SevenSpirits
Immortal?
- Joined
- Jul 7, 2007
- Messages
- 512
Available in the mod browser:
Short description
Nerf city-state ally bonuses. Increase unit upgrade costs. Boost value of various non-farm improvements, mostly at medieval techs, making mines and lumbermills competive with river farms, and making grassland less inferior to plains. Most notably, Lumbermills are 2h, Mines get +1h at Metal Casting, and Trading Posts are +1 gold. Also reduce golden age length by 1 turn and make it scale linearly with game speed.
Details
First available version was labeled v2. As of 1 Oct 2010 there is a v3. 5 Oct: v4. Changes have been noted below.
* City states do not double their gifts when allied. Allying "only" also gets you their resources, military help, vision, and patronage bonuses.
* Upgrade cost per-hammer factor increased from 2g per hammer to 3.
* Mines +1h at Metal Casting, and at Dynamite.
* Lumbermills +1h.
* Trading Posts +1g. [v3: only at Currency.]
* River farms -1g at Civil Service.
* River farms additionally +1f at Fertilizers.
* Camp +1g, Pasture +1h with Machinery, Plantation +2g with Compass.
* Base golden age length reduced to 9 (from 10). Golden age length now scales proportionally to game speed. (Previously they were unfairly long in Quick and short in Epic/Marathon.)
* Merchant yield 3g (from 2).
* Engineer yield 2h (from 1).
* All GP improvements +2 of their yield type, Customs house an additional +1.
* v3: AIs will value gold 40% higher for trades than previously, and gold-per-turn 33% higher. Essentially the main effect is that it won't pay as much for your resources and one-sided open borders.
* v4: Horseman (and Companion Cavalry) strength reduced by 2 (from 12 to 10, and from 14 to 12, respectively).
Reasoning for all the yield changes is as follows: River farms are too efficient compared the other improvements. Because of this and golden ages, plains is too efficient compared to grassland. Also, production improvements in general suck.
Boosting production improvements (Lumbermill and Mine) to be as efficient as River farms makes them viable. Reducing farm gold additionally makes them a tiny bit more efficient than farms, which in turn improves grassland vs plains. Making all these improvements happen in first-column medieval techs makes this all fair and reduces the brokenness of beelining one of them (e.g. Civil Service).
All other yield changes are to keep those improvements competive with the more critical food/production ones. (Some specialists and GP improvements also needed help anyway.)
Goals
My goal is to incorporate a minimal number of changes that improve some of the main problems with the game. Other than AI issues which are less easily fixable at the moment, I see the main problems as:
- Civil Service slingshot is too powerful.
- River farms are dominant over other improvements.
- Production improvements (mines, lumbermills) are rarely worthwhile.
- Grassland is far inferior to plains, both because food improvements are more efficient than production improvements, and because of golden ages.
- City state alliances are absurdly strong.
- Maritime city states are particularly strong, providing a powerful food source that scales with city count.
- Rushing and upgrading wimpy units is much cheaper than rushing the powerful unit in the first place.
- GP improvements are dominated by their other abilities.
These are all addressed in the mod so far. (Note: I'm aiming for adjustments that are on the mild side as I think overcompensating is far less desirable.)
Not yet addressed:
- Building costs (Some seem to be never worth building.)
- ???
For building costs, I think it would be premature to re-cost everything at the same time as boosting production improvements. For other perceived imbalances, either they've slipped my mind, or I'm not confident they're a problem yet, or I don't see an obviously good solution, or I believe their best solution would be AI-based.
I welcome suggestions on what else should be fixed. Keep in mind I prefer small, carefully thought-out changes, and please support your suggestions with evidence and argument.
Short description
Nerf city-state ally bonuses. Increase unit upgrade costs. Boost value of various non-farm improvements, mostly at medieval techs, making mines and lumbermills competive with river farms, and making grassland less inferior to plains. Most notably, Lumbermills are 2h, Mines get +1h at Metal Casting, and Trading Posts are +1 gold. Also reduce golden age length by 1 turn and make it scale linearly with game speed.
Details
First available version was labeled v2. As of 1 Oct 2010 there is a v3. 5 Oct: v4. Changes have been noted below.
* City states do not double their gifts when allied. Allying "only" also gets you their resources, military help, vision, and patronage bonuses.
* Upgrade cost per-hammer factor increased from 2g per hammer to 3.
* Mines +1h at Metal Casting, and at Dynamite.
* Lumbermills +1h.
* Trading Posts +1g. [v3: only at Currency.]
* River farms -1g at Civil Service.
* River farms additionally +1f at Fertilizers.
* Camp +1g, Pasture +1h with Machinery, Plantation +2g with Compass.
* Base golden age length reduced to 9 (from 10). Golden age length now scales proportionally to game speed. (Previously they were unfairly long in Quick and short in Epic/Marathon.)
* Merchant yield 3g (from 2).
* Engineer yield 2h (from 1).
* All GP improvements +2 of their yield type, Customs house an additional +1.
* v3: AIs will value gold 40% higher for trades than previously, and gold-per-turn 33% higher. Essentially the main effect is that it won't pay as much for your resources and one-sided open borders.
* v4: Horseman (and Companion Cavalry) strength reduced by 2 (from 12 to 10, and from 14 to 12, respectively).
Reasoning for all the yield changes is as follows: River farms are too efficient compared the other improvements. Because of this and golden ages, plains is too efficient compared to grassland. Also, production improvements in general suck.
Boosting production improvements (Lumbermill and Mine) to be as efficient as River farms makes them viable. Reducing farm gold additionally makes them a tiny bit more efficient than farms, which in turn improves grassland vs plains. Making all these improvements happen in first-column medieval techs makes this all fair and reduces the brokenness of beelining one of them (e.g. Civil Service).
All other yield changes are to keep those improvements competive with the more critical food/production ones. (Some specialists and GP improvements also needed help anyway.)
Goals
My goal is to incorporate a minimal number of changes that improve some of the main problems with the game. Other than AI issues which are less easily fixable at the moment, I see the main problems as:
- Civil Service slingshot is too powerful.
- River farms are dominant over other improvements.
- Production improvements (mines, lumbermills) are rarely worthwhile.
- Grassland is far inferior to plains, both because food improvements are more efficient than production improvements, and because of golden ages.
- City state alliances are absurdly strong.
- Maritime city states are particularly strong, providing a powerful food source that scales with city count.
- Rushing and upgrading wimpy units is much cheaper than rushing the powerful unit in the first place.
- GP improvements are dominated by their other abilities.
These are all addressed in the mod so far. (Note: I'm aiming for adjustments that are on the mild side as I think overcompensating is far less desirable.)
Not yet addressed:
- Building costs (Some seem to be never worth building.)
- ???
For building costs, I think it would be premature to re-cost everything at the same time as boosting production improvements. For other perceived imbalances, either they've slipped my mind, or I'm not confident they're a problem yet, or I don't see an obviously good solution, or I believe their best solution would be AI-based.
I welcome suggestions on what else should be fixed. Keep in mind I prefer small, carefully thought-out changes, and please support your suggestions with evidence and argument.