rocksinmypath
Warlord
- Joined
- Apr 13, 2022
- Messages
- 224
This post is partly inspired by Potato McWhiskey's recent video where he brings up various balancing problems, including production being overpowered, as some of the big problems he has with Civ 7. I wanted to add to the discussion by talking about what I currently see as big issues with balancing in Civ 7 and how I think these issues can be addressed. Before I start, I want to lay out a couple things. First of all, I'm currently approaching 300 hours in play time, and almost all of it has been spent on the Age of Antiquity. I haven't touched Modern Age yet, and I've only dabbled in Exploration to the point where I can already see some big issues with it (e.g. snowballing, city states getting wiped out within the first few turns, cultural legacy path). I'll only focus on Antiquity as I don't have enough experience in the other ages. Secondly, I'll mostly be talking about core mechanics of the game that apply to all leaders and civs. I'm not particularly concerned about unique abilities and mementos breaking a game that's otherwise very well balanced.
Note: I was going to discuss all of the balance problems that I currently see in Civ 7, but I realized that would make this post too long, so I'm just going to talk about balancing production in this post.
Production is King
Currently, there's a consensus that the strongest opening is to look for a production-heavy start (if you can afford to), and then research Pottery, build a Brickyard, and then research Masonry to maximize production on Mines, Clay Pits and Quarries in your capital. Alternatively, you could open with Animal Husbandry and a Saw Pit. Production resources such as Cotton, Hides, Sheep and Gypsum are recognized to be among the strongest opening resources. Production is quite obviously very strong that it feels like you're losing out if you deviate from the Brickyard or Saw Pit opener or spawn in a location that doesn't have these production resources.
At a fundamental level, the problem with production is simple. By following the "meta", you can very easily get yourself a significant amount of production, and there are so many ways you can use the early production without any downside.
When you start the game, your capital starts with 5 production per turn. If you're lucky enough to start next to a Hides tile, in a couple turns, your production balloons up to 9 per turn. The resource itself yields 3 production, and it adds 1 production to the tile it sits on. Just by sheer luck, you add 80% to your production base at the start of the game. One easy way to nerf production, or specifically production-focused starts, is to increase the production base provided by the Palace to, say, 10. That should effectively halve the impact the first few tiles have on how your game will go. This can be accompanied by nerfing production resources, or maybe even resources in general. I'm puzzled by the decision to make resources provide yields to tiles like they did in Civ 6, even though the resources can now be slotted into settlements to provide bonuses. They really don't need to, and in the case of Hides that we're looking at, removing that 1 production should have a fairly significant impact on reducing early production gain. In addition, production resources can be realigned to be less "front-loaded". For instance, instead of providing flat +3 production, Hides can provide +1 production and +10% toward unit production. With these adjustments, a single Hides tile goes from boosting the base production by 80% to just 10-20%.
Another very easy way of getting lots of production early game is to open with either a Brickyard or a Saw Pit. I'd argue these buildings are currently better than a lot of the wonders you can build in Antiquity. Typically, you can easily time your first Brickyard or Saw Pit such that as soon as you're done building it, you hit population 5 and can start working on your first settler. Of the five citizens, one lives in the Palace and another in the warehouse building, meaning there are three citizens working rural tiles. It's not difficult to have all three of them working improvements that synergize with the warehouse building of your choice. Your first Brickyard, for instance, by the time you're creating a settler, could easily be generating 4 production per turn (1 base, 3 from tiles), and that Brickyard only cost you 55 production to build, which means you're breaking even on it in 14 turns. That's an insane return on investment. For context, let's compare that to the Carthaginian Cothon. It costs 120 production. The maximum production yield you can get on a Cothon is 8 (before Masonry II and excluding wonder adjacencies), and that requires 6 adjacent Coast or Navigable River tiles, which is almost impossible because the building also needs to be adjacent to land. Ignoring the maintenance of 2 happiness and 2 gold per turn, it would take you 15 turns to break even on that unicorn Cothon. Let's also not forget that the Cothon unlocks much later and scales worse than the warehouse buildings, at least until you can afford to get a lot of specialists.
