Balance Feedback

The main issue with great person dilution is that cities normally try to stop growing when they get close to their happiness cap, they do not attempt to stop growing when they reach their unhealthiness cap, so unless you pay close attention to those messages that say "X city will become unhealthy next turn" (of which only 3 can appear at one time, including combat messages..) you will pump out an excess of great healers. You can of course mouse over the city and it will tell you how much health/happiness it has left before reaching the cap. A really nice feature opera added, which has probably gone unnoticed.

Some cities grow too damed fast though (Raitlor is a huge cultprit for this) to catch before they start producing great healers.

Perhaps cities can be programmed to stop growing once they hit the unhealthy cap, and healers(along with priests) are not among the specialists the computer uses automatically (you have to tell the city to use them).
 
If you force your Specialists you won't get any dilution.

This is entirely untrue. Even forcing merchants, the computer still used the excess specialist spots (because I only had room for one) to assign healers. Besides that.. what if I wanted to use tiles (to upgrade improvements) or didn't want any great persons until I could generate priests or engineers or something?
 
In my Doviello game, 7 Troll Warriors just popped up next to my capital in turn 137. Frankly, this seems a bit much. Not sure where they came from. (Next to a bunch mountains) It's basicly lost, as I only have 3 warriors and 4 wolves at it (which seems a relatively good amount of protection), and even though I tried to save scum it, I couldn't find any path to hold it.
 
From a flavor standpoint, the Sidar are awesome. From a game standpoint, they are both underpowered and bland.

While I don't disagree with all of your points (just some of them), I disagree with the conclusion. I liked the Waning effect, but it just didn't fit the Sidar at all. It turned them into a warmonger civ, which didn't make sense. You say "for an Aggressive player like me" - well, maybe Sidar just aren't the right civ for "an Aggressive player" like you. The whole lore behind them has them as non-Aggressive.

I haven't played all the way through the game with Sidar, but first off the stealthy starting scout is huge... with 8 million giants and minotaurs roaming the map, which has happened to me in every game of 1.3 so far, it's really nice to be able to continue exploring. Also, exploring lairs without being afraid of guardians popping up (actually the guardians that do pop up can be an effective weapon against other civs!), is awesome. So their early game is not that bad.

My Sidar game is still in the early stages, but also - I've always considered Poisons a pretty late-game tech, so not getting "anything unique" after it hardly seems a problem. How many techs are there in the recon line after Poisons? Maybe it's just because I usually save Recon for last because there are only a few civs for which Recon is really worth it (Balseraphs being IMO the best). If you really did take the Immortality promotion with your units and they're not being immortal, maybe the percentage chance needs to be adjusted...

But really, I think that the old way that Sidar worked was more suited to your play style and that's why you don't like them anymore...

Oh, also, I'm using the leader that lets you build other civs' units (Xivan T'nar? is that his name?), and think he goes great with Sidar. But then, I always love being able to change civics without anarchy. Though I do think he should be able to use the Sidar city actions... maybe just an oversight?
 
I've played a couple games now, and I am actually ok with the health changes - I just haven't had any floodplains starts. I usually play with extra rivers and lakes though. I really don't think too much of a change is necessary, although I suppose I agree that a slightly higher starting bonus would be good. It might not hurt to increase the health bonuses of buildings (I haven't taken any games to the end, so I haven't seen the effect on fully grown late game cities).

Worker times certainly need substantial adjustment. A base time of 20 to build a mine at normal speed (what is it on marathon, 60?) is a serious time commitment. Worker promotions have been buffed, but not enough to balance this back out. I can't see the AI handling it. In fact, I think a better system would be to pare back the worker changes back to base BTS (or thereabouts), removing the longer build times and promotion system. With build times as they are, the "worker speed" promotions are the only sensible option anyway, and the AI can't handle hardy workers.
 
Regarding issues with kelp, I have yet to find an in-game way to remove it from a tile (with the exception of the worldbuilder, of course). Would it be possible to make kelp removal a fishing boat action similar to worker units chopping a forest on land? Strategically, this would be helpful in creating channels to get in and out of cities quickly with naval units and might help offset the spread throughout an empire.

It also might be worthwhile to explore some flavorful advantages to having kelp or reefs in your waters - FoL followers could have their movement doubled similar to elves moving through forests or seafaring civs (just the Lanun?) could have reduced movement costs through kelp or reefs.

