MyOtherName
Emperor
- Joined
- Dec 7, 2004
- Messages
- 1,526
The fact your city is gettingTheir UB is completely overpowered, it's basically a Creative trait with the culture doubler. Their UU is good for early rushes or chokes.



The fact your city is gettingTheir UB is completely overpowered, it's basically a Creative trait with the culture doubler. Their UU is good for early rushes or chokes.
If the balance issue is in your favor, don't complaint about it, leverage it to achieve a win.
Trying to balance everything perfectly only leads to a situation where everyhing is equal and strategic decisions turn pointless, because by definition no matter what you chose they have to be equally successful.
Starcraft is one of the most balanced games I know.
Balance doesn't mean that everyone does the same thing, it just means there's more than one right way to play the game. Germany being a crappy civ isn't "flavorful", it just punishes anyone who wants to play Germany.
In other words, all imbalance does is reward metagame knowledge over actual strategy and create pitfalls that don't need to exist, there's never a good reason for it.
This thread is really proving my theory that the only people who say game balance isn't important either want to have fun at everyone else's expense...
...or don't actually know what game balance means.
i think the biggest balance problem is that having good land and lots of land is just way too powerful in general. it turns the game into a contest of who gets to expand without getting attacked, which is more about luck than strategy
the abilities which let you grab more land or deny opponents from grabbing land are overpowered because land just matters too much.
The main reason why "expansion without getting attacked" is luck-based is because of the weak base AI.
I certainly don't want a Civ-game where expansion is optional.
The main reason why "expansion without getting attacked" is luck-based is because of the weak base AI.
The problem with unmodded-singleplayer is that the AI will rarely punish you for settling right on their borders with an undefended city. So you only worry about the economic side of expansion.
Multiplayer and (to some extent) kmod changes this. Yes, expansion is still necessary, but now you also have to worry about defending your new settlement. Failure to defend will more consistently be punished. This gives you a much better military/science/growth-balance in the early game.
I certainly don't want a Civ-game where expansion is optional.
If you dont like how the game is balanced, you know you can change mostly everything yourself like I did in my sig link.
I fully agree here.i think the biggest balance problem is that having good land and lots of land is just way too powerful in general. it turns the game into a contest of who gets to expand without getting attacked, which is more about luck than strategy
the abilities which let you grab more land or deny opponents from grabbing land are overpowered because land just matters too much.
And in civ4 ... there are always civs which refuse to expand despite a lot of free land.