maybe I could figure out a way to increase their gold supply to compensate...
 
Are non-integers allowed for the "gold per production" value? Putting it from 2 to 3 might be a bit much.

I wouldn't say there's a necessity to introduce an era modifier or something more complicated, the basic formula is good as is.
 
Another thing I'd add: don't use the current "Combined" improvements version where coast-adjacent land tiles give +1 gold to balance this. In that version, every player is swimming in gold, more than they need, so upgrade costs are trivial.
I think its important to remove that feature, I find myself with net gold income of 400+ per turn.

If non-integers are allowed, which hopefully they should be, then making tweaking 2 -> 2.5?
 
Strange, there shouldn't be much difference from before along coastal regions. For the past few months harbors gave +1g on water tiles, that was removed when +1g on coastal tiles was added. I've seen a community consensus since release that coasts are bad regions in vanilla (they're basically tundra), so something's needed to improve them.

In addition, even in vanilla I'd commonly get 300-600 gpt by the Industrial era, and AIs commonly stockpile thousands of gold. What era was this in? If it was in like, medieval then I'll do some further testing. I've been strapped for cash in my latest games up until at least the renaissance, never enough to spend on all the research pacts, citystates, tile purchasing, building I'd like to...

My instinct was to double upgrade costs, but I didn't want people to flip out so changed it to 50% at the last minute. :) I'd like to boost "peaceful" gold while keeping "warmonger" gold about the same. CiV favors warmongering way more than previous incarnations, and I look for opportunities to make things fun for builders whenever possible.
 
Hmm there shouldn't be much difference from before along coastal regions.
There is a huge difference. In the version I'm running (one the Version B development build) every land tile adjacent to coast gets +1 gold.

That is a colossal increase in planet-wide gold income.

I've seen a community consensus since release that coasts are bad regions in vanilla, so something's needed to improve them.
Sure, but as I pointed out in one of the other threads, I think the right fix is to boost yields of the *coast* terrain type (through direct change and boosts with buildings), not the land tiles next to the coast.

What era was this in?
Dawn of the industrial era, and I wasn't even trying to get gold in any particular extent (most riverside tiles were farms).

I'd like to boost "peaceful" gold
Why? Its arguably already too easy to buy units and buildings and city states.
 
I mean there shouldn't be much difference between the quantity of available water tiles and coastal tiles on most map scripts. The former version favored peninsulas, while the latter favors bays. As you recall me pointing out, it's impossible to differentiate coast/ocean tiles so it's unfortunately a choice between the first two options.

Industrial era seems reasonable to have that gold income level, about the same as I'd get in vanilla. I answered the last question in the next sentence. :)
 
We've discussed about giving coastal water tiles 2 base gold, which is possible AFAIK.

I'm not against the coastal land tile buff, it was my idea after all. But we knew it would be more powerful and accessible than water tile yields. Just as you said yourself, concentrated yields on one tile are more powerful, sice only one citizen can harvest them.

If other people agree this gives too much gold overall, there are good alternatives in the improvement thread. I haven't personally tested it well enough, I had visitors this weekend. I'll keep an eye on the issue.
 
I mean there shouldn't be much difference between the quantity of available water tiles and coast tiles on most map scripts. The former version favored peninsulas, while the latter favors bays. As you recall me pointing out, it's impossible to differentiate coast/ocean tiles so it's unfortunately a choice between the first two options.
I think we're still cross purposes here.

Let me clarify again.

In the Combined version of the mod that I have been testing, the Improvements file adds +1 gold to every improvement when it is built on a land tile adjacent to a coast tile.
This is what is massively increasing the gold income; depending on map script, somewhere between 1/20 and 1/3 tiles are adjacent to the coast, so adding this adds a lot of extra gold.

I am not bothered by yield increases on "Coast terrain" types.

As we discussed here: http://forums.civfanatics.com/showpost.php?p=10088722&postcount=208
for example, I think its possible to boost the desirability of the ocean by increasing the yields of (water) coast tiles directly and through buildings, to make them worth working even when they don't have a bonus resource.

As I understand it, the Lighthouse for example can only boost yields of *all* water tiles, but it is still possible to have different basic yields for coast terrain type vs ocean terrain type.
Analogously, the hydroplant boosts *all* tiles adjacent to rivers, but it is still possible for grassland and plains to have different yield values.