Just a few thoughts. I'm currently away for the weekend, but am eagerly anticipating getting my hands on 1.3 when I get home!! :lol:
 
Buildings countering the health problem of a city is a good idea. If you are going to build a city in an unhealthy place, you should have to spend time building up the infrastructure in order to make it prosper.

Opera's idea, actually. She's fond of the vicinity bonus mechanic. :lol:

I can see this going both ways. I think this is only a big problem for the Grigori because great prophets are almost useless for them. But a settled great prophet is probably the best settled unit, especially early game. 1 hammer is big, 5 gold is literally your entire economy, and the 2 health is now pure gold. Of course, were I playing Elohim and trying to spam religions, I would certainly like a GPP from my settled prophet.

I can see that, yes. I'm planning to work in some kind of UniqueSpecialist mechanic, so once that's done the Grigori could get a unique priest without the GP points.

I don't think it will be missed. Did I mention it was noisy?

Noisy, and easily exploited. The second is the main reason for it. :p

Cool. I think Acheron is more scary this way than that version of FfH when he roamed Erebus.

So do I... And I like it far better than having a random new unit spawn, with it being the dangerous one instead of the freaking dragon behind it. :p

Much better. Although it would be cool if Beastmasters could get them all. They already are tough enough for a low tech cost, so their base strength might have to be toned down slightly were that the case. I always thought it would be neat if Hunters could have a pet promotion (very similar to the Blood idea.) The pet promotion would change the icon of the Hunter.

Hmm.... A beastmaster having the ability to have more could be interesting. Not sure it would be all of them, though.

And the pet promotion would be possible (even with just the blood promos), just a lot of new artstyles.

From a flavor standpoint, the Sidar are awesome. From a game standpoint, they are both underpowered and bland.

Well, not what we were going for.

Let me say three things before I begin: (1) The mist is one of the most original and amazing features added by RiFE. I am blown away by the awesomeness of it. There are, however, a few problems, which I will address below. (2) I think that the immortality promotion change is not working, or if it is, it is not easy enough to see or understand when a unit becomes immortal for the turn. Lastly, (3) Rathus Denmora is an awesome machine of destruction. If he gets Orthus' Axe, the world belongs to the sidar.

The immortality effect does not seem to be working.

OK, Now to my point: Remove the Sidar, and give the Mist mechanic to the Svaltalfar or the D'Tesh. Both civilizations are better than the Sidar at their own game: the recon line. In fact, that's the sidar's only game. In fact, their game really ends at the Poison tech, because everything else about the civilization is bland. Their early game is bland, their midgame rocks with assassins and Rathus, and their late game is as flavorless as lettuce.

Not ever going to happen. I dislike removing FF civs, not going to remove FfH civs at all.

One caveat- my favorite civ is the Hippus. I like to play a fast rushing civ, and the hippus do it in style. A lot of people complain they are bland. They are not bland in the slightest- they may be one- dimensional, and they may have an easily acessible focus, but they are fun. Very fun. And Magnadine is the most awesome hero in the game, despite what that flavortext guy says about his pony. Mounted mercs are awesome. They have flair and style, and they may be simple, but they are not bland. However:

I agree. What the Hippus do, they do well. It's why I've resisted pressure to improve them... They are MEANT to be vanilla.

The Sidar boil down to one tech. Poisons. Meanwhile, the Svart are rocking their +1 attack from turn one, and Thanatos is beating everyone at their own game. I love Thanatos, and after playing that civ, I see no reason to ever play the Sidar. So give the Mist to the legion, since they already have so many wonderful and surprisingly awesome things about them- why not add more?

Because more would make them overpowered. :lol:

Here's what is wrong with the Sidar, as I see it:

(1) the immortal promotion thing may be an awesome mechanic. I never saw a unit gain it when looking in mouseover. I had a level 25 ghost, and if never got it, then the mechanic is not working, or the chance is far, far too low.

It's not working currently. Need to test to see exactly what is failing.

(2) Rathus does not get the promotion that allows him to become immortal. He's like the king Ghost, bust the other Ghosts beat him at his own game.

That's because he's apparently not getting the Shade racial. It will be fixed.

(3) The Grey should be the ultimate watchers- they see all without being seen. That's their lore flavor, and that's what they should be like, in my mind. Sort of like the Dunedain (or whatever) from the Lord of the Rings- they watch all without taking an active interest unless things go to :):):):). And everything is going to :):):):) in RiFE, so the Sidar must act. However, Thanatos does this better with fully invisible recon units. With a recon promotion. So do the Svarts.

Sidar have invisible recon units as well, and better yet have the Divided Soul ability. That said, it could be a good idea to expand the invisibility of their recon units.

