SevenSpirits
Immortal?
- Joined
- Jul 7, 2007
- Messages
- 512
It looks to me like this forum needs a thread for suggestions that are only balance-related (and not "plz add this thing!!").
I've only played a little so far but two things struck me right away. First, I feel like Spiritual is too powerful in this mod. There are a LOT of civics and so you will want to be switching around a lot (especially if they are balanced, which if they aren't now I would hope they are in time). Also, there are a lot of civics that give bonuses or penalties to research or gold. If you are spiritual, you can be in the gold-friendly, research-unfriendly civics for 5 turns to build up gold, then swap to research until you run out. Repeat. Since the civics modify a lot more than the normal BTS ones, it's a lot more open for abuse. This makes me feel like I need spiritual, when in BTS I never cared about it.
Suggested fix: Give non-spiritual civs more ways to change civics without anarchy. (Golden ages aren't nearly enough.)
Second, I am confused by walls. In the base game, I think it's fair to say that almost no human player builds them (at least in single player; I don't know about multiplayer but I would assume they aren't very good there either). Only the AIs do. This is because they don't really do anything unless that city is attacked, and that almost never happens.
In this mod, walls now give increased maintenance. Why?? Unless I am missing an obscenely important unit or building that requires walls/castles such that you want them in every city, all this is going to do is hurt the AI.
Suggested fix: remove the maintenance. Also, you may want to add another feature to walls so that they don't suck as much.
Also, I want to say that is is a fantastic mod. I LOVE the expanded tech tree. I hope you continue to put thought into it, and try to make it even better. It would be especially nice if you spread the religions out a bit more. I think judaism/christianity/islam are certainly linear, but the others are pretty unrelated. All of them can afford to have other prerequisites, hopefully from completely different parts of the tech tree.
I've only played a little so far but two things struck me right away. First, I feel like Spiritual is too powerful in this mod. There are a LOT of civics and so you will want to be switching around a lot (especially if they are balanced, which if they aren't now I would hope they are in time). Also, there are a lot of civics that give bonuses or penalties to research or gold. If you are spiritual, you can be in the gold-friendly, research-unfriendly civics for 5 turns to build up gold, then swap to research until you run out. Repeat. Since the civics modify a lot more than the normal BTS ones, it's a lot more open for abuse. This makes me feel like I need spiritual, when in BTS I never cared about it.
Suggested fix: Give non-spiritual civs more ways to change civics without anarchy. (Golden ages aren't nearly enough.)
Second, I am confused by walls. In the base game, I think it's fair to say that almost no human player builds them (at least in single player; I don't know about multiplayer but I would assume they aren't very good there either). Only the AIs do. This is because they don't really do anything unless that city is attacked, and that almost never happens.
In this mod, walls now give increased maintenance. Why?? Unless I am missing an obscenely important unit or building that requires walls/castles such that you want them in every city, all this is going to do is hurt the AI.
Suggested fix: remove the maintenance. Also, you may want to add another feature to walls so that they don't suck as much.
Also, I want to say that is is a fantastic mod. I LOVE the expanded tech tree. I hope you continue to put thought into it, and try to make it even better. It would be especially nice if you spread the religions out a bit more. I think judaism/christianity/islam are certainly linear, but the others are pretty unrelated. All of them can afford to have other prerequisites, hopefully from completely different parts of the tech tree.