I look for opportunities to make things fun for builders whenever possible.
I do not thinking having a high overall gold income makes the game fun.
The game is fun when it has meaningful tradeoffs. When gold income is very high, then you can easily buy up all the city states, the gold cost of research agreements is trivial, you can buy your military units in a single city with all the XP-boosters, and upgrade costs are trivial.
When gold income is lower, you have much more severe tradeoffs; you can't buy buildings *and* get research agreements *and* get city state alliances; you have to pick and choose.
Investing in research agreements and city state alliances should feel expensive, even in the lategame. In the version I'm playing, it doesn't, I can just throw gold at all my problems, and the local hammer production in any city is unimportant because I can buy whatever buildings I think it needs.

This is analogous to the strategic resources; when you have enough strategic resources for everything you need, they are a boring mechanic. Similarly with gold.
 
What I'm saying is I think the quantity of both tiles are roughly equal on most maps, which is why total gold income shouldn't be much different than the previous method. It's just a difference between favoring peninsulas (old method) or bays (new method).

attachment.php


Now, the bay-favoring method does take effect earlier, but the issue you described is in the Industrial era, after both bay and peninsula methods would be in effect (since we have the harbor by then). City sizes are also probably large enough in that era to work the applicable tiles (due to the Hospital and Fertilizer) so it shouldn't be an issue of individual tile value.

It might depend on if you typically build coastal cities on bays or peninsulas though. Which is more common for you?

If you think favoring peninsulas works out better, I can change it back. The downside I saw with previously was it's at the stage in the game most cities are already settled, so it didn't really influence placement decisions. Now, like you say I could move the bonus from the harbor to the water itself... but then it'd be basically the same as the current method, only with the bay/peninsula difference, so I'm not really sure what it'd accomplish.

The reason I changed it to favoring bays is most real-life port cities I can think of are more successful if they're on a bay than a peninsula/island. A few prominent exceptions are Singapore, due to its unique position at an ideal naval passage, and Honolulu because of its military value.

I look for opportunities to make things fun for builders whenever possible.
I do not thinking having a high overall gold income makes the game fun.

The game is fun when it has meaningful tradeoffs. When gold income is very high, then you can easily buy up all the city states, the gold cost of research agreements is trivial, you can buy your military units in a single city with all the XP-boosters, and upgrade costs are trivial.
When gold income is lower, you have much more severe tradeoffs; you can't buy buildings *and* get research agreements *and* get city state alliances; you have to pick and choose.
Builder = small empire
Warmonger = large empire (since cities can't flip from culture anymore, the only route to take cities is warfare.)

I agree meaningful tradeoffs are important, and this is the one I'm working on: the relative success of pirates vs ninjas builders vs warmongers.

CiV favors warmongers more than earlier versions of the series, especially due to the removal of war weariness. Science is also based off population now, which favors warmongers. From what I've seen in discussions, a warmonger is typically going to be more successful than a builder. I suspect this inequity isn't very fun for former builders, though I'm a warmonger, so it'd be helpful if anyone's a builder and can give some thoughts on the subject.

Now back to the topic at hand. If income increases by X:c5gold:/turn, but warmongers spend X:c5gold:/turn more on upgrades and unit purchases, warmongers are unchanged while builders are buffed.

Yes we could keep our army less up-to-date, but there's that meaningful tradeoff - we'd be shifting from a warmonger track to a builder track, and would be less successful at warfare. This inherently means the builder track has been improved. Therefore, it's more likely for a builder to be as successful as a warmonger, and relative success among peers is a big fun factor. I don't want to make pure turtling a dramatically better strategy than warmongering though, of course.

I could improve national wonders further instead, but I like pursuing several small changes instead of one bigger one. I already added 3 national wonders and improved all national wonders by adding specialist slots. Now I'm exploring economic buffs for builders. Yes, the balance might not be quite right yet... but that's why it's a development version, not a release version. :)
 

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Thal, I think that cities should get the extra gold for the land tiles along the coast (bay-version)
only if the city itself is on the shore (having real use of the coast land tiles as for trade/fishing)!
Is it so now?
 
That'd be superb, but not yet possible to implement. I therefore try and encourage building on the actual waterside by buffing the Harbor, and have been considering a Lighthouse buff as well.
 
That'd be superb, but not yet possible to implement. I therefore try and encourage building on the actual waterside by buffing the Harbor, and have been considering a Lighthouse buff as well.