(4) One leader no longer fits with the new mist mechanic. This is more of an annoyance, or maybe an oversight, or maybe could be a change. In any case, other civ's cities captured by the leader who has the (formerly called) tolerant trait retain their own civ's building capacity. This is great, because the sidar units are all so bland. However, it sucks because captured cities from other civs CANNOT use the Mist. Again, the mechanic is awesome. I think it's bad to have a leader who cannot use the only thing the sidar have going for them for a majority (at least to an aggressive player like me) of their cities.

That is an oversight; City spells are using the city's civilization, rather than the owner's civilization. Will be fixed.

That said, Xivan may well be removed completely. His mechanic is too overly complicated.

(5) D'tesh has invisible great commanders. This is awesome. Very awesome. The sidar- well, they do not. I have a stack of 10 hidden ghosts and one, very visible, great commander. I also like the combat applications of the new great healer, casting heal on my ghosts. So it's two great people and a bunch of invisible units. Well, would be two great people, except they just die. (I know the worldspell into the mist would help here, but honestly, in my game, either I used it early without knowing, or was never able to actually use it, or couldn;t find it. In any case, it was never used).

The D'teshi Commander is going to lose it's invisibility (in fact, already has in my version); Too possible to spam forts.

And the worldspell is a city spell, as all others are. You must cast it from a city, not a unit.

(6) After poisons, you get those stupid and bland basic Shadows that everybody gets. You know what- the art in RiFE is amazing. Some of the units are stunning. The FFH2 and RiFE artists are awesome, and this is just bellyaching, but I hate the Shadow model as much as I hate the Paramander model, in general. But the poor Sidar, who even cares about their Shadows, because they can just stop at poisons. If they don't- barring religious heroes (which they will almost never get because of their tech priorities)- they get absolutely nothing unique.

I could easily see giving them a unique shadow.

When they used to be able to wane shades, the sidar could be nigh unstoppable end- game. They were like an avalanche; starting slowly, building momentum, and then crushing everything with a supercity. A supercity that, in RiFE, would be almost as good as the D'Tesh or Scion cities.

The Shade mechanic was horrible, for several reasons.

  1. It focused on sacrificing high level units. This runs counter to the general "Protect your high xp units" philosophy present in the mod.
  2. It was very overpowered. The one civ people could reliably win a OCC Immortal game with was the Sidar. That's not a good thing.
  3. It turned what should be an isolationist, builder-civ into a warmonger civ.

Ok so there's 6 points. It's not exactly material for the feedback thread. It is certainly a balance issue, however, because the Sidar are complete filler. They are not balanced against any of the powerhouse early game civs (Khazad, Hippus, Clan, and the incredibly broken archos), not balanced against any of the mid game civs, and have no real late game.

To be frank, it seems like you are trying to play them in a way they aren't really meant to be played. They are not, and should not be, a warmonger.

They are a builder civ. That is the purpose of the mist... To allow you to isolate yourself, protect yourself, and build peacefully.

Want to make the Sidar on par with the Legion, the Scions, or the Archos? at level 6, all uints gain the blood of the phoenix promotion. They can die once and be resurrected. At level 12 (or 15, or whatever) They become truly immortal. There- now the sidar are balanced as overpoweredly as any of the other awesome, flavorful, detailed, and fun civs.

The immortal mechanic they have will be better, once it is working correctly. The basic formula for them to gain the immortal effect is as follows:
rand(1-1000) < UnitLvl * 50

Lvl 6 odds = 30% (each turn)
Lvl 12 odds = 60% (each turn)
Lvl 19 odds = 95% - This is the max, cannot get a higher chance (hardcoded)
And one last thing- I have said it before and I can't say it enough- you have an awesome and incredibly talented team at work on this mod, and there is no game that gets even a tenth of the playtime as FFH2, and now RiFE. I love the "more is better philosophy," the innovative game mechanics, and the sheer brilliance that has gone into this mod. I'm looking forward to your work in Civ 5.

Thanks. :goodjob:

Due to 2 unhealth per population point every early growing city is forced to keep 1-3 healer specialists, thus first and highly probably second and third great persons born are great healers that must be placed into largest pop cities to alleviate large (-6 to -10) unhealth. As a consequence, possibility to receive other great person than healer moves into late-endgame except for random events. Thus any civ without philosophical trait/ardor is effectively denied useful great people exc for generals.

Honestly, that is the first opinion of many people (and steps are being taken to counter it), but play with it more. You'll find there are ways around it without using healers.

