Balance patch discussion and goals

Hmmm... Africa. Old World. The United States had already won it's independence before the "dark continent" was effectively colonized.

Let's not worry too much about the History. I just want the AI to race me to colonizing the whole world. At the moment, my maps are far too empty for far too long.
 
Would it ever be possible to have multilateral diplomatic/ military organizations like EU, NATO, Warsaw Pact etc? Has anyone asked this before? I may have missed it.

Also, would it be possible to have more than three options when taking a city? I was thinking there should be an option to sack a city where you get a ton more money than you usually do, more buildings are destroyed but you don't keep the city you just knock it out of commission for maybe ten turns and the player you are fighting has to deal with the unhappiness from that city.

Or, if the number of city states and players aren't maxed out in the game, you could release the captured city as an allied city-state.

Any thoughts on either of these ideas?
 
Would it ever be possible to have multilateral diplomatic/ military organizations like EU, NATO, Warsaw Pact etc? Has anyone asked this before? I may have missed it.

Also, would it be possible to have more than three options when taking a city? I was thinking there should be an option to sack a city where you get a ton more money than you usually do, more buildings are destroyed but you don't keep the city you just knock it out of commission for maybe ten turns and the player you are fighting has to deal with the unhappiness from that city.

Or, if the number of city states and players aren't maxed out in the game, you could release the captured city as an allied city-state.

Any thoughts on either of these ideas?

I've been wondering why I couldn't just give a city back to the AI after making peace, or releasing city-states back to their own control, maybe with influence over them.

I find that if someone declares war on me, I am better off pounding them into submission as a slap on the wrist than being purely defensive. I rarely want to take more land than my own, but this depends on what I'm going for.
 
I've been wondering why I couldn't just give a city back to the AI after making peace, or releasing city-states back to their own control, maybe with influence over them.

I find that if someone declares war on me, I am better off pounding them into submission as a slap on the wrist than being purely defensive. I rarely want to take more land than my own, but this depends on what I'm going for.

I know that is one of the things I love about EUIV. Waging a punitive expedition by occupying territory until the end of the war and then leaving with maybe on territory and a ton of gold.
 
As suggested by Gazebo, I'll re-post my impressions from another thread


Might also add some comments about various aspects of the game

- As mentioned before, the CS-Diplo system needs work. Diplomacy units are so utterly overpowered, that all other means to get influence become irrelevant. Why bother going Arsenal of Democracy and gifting units, when a single Ambassador gives me 90 Inf alone? Why sending Cargo Ships using nerfed Treaty Organization? Council enactments like Cold War make it even less attractive. Instead just Ambassador-bomb the CS, they are cheap to build, and so fast, that running into Paper supply issues never becomes a problem.
I'd suggest to either limit the ability to send Diplos to CSs to like one every 30 turns or so, or to make them weaker, or to make other Influence options more attractive. I also don't understand why gold bribes have been turned off. Swinging the cash hammer should still be an option, imo.

- AI behaviour seems odd at times, especially during wars. War Score doesn't seem to influence their decision making at all. I can be >70 for ages, and they still refuse to consider peace. They are extremely stubborn, just to fall into the other extreme, when deciding to offer peace at last. The weirdest thing happened to me with Korea. He declared on me, I took 2 of his smaller cities to make a path to Seoul, and took it, to. After that, the war went on for like 40 turns with me just fending off an occasional unit or two, nothing really major. All of a sudden he comes out with a peace offer: all his gold(around 5000), 300gpt, all his luxxes, and best of all, Capitulation. Well, guess I welcome my new vassal...
I mean, yeah I took his capital, but his empire was still in a reasonable shape, and our armies were comparable in size and tech level. It seems a bit overboard.

- I don't understand some of the diplomacy modifiers, like "They know you're competing, and they hate it". Erm, of course we do, since T1, to be precise, that is the idea of the game. Or "Your behaviour infuriates them". What behaviour exactly? These modifiers seem rather arbitrary, just to make your life harder without any specific justification.

- Corporations seem to be a bit odd. The AIs build them, too, but so far I seem the only one who actually spreads offices. I yet have to see a foreign corp in one of my cities. So while I generate enormous amounts of additional wealth, from my own corp, the AIs totally underutilize theirs.

-Social Policies are not balanced very well. I really like the general idea behind the redesign. Imperialism looks so much more sound and coherent than Exploration, Piety is so nice, that I actually went Piety because I wanted to, outside of just experimenting, etc.
However, some Policies are so much stronger than others, that they are becoming no-brainers in comparison. Patronage is really weak, even more so due to the Diplo units. Aesthetics doesn't offer large enough benefits to prefer it over Industry, even if you want to focus on your culture game. Progress seems to be completely broken. Every time I hover over my cities, there's a large number of all kinds of modfiers popping up.

-Tourism boosts from completing CS-Quests and winning wars are way too high. I'm influential or dominant on half of the AIs, and at least familiar with the rest, without even trying for cultural victory.