Isn't it possible:
to have the extra gold for the coast-land tiles tied to a sea-building? Lighthouse?
Or to resource - to have fish in the city-radius?

I am just thinking loud... :)
 
The available options to alter yields (:c5food::c5production: etc) are:

  • Terrain
    • Terrain types
    • Resources
  • Improvements
    • Base yield
    • Coast-adjacent tiles
    • Change from tech
    • Freshwater change from tech
    • No freshwater change from tech
  • Buildings
    • Sea tiles
    • Lake tiles
    • City tiles
    • Resources
    • Total city % modifier
There's more, though this is what applies to the coast topic. I highlighted the ones I've used for various purposes throughout the balance mods.
 
The options available are:

  • Terrain
    • Terrain types
    • Resources
  • Improvements
    • Base yield
    • Coast-adjacent tiles
    • Change from tech
    • Freshwater change from tech
    • No freshwater change from tech
  • Buildings
    • Sea tiles
    • Lake tiles
    • City tiles
    • Resources
    • Total city % modifier
I think that's everything, though I might have missed something for this particular list. I highlighted the ones I've used for various purposes throughout the balance mods.

Do I understand well, that from this above list, it comes that
it would be possible to tie the extra +1 coast-land tile gold to an improvement...?

... to Fishing boat? :)
 
What I mean is we can alter the yield of an improvement if it's on a land tile adjacent to coast. So for example, farms can get +1:c5food: adjacent to rivers. What I do is add +1:c5gold: adjacent to coasts.

It likely applies to fishing boats too, though since they're always adjacent to coast tiles, it would be just like altering the base yield.
 
I see, so it is the other way around...
...Coast-adjacent tiles can be affected only by improvements... eh... :(

How about creating a new improvement called "fishing village" or the like,
that can be built only on coast-adjacent tile and gives +1 gold, +1 food (or whatever)?
Other improvements would not give that extra gold...
 
Not sure why this is in the combat thread but I'll bite and say I strongly favour the peninsula method. The abstraction of sea tiles has always been a funny one, but I've always thought of it as a unit of population primarily devoted to fishing and merchant shipping-related activities either from the city itself, or from fishing villages etc somewhere along the coastal edge. Coastal land tiles are just people doing their farming/mining/trading-post-ing thing in an entirely land-based manner, but with nice water views and pleasant sea breezes.

Buffing coastal land tiles just rewards doing your normal land-based thing, except you happen to be by the sea. You're getting just as much production/food (until your city grows so big it runs out of land tiles) but you're getting your nice trade income too. And it then favours smaller cities (since you have fewer useful tiles), which encourages ICS, discourages development and all the nasties you'd hope to avoid.

Having the bonus on water tiles lets you embrace your coastalness and makes more of a dichotomy between inland for your production and coast for your trade and wealth. You could still have a coastal production city but it wouldn't be a glittering mercantile jewel as well.
I'd make water tiles start at 1f2g, and give +1 food with lighthouse, +1 gold with harbour (EDIT: or perhaps seaport) - so they reach the point of current riverside trading posts, but only with significant infrastructural investment in the water tiles themselves. I think this probably balances 3g merchant specialists - who don't require a tile, give gpp, get better with policies, and mostly also give % bonuses to gold output with their buildings. It'd be nice to implement but I'm not sure you really need to be overly worried with the coast/ocean differentiation - it's only going to really be meaningful for a city that's already both very large and cultural.

The other thing with archipelago is that the AI currently settles some amazingly rubbish city sites with either barely any useable land or just those 1-tile islands. This makes them have at least some value. Bays also already have the advantage of being considerably more easily-defended.

A follow-on effect is that it actually gives naval blockades a bit of teeth if you're relying significantly on coastal cities for your gold - considering that foreign trade routes aren't implemented, this sort of comes close to representing half the reason navies existed in the first place; to protect the merchant ships.

And if you want a coastal-land bonus, I'd make it only for coastal trading posts (and I would balance the extra gold by making only trading posts get the riverside bonus as well).
 
Yeah, other way around... there's lots of things I'd like to do but we just gotta work with the options available. :)

I think any new improvement like that would just overlap the role of an existing one. Farms give food, trading posts gold... so if we wanted to mitigate the effect I could limit it to one class of improvement. I originally had this bonus as trading posts only (I think the discussion was going on in the terrain improvements thread). While that's very realistic, the reason I changed it to all improvements is don't want one improvement to be an "obvious" choice next to coasts.