So, how do we nerf the Brickyard and the Saw Pit? Two obvious solutions are increasing their cost and reducing their yields. The first solution is no good for reasons we'll discuss later. There are different ways of reducing the yield of warehouse buildings. The naive method involves just reducing the yield that are added to the buildings and the yield these buildings add to relevant improvements. Unfortunately, there's not a lot of room for adjustment because these buildings have building yield of 1 production and improvement yield of 1 production. Removing the building yield will not make a huge difference as the difference in 1 production makes the Brickyard from our previous scenario break even in 19 turns now, which is still too good. It's difficult to reduce the improvement yield because then we'll have to deal with fractions, which are ugly to look at. Instead of just naively reducing yields, I propose the concept of warehouse capacity. Instead of allowing warehouse buildings to boost any number of relevant tiles, we put a cap of, say, two improvements. That puts a cap on how effective the Brickyard and the Saw Pit can be. We can add ways of increasing warehouse capacity through unlocking certain techs and civics or by having specialists on warehouses increase capacity. This would make Currency more desirable to unlock faster and would indirectly boost science because now, in order to get the most out of these buildings, you can't just afford to stay at the bottom half of the tech tree.
Making production more difficult to obtain isn't the only way to make production-centred strategies less powerful. We can also make it easier to incur production surplus in the early game and make it really painful to have production surplus. Currently, neglecting early-game science and culture is not a big deal because, even if you focus all your attention on maximizing production, it's difficult to run into a situation where you're meaningfully bottlenecked by those yields. One of the causes for this is that things cost too much production to obtain in the early game. Currently, 2nd-tier buildings like Altar and Library cost 90 production. These buildings require 18 turns to build, assuming our capital doesn't add to the 5 production it gets from the Palace. If we increased the capital's production by 5, we'd save 9 turns on constructing one of these buildings. That's a significant difference. If we add another 5 production, we shave off another 3 turns, which is still significant. The first time an additional 5 production doesn't result in at least 1 turn of difference is when we go from 20 production (4.5 turns) to 25 production (3.6 turns). (Yes, I understand that excess production overflows to the next construction and that means this difference still matters. I'll address that later.) This means that you can double, triple and even quadruple your capital's production and still reasonably argue that you should continue chasing more production. Let's look at what happens in an alternative scenario where we've made all the changes that I proposed above, including setting the base production to 10 and nerfing production resources and warehouse buildings. This means that we'll start with a base production of 10 and increment by 3, rather than 5 production, since each unit of production is harder to obtain. We'll also double the cost of buildings, to maintain how long it takes to construct them given just the base production. Let's say how many increments of production we need before any further increment would be insignificant:
10p -> 18t
13p -> 13.8t
16p -> 11.3t
19p -> 9.5t
22p -> 8.2t
25p -> 7.2t
It takes five increments of production to get to a point of production saturation, while it only took four increments to get there in the original scenario. This means that players will still chase production, probably even harder than before, even though we made production harder to obtain. If we were to actually keep the cost of the 2nd-tier buildings at 90 production, despite the doubling of the base production, we'd only need three increments (vs. four in the first scenario) before reaching the point of production saturation, making it less optimal to chase production.
In a similar vein, we can look to fix the production cost of civilian units like the Settler and the Merchant constant with respect to how many of these units you've already created. This will not only further weaken production, but it will also make other deterrents to mass-producing these units more prominent. The settlement limit mechanism provides a significant penalty to over-settling. If we nerf resources as I suggested earlier, aggressive settling makes even less sense. By keeping the cost of Settlers constant, we can expect the settlement limit to become more even more dominant, and consequently, yields that allow you to increase the limit (culture and science) or circumvent the problems that occur when you exceed it (happiness) to rise in value relative to production. Merchants, on the other hand, are typically bottlenecked by resource capacity and trade route range. Allowing these deterrents to prevail means that gold generation and town specialization, specifically the Trading Outpost specialization, become more important. (I won't be talking about the imbalance between cities and towns in this post.) The easiest way to improve resource capacity is to convert towns to cities. A city gets one extra resource slot, can acquire buildings that provide additional slots and are allowed to accept city resources. As long as there are effective deterrents to mass-producing civilian units, letting their costs rise with the number of copies you've already created only serves to ruin the game's balance.