The larger issue is that currently you virtually MUST settle near a river. That will be adjusted, though it will still be much better if you do. :lol:

That's not as big an issue as it seems at first. You have the option to choose your great people, if you do this, you'll get the ones you need. And there are a lot of ways to gain health in RiFe. For starters, every food resource gives you 2 health once you have the granary/smokehouse/harbor. Secondly you've got wells, herbalists, and similar things that add up.

There's tweaking that's needed around the edges of the system still - and that will come - but I think the principle of the change is fine. I'm playing an Elohm game right now and going for an altar victory. Getting plenty of prophets and developing my civilisation at a nice modest speed. Only have about a third of the food resources available at this stage, 250 normal turns in, but its quite adequate to have functional cities.

Exactly. :goodjob:

The main issue with great person dilution is that cities normally try to stop growing when they get close to their happiness cap, they do not attempt to stop growing when they reach their unhealthiness cap, so unless you pay close attention to those messages that say "X city will become unhealthy next turn" (of which only 3 can appear at one time, including combat messages..) you will pump out an excess of great healers. You can of course mouse over the city and it will tell you how much health/happiness it has left before reaching the cap. A really nice feature opera added, which has probably gone unnoticed.

Some cities grow too damed fast though (Raitlor is a huge cultprit for this) to catch before they start producing great healers.

Perhaps cities can be programmed to stop growing once they hit the unhealthy cap, and healers(along with priests) are not among the specialists the computer uses automatically (you have to tell the city to use them).

Having the city ignore specific specialists is not likely, but you can already tell it to stop growing at the unhealthy cap. Hit the button next to the food bar. ;)

In my Doviello game, 7 Troll Warriors just popped up next to my capital in turn 137. Frankly, this seems a bit much. Not sure where they came from. (Next to a bunch mountains) It's basicly lost, as I only have 3 warriors and 4 wolves at it (which seems a relatively good amount of protection), and even though I tried to save scum it, I couldn't find any path to hold it.

That's a bit much.... Hmm. Think when I rebalance the barbs, I'm going to introduce a few new tags, allowing me to control how many of that unit spawn at once, and what 'leader' unit it spawns with.
 
I've played a couple games now, and I am actually ok with the health changes - I just haven't had any floodplains starts. I usually play with extra rivers and lakes though. I really don't think too much of a change is necessary, although I suppose I agree that a slightly higher starting bonus would be good. It might not hurt to increase the health bonuses of buildings (I haven't taken any games to the end, so I haven't seen the effect on fully grown late game cities).

Worker times certainly need substantial adjustment. A base time of 20 to build a mine at normal speed (what is it on marathon, 60?) is a serious time commitment. Worker promotions have been buffed, but not enough to balance this back out. I can't see the AI handling it. In fact, I think a better system would be to pare back the worker changes back to base BTS (or thereabouts), removing the longer build times and promotion system. With build times as they are, the "worker speed" promotions are the only sensible option anyway, and the AI can't handle hardy workers.

Exactly. It takes a few games to get used to, and some adjustment is needed. But once you are used to it, it is easily manageable.

Buildspeed may be adjusted. And the hardy promos were changed away from defensive strength, to withdrawal. The AI is much better with them.

Regarding issues with kelp, I have yet to find an in-game way to remove it from a tile (with the exception of the worldbuilder, of course). Would it be possible to make kelp removal a fishing boat action similar to worker units chopping a forest on land? Strategically, this would be helpful in creating channels to get in and out of cities quickly with naval units and might help offset the spread throughout an empire.

It also might be worthwhile to explore some flavorful advantages to having kelp or reefs in your waters - FoL followers could have their movement doubled similar to elves moving through forests or seafaring civs (just the Lanun?) could have reduced movement costs through kelp or reefs.

Just a few thoughts. I'm currently away for the weekend, but am eagerly anticipating getting my hands on 1.3 when I get home!! :lol:

Allowing Kelp to be chopped could be a good thing.

As for advantages: FoL civs get Kelp Forest (same idea as Ancient Forest), and it grants extra food on the tile. Hard to see that as not a good thing. :lol:
 
Allowing Kelp to be chopped could be a good thing.

As for advantages: FoL civs get Kelp Forest (same idea as Ancient Forest), and it grants extra food on the tile. Hard to see that as not a good thing. :lol:

Unless you want to move your ships through them. ;)

I suggest giving the FoL faster movement in Kelp Forests and the Lanun faster movement in all kinds of Kelp.


