Balance patch discussion and goals

Ok. But when you play a civ which have as special unit a ranged one it's disapointing :)
 
It clearly states in the policy that it is melee only. That's just the way it is.

Ok, I don't contest it is written in the stone, no problem.

For now if I play for example England I evidently try to have all my cities coastal, so I'll ever spawn Tiremes, grantly help me to defend from Barbarians or invaders if I'm not on an island :p

I think that to random parts would be introduced in the conscription :
  • If not coastal, maybe 80% chance to spawn melee and 20% distance
  • If coastal, 60% chance to spawn naval unit and 40% land, and after that the other random

Reading the title of the thread I did think that here we can give opinion about balance but it seems I did a mistake :)
 
I was playing my usual Marathon game and had a few ideas/suggestions. Some of which I understand may not be possible, hardcoded, the domain of other mods, UI (EUI), and so on.

  • Here I am rebuilding a city, it has a "City Ruins" right next to it (Look for Improvement: City Ruins). Should City Ruins provide a special kind of yield, even possibly a GP like yield? Something more than just the usual would be neat. Independently, they can/do become archeological sites later in the game.
    Spoiler :

    The game already understand it as an improvement:
    Spoiler :

  • Should "Share intrigue with" provide you with positive diplomatic points no matter how small with the civ you share it with? I mean you are sharing precious intel.
    Spoiler :

  • Please, make a "Stubborn" function which works simply this way, when you press that button with the Right mouse button, make the worker ignore barbarians or fallout. You know when you have a dozen workers scrubbing, you have to remind them each turn to keep scrubbing, or keep ignoring barbarians. Small detail I know, but the genuis of Civ V's UI and it's mods, is it's all the small details together that make it great. A tooltip could remind you of the consequences if you right click and henceforth keep the worker doing it's job without reminder each turn.
    Spoiler :

  • Is it possible to have Resources Icons apply to Natural wonders when it's enabled?
    Spoiler :

  • Is it possible to bind Trade Route Overview and Culture Overview to a keyboard button? I've got everything else bound but I never found what the key for those are.
 
Ok, I don't contest it is written in the stone, no problem.

For now if I play for example England I evidently try to have all my cities coastal, so I'll ever spawn Tiremes, grantly help me to defend from Barbarians or invaders if I'm not on an island :p

I think that to random parts would be introduced in the conscription :
  • If not coastal, maybe 80% chance to spawn melee and 20% distance
  • If coastal, 60% chance to spawn naval unit and 40% land, and after that the other random

Reading the title of the thread I did think that here we can give opinion about balance but it seems I did a mistake :)

You can give your views, absolutely, but balance changes like this deserve their own thread. Your earlier quote sounded more like a lamentation than a balance request, which is why I wanted to make it clear that the policy wasn't malfunctioning.

G
 
You can give your views, absolutely, but balance changes like this deserve their own thread. Your earlier quote sounded more like a lamentation than a balance request, which is why I wanted to make it clear that the policy wasn't malfunctioning.

G

Ok, no problem, I'll make a thread for that. English is not my natural langage and often I misunderstand some rules and sometime I'm misunderstood, sorry.
 
Is it by purpose that I get very good trades with the AI on level 6 difficulty.

They constantly give me luxury resources 1:1 + I can add about 7 gpt from them.
With William from the Netherlands I can understand maybe, but with the others?

Or maybe its a bug?:eek:
 
Is it by purpose that I get very good trades with the AI on level 6 difficulty.

They constantly give me luxury resources 1:1 + I can add about 7 gpt from them.
With William from the Netherlands I can understand maybe, but with the others?

Or maybe its a bug?:eek:

Isn't it based on what they think of you? Sometimes I'll get a 1:1 trade, and rarely I'll get 7 gpt, but more often than not it's about 4 gpt. I Usually get the better deals from leaders I have good history with.
 
Well I get an extra resource AND 7 gold per turn.

Playing as Mongolia and now have Gustav as a Vassall and will wreck Isabellas face with Selassie in 10 turns...
 
Well I get an extra resource AND 7 gold per turn.

Playing as Mongolia and now have Gustav as a Vassall and will wreck Isabellas face with Selassie in 10 turns...

This thread is for bigger-picture discussions and issues. If you feel there is a bug, please take it to the bug reports thread.

Thanks!

G
 
This thread is for bigger-picture discussions and issues. If you feel there is a bug, please take it to the bug reports thread.

Thanks!

G

I am not certain if its a bug, that's why I posted it here. In my game I get the impression (bigger picture) that trading with luxury resources is way to easy with the AI. They give me much more than I expect for my resources.
 