Reducing the cost of items that can be acquired with production, with the aim of making players reach production saturation early, can be an effective way of making production maximization less rewarding. We can take that a step further by making overproduction really hurt. I can think of two ways to achieve this. One is to make surplus production decay over time. Whether it's production that's overflown from the previous project or production that the player has been deliberately not using by force-ending turns, we can decay production not used this turn by a factor of let's say 50%. This should make both production saturation and force-ending much less desirable than they are now since both these actions essentially result in the player throwing away production. Another way to inflict pain on production chasers is to introduce maintenance to early-game military units like the Warrior and the Slinger. As it stands, there's no downside to producing these units and you can sink lots of production into them because you can produce them repeatedly. The only reason you might not be doing this when you have more production lying around than you know what to do with is that you can force-end turns to save production for more impactful things that will unlock in the future. If we just ignore the force-end exploit, there's not only no downside to mass-producing these units, there's quite a lot of upside to doing it, as a horde of early units can help you run over independent powers or other players. Mass-producing Scouts doesn't feel quite the same because there is a rapidly diminishing return on Scouts. If the maintenance of even just 1 gold per turn for every Warrior or Slinger feels too harsh, we can choose to make the maintenance apply only under certain conditions. Perhaps you should only pay maintenance after your 4th unit. Maybe they shouldn't incur maintenance when they're in your territory. This would make it so that there's still no downside to producing these units, but you also don't get much out of them unless you're having to defend against an invasion.
Note: I was going to discuss all of the balance problems that I currently see in Civ 7, but I realized that would make this post too long, so I'm just going to talk about balancing production in this post.
Production is King
Currently, there's a consensus that the strongest opening is to look for a production-heavy start (if you can afford to), and then research Pottery, build a Brickyard, and then research Masonry to maximize production on Mines, Clay Pits and Quarries in your capital. Alternatively, you could open with Animal Husbandry and a Saw Pit. Production resources such as Cotton, Hides, Sheep and Gypsum are recognized to be among the strongest opening resources. Production is quite obviously very strong that it feels like you're losing out if you deviate from the Brickyard or Saw Pit opener or spawn in a location that doesn't have these production resources.
At a fundamental level, the problem with production is simple. By following the "meta", you can very easily get yourself a significant amount of production, and there are so many ways you can use the early production without any downside.
When you start the game, your capital starts with 5 production per turn. If you're lucky enough to start next to a Hides tile, in a couple turns, your production balloons up to 9 per turn. The resource itself yields 3 production, and it adds 1 production to the tile it sits on. Just by sheer luck, you add 80% to your production base at the start of the game. One easy way to nerf production, or specifically production-focused starts, is to increase the production base provided by the Palace to, say, 10. That should effectively halve the impact the first few tiles have on how your game will go. This can be accompanied by nerfing production resources, or maybe even resources in general. I'm puzzled by the decision to make resources provide yields to tiles like they did in Civ 6, even though the resources can now be slotted into settlements to provide bonuses. They really don't need to, and in the case of Hides that we're looking at, removing that 1 production should have a fairly significant impact on reducing early production gain. In addition, production resources can be realigned to be less "front-loaded". For instance, instead of providing flat +3 production, Hides can provide +1 production and +10% toward unit production. With these adjustments, a single Hides tile goes from boosting the base production by 80% to just 10-20%.
Another very easy way of getting lots of production early game is to open with either a Brickyard or a Saw Pit. I'd argue these buildings are currently better than a lot of the wonders you can build in Antiquity. Typically, you can easily time your first Brickyard or Saw Pit such that as soon as you're done building it, you hit population 5 and can start working on your first settler. Of the five citizens, one lives in the Palace and another in the warehouse building, meaning there are three citizens working rural tiles. It's not difficult to have all three of them working improvements that synergize with the warehouse building of your choice. Your first Brickyard, for instance, by the time you're creating a settler, could easily be generating 4 production per turn (1 base, 3 from tiles), and that Brickyard only cost you 55 production to build, which means you're breaking even on it in 14 turns. That's an insane return on investment. For context, let's compare that to the Carthaginian Cothon. It costs 120 production. The maximum production yield you can get on a Cothon is 8 (before Masonry II and excluding wonder adjacencies), and that requires 6 adjacent Coast or Navigable River tiles, which is almost impossible because the building also needs to be adjacent to land. Ignoring the maintenance of 2 happiness and 2 gold per turn, it would take you 15 turns to break even on that unicorn Cothon. Let's also not forget that the Cothon unlocks much later and scales worse than the warehouse buildings, at least until you can afford to get a lot of specialists.
