Bernd-das-Brot
Prince
First my thanks to Thal and everyone who is working on this great mod! Thal's mod made me come back to Civ5 two years ago after I abandonded the vanilla game for being...unfun. Even now vanilla BNW is fun on its own, this mod is way better!
I played some games with the mod in the last month and here are my observations regarding the things that I would like to see changed. Most of them are balance things. The bugs I found, I posted on the iusse tracker.
My settings were mostly standard map size and speed, communitas, map, immortal, no special rules.
Balance:
- Chopping is way overpowered and makes the early game too easy, unbalanced (for non-forest and forest lands) and fast. 30-40 prod for chopping a forest may be a adequate. But not 80!
- The unit cost are really strange. Vanguard(!), air and some ship units are way too cheap compared to others. As this was discussed in the army thread, I hope it will get changed.
- Late game production costs seem weird to me.
Example: Cinema 1000 prod!, Broodway and Hollywood 1070, planes 330!, tank 610, Rifleman 210!.
Late game buildings are too expensive in comparison to units and wonders.
This should be more like this: Non-ressource units a bit cheaper than buildings, ressource units like buildings and wonders at least 1,5 the cost of buildings. Example: Rifleman ~400, buildings, tanks and planes ~600, wonders 1000+.
- Upgrading units feels to cheap. Should be more like the difference in production cost x 2.
- Mines (without ressources) are too weak in comparison with engineers. Both generate 3 production, but engineers generate GPP, too. Mines on water give +1 prod with iron working, but even then engineers are clearly better, if the city has a real chance to generate a GE sometime. This is hard to balance.
- Too many early engineers. I like early specialists! Really! It's way more fun than vanillas specialist free early game, but two engineer slots in ancient times and four in medieval (without the national wonder) is too much. This makes the relative weakness of mines (see above) even worse. It produces too many early GEs/manufactories and leads to too much production in mid-game and makes GS hard to get (only two slots till late renaissance). Please remove the engineer slots from walls and castles. Add one for factory.
- I made 3 games without the stories/opportunities and three with them and I am sorry to say that I think they make the game more unbalanced and random/luck dependent and at least for me in no way funnier. Sadly quite the opposite. Civ is a strategy game with important random elements like starting positions and neighbours. A bit of luck is okay, but adding more of it without any need seems like a bad idea to me. My strategy should lead to glory or doom and not the hope for this or that opportunity. And most of the opportunities are really powerful and influential. Here are two examples why I think them unfun:
Hire Mercenaries: Two units for 100 gold around turn 50! 500+ gold for free. Removes the pressure to build early millitary and allows to build more infrastructure, which allows to build more of...what I want. A really great boost, if I have the luck to get this one.
Fence pastures: The production boni which make pastures better than manufactories! I want to earn a manufactory by generating a GE, not by getting some lucky chance. Leads to too much production by the way.
Please tone them down or make them optional, if this is not too much work. For me oppurtunities feel like huge rewards out of nowhere without any challenge or the feeling to have earned that reward.
- Rome seems to build too many liburnas. They were really weak in all the 4 games I encountered them. Never more then 2 cities, not many land units for a militaristic civ, but lots of liburnas/caravels.
Suggestions:
- -1 food for cities on hills or +1 food for cities on flat terrain!
Cities on hills give extra prod and receive a major defense bonus, which has become really important in the last versions. (By the way, I really love the city defense changes!) That is absolutly fitting, but now cities on hills are nearly always way better than "flat cities". I think it would be realistic if those cities get a food bonus. Agricultur should be easier/more efficient on flat terrain.
- Is it possible to make the GG visuals change only after entering the modern era (and not the industrial)? It's just a cosmetic problem, but I think it is really immersion breaking to see my general abandon his horse and use his jeep an era before its invented.