I am not certain if its a bug, that's why I posted it here. In my game I get the impression (bigger picture) that trading with luxury resources is way to easy with the AI. They give me much more than I expect for my resources.

Fair, but you are shifting into a discussion of bugs and not bugs. It's easier for me to keep track of potential bug reports if they're all in the same place.
G
 
here are some of my thoughts after several games with CP/CBP/CSD/C4/E&D

I really enjoy the mod, my last game was very fun despite the trade miss-values from AI
and a bug with luxuries

here are the points I felt weird or disliked:

-upgrading a frigate to cruiser seemed too cheap (around 215:c5gold:).
-upgrading costs (almost?) as much as buying a new unit, I like the raise but 10-20% less would be better IMO.
-I think IronClads are too strong. I liked their "move faster on coastal tiles". Now they are too powerful, fast and cheap. I'd like them to either require coal, or get slowed down on oceans like in vanilla
-The new promotion system is a bit sad; I understood it was to help the AI though.
Would it be possible to chose between +10% combat and +15-20% on certain terrain eg ?
-the "near terrifying opponent" due to Gatling Guns should apply to the units within ONE tile imo
-I think specialist yields are a bit too high, they give almost as much as a Great Improvement
-the trade Technologies breaks the game. I saw it can be disabled though.
-I wished there would be a mix of +1yield/4pop and +10% among buildings
-there are too few events and they seem really weak (+50% chance of winning 60 science when my output is +80?) most of the time;
and the suddenly I have an event granting me huge gold amount. I really miss the events from Thallassicus which were improving Tiles Yields

questions:
-is there a way to see monopolies status ?
-how many franchise of each type and in which cities ?
-are franchise built when a foreign Civ has a trade route with you only ? or is it a bu that MY trade routes don't create franchises ?

Voilà. Thanks for your work guys, I can't pay any game more than 20 hours and I now have +1200 hours on Civ 5, thanks to modders like you.
THanks for reading, sorry for my english, I'm trying my best.
 
-there are too few events and they seem really weak (+50% chance of winning 60 science when my output is +80?) most of the time;
Are you talking about E&D? Because it's not supported by CBP.
-is there a way to see monopolies status ?
In the Economic Overview, Resources & Happiness.
-how many franchise of each type and in which cities ?
Economic Overview, General Information.
-are franchise built when a foreign Civ has a trade route with you only ? or is it a bu that MY trade routes don't create franchises ?
Civilopedia says it works both, however I've never seen a franchise being spread passively outside of ideological tenets.
 
Hey I had a few ideas but I don't know how feasible they are.

1st I was thinking that a new function could be given to great engineers. I was thinking that while a city is under siege if you have a great engineer in the city you could pop the engineer to give your city back a lot health. He would be shoring up defenses and possibly buying you a few more turns before the city falls.

2nd If you have spies operating in a city that you are laying siege to there could be a small chance that he "opens the gate" or lessens the defense threshold of the city.

3rd Spies Operating as Diplomats in a Civ's capital should give a diplomatic boost with that Civ, I am not sure of how much.

4th I am wondering if this is even possible but there should be a third option when assigning spies to cities. You should be able to use a spy to fabricate a claim on a city and if you capture that city in a war you either receive just a minor warmongering penalty or non-at all.

Thanks for any feedback.
 
1. No. If the great person isn't generated through war, then it shouldn't have a function related to wars.
2. They are already sabotaging enemy cities, albeit quite randomly.
3. No they shouldn't. They already allow to trade votes and give a diplomatic boost through intrigues, without the related spy penalties.
4. You should care about warmonger penalties before waging a war, not after the fact. DoW'ing pariahs often allows to completely wipe out a civ without raising warmonger counters among your friends.
 
What do you think of buildings' prerequisite ?
I don't like and I don't see the point of having to build a Forge to be alowed to build a Workshop, or worst, an opera for a Museum for examples.

I also like the +1 yield/4pop system for buildings, but I really would like to see some +x% buildings. For cities specialization. The broadcoast tower and the research lab eg.
 
What do you think of buildings' prerequisite ?
I don't like and I don't see the point of having to build a Forge to be alowed to build a Workshop, or worst, an opera for a Museum for examples.
I thought about it too. In the end, better buildings are "softlocked" by higher production costs, so it's always beneficial to build lower-tier food/production buildings first before going up, while prereqs add an annoying micromanagement.
Like if I want my city to become a military center, I have to invest and build Barracks, then invest and build Armory and only then I can invest and build Military Academy and queue whatever military unit I need. Without reqs I could just queue everything up and only remember about the city after it produces a unit.
I also like the +1 yield/4pop system for buildings, but I really would like to see some +x% buildings. For cities specialization. The broadcoast tower and the research lab eg.
What does prevent you from building them in every city?
 
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