Edit: posted right as you did Polycrates. :)

It got on this topic as a result of discussing gold expense for upgrades, and where to get that gold.

You make reasonable points. I obviously like the water method too, as that's how it used to be -- simply was testing out alternatives in the development versions. It's as a result of discussions that started on page 8 of the Terrain Improvements thread, two weeks back: here.

As you can see from that list on the link, we were originally experimenting with river, coastal, and city bonuses for trading posts. After some testing this is where we reached, though:

One thing to remember is AI considerations will be irrelevant when we get full sdk access - we can code it to recognize things.

I think the improvement habits city/river/coast adjacency encourage are super awesome and result in really realistic-looking development patterns, but unfortunately, it seems the AI isn't currently coded to read the per-improvement adjacency tables. When a worker is actually on a tile it does recognize the +4 potential from a trading post is more valuable than the +1, but it doesn't seem to properly "scan" tiles for where to send the worker. As such, when it needs food it sends it to a likely tile where it can get food without reading those tables.

For these reasons and the ICS concern (I also realized in my first test game the on-coast vs one-tile-away city issue Ahriman pointed out), I think it might be best to leave it with just river modifiers and the original harbor bonus. Still, thanks for the discussion and playtesting everyone! City/route/etc adjacency is an idea we can revisit once we have more tools.

I left the coastal adjacency in a while to see how it'd work out on its own, but it seems like sadly it's just best to go back to the original method. It's not as interesting as bonuses for adjacency to particular types of terrain, but it seems CiV just can't handle that sort of complexity in its current state. :(
 
Not sure why this is in the combat thread but I'll bite and say I strongly favour the peninsula method. The abstraction of sea tiles has always been a funny one, but I've always thought of it as a unit of population primarily devoted to fishing and merchant shipping-related activities either from the city itself, or from fishing villages etc somewhere along the coastal edge. Coastal land tiles are just people doing their farming/mining/trading-post-ing thing in an entirely land-based manner, but with nice water views and pleasant sea breezes.

Buffing coastal land tiles just rewards doing your normal land-based thing, except you happen to be by the sea. You're getting just as much production/food (until your city grows so big it runs out of land tiles) but you're getting your nice trade income too. And it then favours smaller cities (since you have fewer useful tiles), which encourages ICS, discourages development and all the nasties you'd hope to avoid.

Having the bonus on water tiles lets you embrace your coastalness and makes more of a dichotomy between inland for your production and coast for your trade and wealth. You could still have a coastal production city but it wouldn't be a glittering mercantile jewel as well.
I'd make water tiles start at 1f2g, and give +1 food with lighthouse, +1 gold with harbour - so they reach the point of current riverside trading posts, but only with significant infrastructural investment in the water tiles themselves. I think this probably balances 3g merchant specialists - who don't require a tile, give gpp, get better with policies, and mostly also give % bonuses to gold output with their buildings. It'd be nice to implement but I'm not sure you really need to be overly worried with the coast/ocean differentiation - it's only going to really be meaningful for a city that's already both very large and cultural.

The other thing with archipelago is that the AI currently settles some amazingly rubbish city sites with either barely any useable land or just those 1-tile islands. This makes them have at least some value. Bays also already have the advantage of being considerably more easily-defended.

A follow-on effect is that it actually gives naval blockades a bit of teeth if you're relying significantly on coastal cities for your gold - considering that foreign trade routes aren't implemented, this sort of comes close to representing half the reason navies existed in the first place; to protect the merchant ships.

And if you want a coastal-land bonus, I'd make it only for coastal trading posts (and I would balance the extra gold by making only trading posts get the riverside bonus as well).

Good reasoning, I say :goodjob:
 
I'm fine with either way of making coasts attractive, at least more attractive than river-less inland, which is by all definitions bad terrain in real life:

http://en.wikipedia.org/wiki/Landlocked

The problem about water tiles is not only their bad yield in vanilla, but their lack of versality. You can almost never get production from them, nor a food surplus. We might consider adding a food/hammer or two on naval buildings. This could make coastal settling more attractive than working pure grassland in the middle of a continent (which is among the worse terrain types in civ5 anyway).
 
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