- Perhaps it is intentional, but after a while all tile yields seem to be through the roof. Be it through tech advancements, or GPs. Coastal Tundra city with Pop 49 on T500(epic speed)? No problem.

Everything does get bigger and better over time, feels rather natural. If the game is balanced around that however is another question.
I do like the current system a lot better than the vanilla one where you couldn't found a city post medieval because it would never catch up enough to be anything other than a drain on your resources.

Guess, I think it is subjective to everyone's view.
From my point of view, it renders the factor Terrain almost irrelevant, when choosing a settlement location. Also, it does nothing to catching up, as the big cities just continue to grow like crazy.
My Pop49 Tundra city still has around +115 food/turn and grows every 7 turns:goodjob:
There are also things that seem to rather illogical to me.
For example, why does a Town provide me with 9 food, regardless of the terrain it is settled on? For me, a town consists of another bunch of eaters, who of all things should consume food, rather than providing it.
I think there should be at least a little more emphasis on making decisions and trade offs, rather than providing "you win"-buttons left and right.
It's a minor nitpick, and nothing that would spoil the overall experience, just voicing my opinion.
 
Will this be updated to use the latest version of DLL - Various Mod Components (v 67) or better yet would be the removal of DLL - Various Mod Components from Community Patch all together to maximize compatibility. I'm unable to activate Diplomacy - No Expansion Dialogs (v 1), Diplomacy - No Pointless Dialogs (v 1), and a couple other mods of Whoward's due to the dependency not being there. The dependency is DLL - Various Mod Components. Majority of his mods are able to be activated using the Community Patch. I have all DLC's and Expansion Packs with most up to date version of CIV 5 from Steam.
 
Will this be updated to use the latest version of DLL - Various Mod Components (v 67) or better yet would be the removal of DLL - Various Mod Components from Community Patch all together to maximize compatibility. I'm unable to activate Diplomacy - No Expansion Dialogs (v 1), Diplomacy - No Pointless Dialogs (v 1), and a couple other mods of Whoward's due to the dependency not being there. The dependency is DLL - Various Mod Components. Majority of his mods are able to be activated using the Community Patch. I have all DLC's and Expansion Packs with most up to date version of CIV 5 from Steam.

Can't remove Whoward's DLL from the CP, as it is the base of the CP. Those elements are new to whoward's DLL (as v67 was just released).

The CP uses Whoward's v66 DLL as the base. Anything he's done since then will have to be incorporated into the CP in time.

G
 
Do you think we will ever see the Enlightenment Mod incorporated or something similar to it. This being in the distant future if at all. Thanks for any responses!
 
Do you think we will ever see the Enlightenment Mod incorporated or something similar to it. This being in the distant future if at all. Thanks for any responses!

Not likely- someone else is free to do so, but it isn't going to be part of the CBP.
 
Spent my archeologist on a landmark on a desert tile. The tile now provides me with 1 culture... Going to replace it with a village, lost a piece of art though.
 
I just received a Settler from Almaty. Is it the intended behavior or a bug :eek:
 
Don't know, it's only the second unit they gift me, first one was a warrior. I allied them early thank to killing a barb camp and rescuing a worker.

This reminds me : workers captured by barbarian seem to just hang there waiting to be recaptured when their escort is gone. Sort of makes sense as they are probably not happy to be barbarian slaves, but probably not intended either.

Curse those cheating barbarians btw :lol:
 
Don't know, it's only the second unit they gift me, first one was a warrior. I allied them early thank to killing a barb camp and rescuing a worker.

This reminds me : workers captured by barbarian seem to just hang there waiting to be recaptured when their escort is gone. Sort of makes sense as they are probably not happy to be barbarian slaves, but probably not intended either.

Curse those cheating barbarians btw :lol:

Yeah, ilteroi or I'll give barb workers a look.

G
 
Bob, try to post anything that you think might be a bug in the Bug Reports thread next time. Better yet - on Github (the link is on the first page of the Bug Reports thread). When (assumed) bug reports are scattered all around it's hard to keep track of them. It's nothing personal, but rather a friendly advice.
 
I posted this before, but probably in the wrong thread.

The well and herbalist, being very early buildings, should be given to the pioneer and colonist building list.
 
I posted this before, but probably in the wrong thread.

The well and herbalist, being very early buildings, should be given to the pioneer and colonist building list.

It's probably worth creating a separate thread for a balance discussion like that. These sticky threads are, quite frankly, not the best place to capture anybody's attention concerning some specific thing.
 
It's probably worth creating a separate thread for a balance discussion like that. These sticky threads are, quite frankly, not the best place to capture anybody's attention concerning some specific thing.

Or a github post. Dear almighty crom, a github post for every issue and I'll be a happy human.

G
 
Or a github post. Dear almighty crom, a github post for every issue and I'll be a happy human.

G

I thought balance issues were better off posted here on the forum. Would it be optimal to create a topic here and an issue on github in a parallel fashion? I mean, a large amount of balance suggestions doesn't get approved by the community, so I wonder if that would spam github with pointless issues.

Bugs and bug suspects are out of question, yes.
 
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