Balance of Power Mod development discussion

Seven05

Warmonger
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Dec 5, 2005
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So I've decided to scrap my original mod plans (World Piece Mod) and go with something that I've seen hinted at here and there mashed in with a few other ideas for this and that and baked at 350 for 2 hours.

Overall Goal:
The primary purpose of the mod is to enhance the players control over their own civilization so they can adjust it based on the map they are playing rather than pre-defined attributes. The civilizations will retain their "primary traits" and unique units as in the original game, the majority of the changes will be additions.

In addition to increasing player control I am planning on re-designing the difficulty levels so they make more sense, currently there no "flat" difficulty level with no bonuses or penalties for either the player or the AI despite what the manual may lead you to believe. The baseline for the difficulty level changes will be the Noble level and the Standard map size, each of those options will use the exact values defined within the rest of the mod files without any alterations. For example, the standard map size will use 100% of the research cost as defined in the technology xml file.

Military units will be adjusted so there is less of a "rock, paper, scissors" feel to combat with many units loosing abilities against a specifc opposing unit in favor of more generic abilities. Later era units will be given additional bonuses over earlier units, ideally a modern armor unit would be able to roll through an entire stack of Praetorians with the only damage taken being some scratches to the paintjob. Additional units will also be added to eras that have been, in my opinion, overly simplified. Some examples include separating land-based fighters from naval fighters that can use carriers, adding in modern submarines and preventing units like infantry from becoming obsolete.

And finally, I will be tweaking the game speeds to allow for more mid-late game play without feeling as rushed as it currently does. The Normal speed will be used as the baseline for a "casual" game pace and the Epic & Quick speeds will be adjusted from there. The intention will be to keep the game pace interesting without it being too slow (and potentially boring) or too fast (and potentially frustrating). Since the ideal pace is so objective and each player has their own preferences I may consider adding additional speed options.

Customizing the Civilizations:
To allow players to customize their civilization I have removed all starting technologies from each civilization. Each starting player receives a "Chieftan" unit at the start of the game instead. Like the Great Scientist a Chieftan can create a unique building (consuming the Chieftan), unlike the Great Scientist the Chieftan will have a choice of buildings to create. The building you choose to create will acomplish two things; First it will grant you two free technologies, essentially allowing you to chose which technologies you start with. Yes, this does mean you can pick mysticism & meditation to discover Buddhism on the first turn. Since you are doing that in lieu for selecting more common technologies such as argiculture or the wheel the overall effect is really no different than the normal research process. The second effect of the building you select is the new "Minor Trait" for your civilization (see below). Since this trait is defined by a building it adds some more incentive to defend your capital and conquer other capitals (although I should note that the AI has occasionally built these building in their second city). The chieftan is not a normal great person, they can't be used to start a golden age and they can't provide you with additional research, as a result the AI does use them as intended.

Minor Trait:
This is the part I need some help with, I have some general traits already but since I have my own preferences it would be better to get ideas from other players. Anyway, the current list is:

Warlike
The Warlike trait gives the civilization +4 experience to all units created in the capital and +2 to units created in every other city. It also reduces war weariness in all cities by 25%.

Seafaring
Seafaring nations must have a coastal city (the building will be unavailable otherwise). This trait adds +1 food and +1 commerce to all water tiles as well as giving all naval units created in this city +4 experience and reducing their production cost by 25%.

Hardy
The hardy trait gives you an initial population boost of +1 which can be very helpful at your first city. It also gives you +2 health in this city and +1 health in all other cities. The +1 population in acient era starts is suprisingly helpful.

Prosperous
A prosperous civilization will enjoy one additional trade route per city and a +25% gold bonus at all cities.

Advanced
Starting as an advanced civilization gives you three free technologies at the start of the game rather than the normal two. You will also receive a 50% boost to research at this city.

I think that's long enough for an initial post, it will be interesting to see the ideas & comments you guys can come up with :) I've already completed the "baseline" difficulty setup for Noble & Standard maps and the "minor trait" changes are in place and being tested. I was able to pull the speed changes straight out of my old mod so that part should be done as well.
 
Ok, so after the first round of testing on a custom continents map with 6 continents, one player per continent, all controlled by me in a "hot-seat" game with one "control" civilization with no trait...

The advanced trait was a bit over-powered with the 50% boost to research in the starting city. That has been removed, they now get 1 extra starting tech and +2 great people birth rate (great scientist).

The prosperous trait was also a bit much. That has been changed to +1 trade router per city and +2 great people birth rate (great merchant).

The warlike trait no longer gets +4 experience in the starting city, now it is just +2 in all cities, all of the other bonuses are unchanged.

I'm not sure what to do with seafaring. The +1 food and +1 commerce is a LOT once you add in a lighthouse, especially if you have the financial civ trait (you end up with 3 commerce per water tile minimum). The bonus to naval units is nice, but it's restricted to that city alone and there doesn't seem to be a way to extend the same bonus to all cities. Perhaps they could receive +1 production per water tile? That seems like a bit much too...
 
More test results...

Advanced traits lost the third free starting tech, until I did that nearly every AI player would select advanced. Now they have the ability to create a scientist specialist in the starting city and receive +1 to the great people birth rate (great scientist).

The AI is using the Warlike, Prosperous and Advanced traits regularly now and they will choose the seafaring trait on any of the island style maps. I can't get them to use the hardy trait and after using a bit myself I've decided that after the +1 pop boost at the beginning of the game it's not a very helpful trait. The added health is nice since you no longer have to worry about building forges everywhere early in the game but it just isn't enough.

I tried it out a bit on Rhye's 18 civ earth map and it was a lot of fun. Chosing the seafaring trait as the Japanese gave me a very good boost but I was spoiled by my powerful coastal cities and the captured mongol cities inland seemed very week in comparison. In contrast, the Mongols had the warlike trait and I was having a very hard time dealing with their armies, every fight was more like taking a city than a simple open field fight. I had to outnumber them, soften them up with catapults and keep reserves ready to move within my own borders to respond to his smaller but more effective armies. Even though we were both "aggressive" it was nice to see an added difference between our forces. Although he had the upper hand on the mainland, I ruled the seas and made quick work of any enemy ships I encountered.

The adjustments to the difficulty levels have proven very interesting. Playing a "Noble" game on a "Standard" map results in very few, if any, "runaway" leaders. The scores are more reflective of the size and population of the civilizations than anything else. Tech trading is extremely valuable, I'll have to try a game with that disabled, and it has been impossible for me to gain a significant lead in technology. It has more of a "don't fall behind" feeling than a "get ahead and stay ahead" feeling I experienced in the original game. Specific advances, such as machinery for example, provide a short term advanatge until the AI catches up while you're busy catching up on whichever tech they discovered while you were researching machinery. Friends who will regularly trade technologies with you are invaluable.

So far I am very pleased with the results. I definately need to re-work or replace the hardy trait but the rest seem fair and balanced. I'm also considering applying penalties to every trait making "no trait" a viable option, if I can get the AI to understand that.
 
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