What I wanted to say about base health, better healer yields and reduced improvement built times has already been said so I'll just say that I agree with the current majority.
 
Having the city ignore specific specialists is not likely, but you can already tell it to stop growing at the unhealthy cap. Hit the button next to the food bar. ;)

The problem comes when I miss the message that the city is going to become unhealthy (due to getting more than 3 messages each turn), the computer auto-assigns a healer to accomodate, which means I don't know that it's doing it until I get a message that some random city has an 80% chance to generate a great healer in the next 20 turns. With happiness I can see that the city is unhappy and take steps to mitigate it, such as clicking on the 'stop growth' button and building a happy building. With unhealthy, I don't know about it until the city is already 2 or 3 population into unhealthy.

Including some visual effect for what specialists are assigned to a city might help alleviate this.. at least then I'd know when to turn the auto person manage off.
 
If you force your Specialists you won't get any dilution.

What the UI sorely needs is a button to never, ever, ever add a specialist (except for citizens) unless I manually add one myself. If that button existed, I would keep all of my cities plot distribution automated. It would take away a bit of micromanaging I am happy to do without.

I suggest giving the FoL faster movement in Kelp Forests and the Lanun faster movement in all kinds of Kelp.

I think the key is just to have much less of the Kelp. Water features should be just that, tile bonuses and variety in the, er, waterscape. They shouldn't be barriers to movement.
 
The problem comes when I miss the message that the city is going to become unhealthy (due to getting more than 3 messages each turn), the computer auto-assigns a healer to accomodate, which means I don't know that it's doing it until I get a message that some random city has an 80% chance to generate a great healer in the next 20 turns. With happiness I can see that the city is unhappy and take steps to mitigate it, such as clicking on the 'stop growth' button and building a happy building. With unhealthy, I don't know about it until the city is already 2 or 3 population into unhealthy.

Including some visual effect for what specialists are assigned to a city might help alleviate this.. at least then I'd know when to turn the auto person manage off.

As I said, you should be able to set the "Avoid Unhealthy Citizens" button (located on the top of the city screen, on the right of the city bar) and avoid that.
 
That said, Xivan may well be removed completely. His mechanic is too overly complicated.

Then uncomplicate it, he is one of the more interesting leaders.

As I said, you should be able to set the "Avoid Unhealthy Citizens" button (located on the top of the city screen, on the right of the city bar) and avoid that.

There is no reason to avoid unhealthy citizens. They just shouldn't be assigned as healers.
 
What the UI sorely needs is a button to never, ever, ever add a specialist (except for citizens) unless I manually add one myself. If that button existed, I would keep all of my cities plot distribution automated. It would take away a bit of micromanaging I am happy to do without.

Could see about adding that, though it would mean adding a button, which is a pain. :lol:

I think the key is just to have much less of the Kelp. Water features should be just that, tile bonuses and variety in the, er, waterscape. They shouldn't be barriers to movement.

Well, the main purpose of the kelp slowing movement was for the oceanic kelp, not the coastal kelp. It grows in clumps, at least on the ErebusContinent and WorldOfErebus maps.
 
Then uncomplicate it, he is one of the more interesting leaders.

His art is atrocious, and there is no way to uncomplicate it; He alone has a mechanic as complex as that of many civilizations.

There is no reason to avoid unhealthy citizens. They just shouldn't be assigned as healers.

And why is that, pray tell? Healers will be improved so that it is a net positive effect, so don't use that argument. They will give research as well, so they will be useful.

I have no intention of telling the AI not to value healers specifically. That would require hardcoding, which I despise.
 
His art is atrocious, and there is no way to uncomplicate it; He alone has a mechanic as complex as that of many civilizations.

Exactly, he a civilization all by himself. So it's okay that he is complicated.

As far as uncomplicating him... Divine units become Arcane, with the option for more melee oriented units to become Melee. At the end of the divine tree, they regain divine spells. He also has a few unique Promotions that allow units to capture units, and of course Conqueror.

Anything I forgot can (in my opinion) be removed without affecting his flavour.

It's really his Borg like nature of taking whatever the enemy has and using it against them I like, although the "atheist" streak appeals too.

And why is that, pray tell? Healers will be improved so that it is a net positive effect, so don't use that argument. They will give research as well, so they will be useful.

I have no intention of telling the AI not to value healers specifically. That would require hardcoding, which I despise.

If they are changed to a net positive effect ( >4:health: ), that objection disappears. I was talking about the current, on par with citizen version. As long as they are valued correctly it's good.
 
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