Balanced Mod

Lily_Lancer

Deity
Joined
May 25, 2017
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2,387
Location
Berkeley,CA
The current situation encourages war too seriously, every victory is basically achieved by wars, or suffer ~20 turn increase on finishing time. If a victory made by war finishes in X turns, then the "all peaceful" version of it shall finish 15~20 turns later. Making those who dislikes wars very annoying.

In combat itself, Knights are so strong that other units seem useless.

Moreover,districts, beliefs, etc are imbalanced, too. Having Goddess of Harvest overperform the sum of all others is really terrible.

I'd like to make some change.

War-based
1: Knight strength from 48 to 45, horseman strength from 36 to 33, Cavalry from 62 to 59, all Cavalry units do not receive terrain or fortification bonus, anti-cavalry units produce ZOC for cavalries.

2: Battering ram and siege tower city melee damage from 100% to 75%

3: Each level of wall provides 5 defense instead of 2. Obsoletes at Steel. Pillaged Districts still provides 2 defense.

4:If a city has garrison inside, then you have to destroy the garrison after reducing the health point of that city to 0 to take the city. However, 0-health city have no yield and cannot regenerate in 3 turns' time.

5: Add policies speed-up anti-cav and siege units(+50%), ancient and classical at state workforce, medival and renaissance at medival fairs, industrial and modern at urbanization, atomic and information at Cold War

Pathenon:
Goddess of Harvest: provide faith only when harvesting resources, do not provide faith when removing features

City States:
Like R & F, provide envoy bonus for tier-1 and tier-2 buildings inside districts.
But I don't support the R & F malus for Harbors and Commercial Hubs. They're already weak and don't need further reduction.

Science and Culture Cost:
All Science Cost Increased by 20%*era, all civic cost increases by 30%*max(0,era-3).

Chop and Harvest:
Yield from 20~200 to 10~60(chop), 25~250 to 15~90(harvest)

District Cost:
Cost from 54~540 to 70~420, 35~210 for UD.
Adequet from 36~360 to 45~270.

Settlers:
Remove the free 1 amenty for each city, entertainment district provide +2 amenty inside of +1.
Cost of settlers from 80+30x to 120+15x
Cost of builders from 50+4x to 70+2x
Cost of missionaries from 75+6x to 60+5x
Cost of Apostles from 200+15x to 150+12x
Cost of religious buildings get reduced by 50% when purchased with faith.(from 380 faith/per to 190/per)
When you can no longer recruit a certain type of GP, all GP points of that type transferred into that kind of yield( GG,GE-production,GA,GM- gold, Prophet-faith, GW,Artist,Musician-Culture)
Cost of scout from 30 to 25

Plunder:
All plunder yields 50% its original.
 
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I very much like these changes. Many of them have come up before as possible changes, but there's a lot of new ones as well and it's nice to have them all in one place. I particularly like the ZOC for anti-cavalry--it's simple but fits so well it almost seems like it should be a no-brainer, anti-cavalry units should counter cavalry units after all. The nice part is a lot of these are simple number changes and could feasibly be modded in--though since RnF is so soon it might be better to wait until after it releases, since there isn't much of a point to create a mod now only to have to update it in less than a month. I would definitely play with these changes in the current vanilla, though.
 
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