- Science progress in the ancient and classic era feels a bit too fast. As I play on immortal it's no wonder everybody techs like crazy and I have no specific numbers for this feeling. I just would like to get the early game a bit stretched. (I mean raising tech costs, not reducing AI boni!)
I played some games with the mod in the last month and here are my observations regarding the things that I would like to see changed. Most of them are balance things. The bugs I found, I posted on the iusse tracker.
My settings were mostly standard map size and speed, communitas, map, immortal, no special rules.
Balance:
- Chopping is way overpowered and makes the early game too easy, unbalanced (for non-forest and forest lands) and fast. 30-40 prod for chopping a forest may be a adequate. But not 80!
- The unit cost are really strange. Vanguard(!), air and some ship units are way too cheap compared to others. As this was discussed in the army thread, I hope it will get changed.
- Late game production costs seem weird to me.
Example: Cinema 1000 prod!, Broodway and Hollywood 1070, planes 330!, tank 610, Rifleman 210!.
Late game buildings are too expensive in comparison to units and wonders.
This should be more like this: Non-ressource units a bit cheaper than buildings, ressource units like buildings and wonders at least 1,5 the cost of buildings. Example: Rifleman ~400, buildings, tanks and planes ~600, wonders 1000+.
- Upgrading units feels to cheap. Should be more like the difference in production cost x 2.
- Mines (without ressources) are too weak in comparison with engineers. Both generate 3 production, but engineers generate GPP, too. Mines on water give +1 prod with iron working, but even then engineers are clearly better, if the city has a real chance to generate a GE sometime. This is hard to balance.
- Too many early engineers. I like early specialists! Really! It's way more fun than vanillas specialist free early game, but two engineer slots in ancient times and four in medieval (without the national wonder) is too much. This makes the relative weakness of mines (see above) even worse. It produces too many early GEs/manufactories and leads to too much production in mid-game and makes GS hard to get (only two slots till late renaissance). Please remove the engineer slots from walls and castles. Add one for factory.
- I made 3 games without the stories/opportunities and three with them and I am sorry to say that I think they make the game more unbalanced and random/luck dependent and at least for me in no way funnier. Sadly quite the opposite. Civ is a strategy game with important random elements like starting positions and neighbours. A bit of luck is okay, but adding more of it without any need seems like a bad idea to me. My strategy should lead to glory or doom and not the hope for this or that opportunity. And most of the opportunities are really powerful and influential. Here are two examples why I think them unfun:
Hire Mercenaries: Two units for 100 gold around turn 50! 500+ gold for free. Removes the pressure to build early millitary and allows to build more infrastructure, which allows to build more of...what I want. A really great boost, if I have the luck to get this one.
Fence pastures: The production boni which make pastures better than manufactories! I want to earn a manufactory by generating a GE, not by getting some lucky chance. Leads to too much production by the way.
Please tone them down or make them optional, if this is not too much work. For me oppurtunities feel like huge rewards out of nowhere without any challenge or the feeling to have earned that reward.
- Rome seems to build too many liburnas. They were really weak in all the 4 games I encountered them. Never more then 2 cities, not many land units for a militaristic civ, but lots of liburnas/caravels.
Suggestions:
- -1 food for cities on hills or +1 food for cities on flat terrain!
Cities on hills give extra prod and receive a major defense bonus, which has become really important in the last versions. (By the way, I really love the city defense changes!) That is absolutly fitting, but now cities on hills are nearly always way better than "flat cities". I think it would be realistic if those cities get a food bonus. Agricultur should be easier/more efficient on flat terrain.
- Is it possible to make the GG visuals change only after entering the modern era (and not the industrial)? It's just a cosmetic problem, but I think it is really immersion breaking to see my general abandon his horse and use his jeep an era before its invented.
- Science progress in the ancient and classic era feels a bit too fast. As I play on immortal it's no wonder everybody techs like crazy and I have no specific numbers for this feeling. I just would like to get the early game a bit stretched. (I mean raising tech costs, not reducing AI boni!)