So, how do we nerf the Brickyard and the Saw Pit? Two obvious solutions are increasing their cost and reducing their yields. The first solution is no good for reasons we'll discuss later. There are different ways of reducing the yield of warehouse buildings. The naive method involves just reducing the yield that are added to the buildings and the yield these buildings add to relevant improvements. Unfortunately, there's not a lot of room for adjustment because these buildings have building yield of 1 production and improvement yield of 1 production. Removing the building yield will not make a huge difference as the difference in 1 production makes the Brickyard from our previous scenario break even in 19 turns now, which is still too good. It's difficult to reduce the improvement yield because then we'll have to deal with fractions, which are ugly to look at. Instead of just naively reducing yields, I propose the concept of warehouse capacity. Instead of allowing warehouse buildings to boost any number of relevant tiles, we put a cap of, say, two improvements. That puts a cap on how effective the Brickyard and the Saw Pit can be. We can add ways of increasing warehouse capacity through unlocking certain techs and civics or by having specialists on warehouses increase capacity. This would make Currency more desirable to unlock faster and would indirectly boost science because now, in order to get the most out of these buildings, you can't just afford to stay at the bottom half of the tech tree.
Making production more difficult to obtain isn't the only way to make production-centred strategies less powerful. We can also make it easier to incur production surplus in the early game and make it really painful to have production surplus. Currently, neglecting early-game science and culture is not a big deal because, even if you focus all your attention on maximizing production, it's difficult to run into a situation where you're meaningfully bottlenecked by those yields. One of the causes for this is that things cost too much production to obtain in the early game. Currently, 2nd-tier buildings like Altar and Library cost 90 production. These buildings require 18 turns to build, assuming our capital doesn't add to the 5 production it gets from the Palace. If we increased the capital's production by 5, we'd save 9 turns on constructing one of these buildings. That's a significant difference. If we add another 5 production, we shave off another 3 turns, which is still significant. The first time an additional 5 production doesn't result in at least 1 turn of difference is when we go from 20 production (4.5 turns) to 25 production (3.6 turns). (Yes, I understand that excess production overflows to the next construction and that means this difference still matters. I'll address that later.) This means that you can double, triple and even quadruple your capital's production and still reasonably argue that you should continue chasing more production. Let's look at what happens in an alternative scenario where we've made all the changes that I proposed above, including setting the base production to 10 and nerfing production resources and warehouse buildings. This means that we'll start with a base production of 10 and increment by 3, rather than 5 production, since each unit of production is harder to obtain. We'll also double the cost of buildings, to maintain how long it takes to construct them given just the base production. Let's say how many increments of production we need before any further increment would be insignificant:
10p -> 18t
13p -> 13.8t
16p -> 11.3t
19p -> 9.5t
22p -> 8.2t
25p -> 7.2t
It takes five increments of production to get to a point of production saturation, while it only took four increments to get there in the original scenario. This means that players will still chase production, probably even harder than before, even though we made production harder to obtain. If we were to actually keep the cost of the 2nd-tier buildings at 90 production, despite the doubling of the base production, we'd only need three increments (vs. four in the first scenario) before reaching the point of production saturation, making it less optimal to chase production.
In a similar vein, we can look to fix the production cost of civilian units like the Settler and the Merchant constant with respect to how many of these units you've already created. This will not only further weaken production, but it will also make other deterrents to mass-producing these units more prominent. The settlement limit mechanism provides a significant penalty to over-settling. If we nerf resources as I suggested earlier, aggressive settling makes even less sense. By keeping the cost of Settlers constant, we can expect the settlement limit to become more even more dominant, and consequently, yields that allow you to increase the limit (culture and science) or circumvent the problems that occur when you exceed it (happiness) to rise in value relative to production. Merchants, on the other hand, are typically bottlenecked by resource capacity and trade route range. Allowing these deterrents to prevail means that gold generation and town specialization, specifically the Trading Outpost specialization, become more important. (I won't be talking about the imbalance between cities and towns in this post.) The easiest way to improve resource capacity is to convert towns to cities. A city gets one extra resource slot, can acquire buildings that provide additional slots and are allowed to accept city resources. As long as there are effective deterrents to mass-producing civilian units, letting their costs rise with the number of copies you've already created only serves to ruin the game's balance.
Reducing the cost of items that can be acquired with production, with the aim of making players reach production saturation early, can be an effective way of making production maximization less rewarding. We can take that a step further by making overproduction really hurt. I can think of two ways to achieve this. One is to make surplus production decay over time. Whether it's production that's overflown from the previous project or production that the player has been deliberately not using by force-ending turns, we can decay production not used this turn by a factor of let's say 50%. This should make both production saturation and force-ending much less desirable than they are now since both these actions essentially result in the player throwing away production. Another way to inflict pain on production chasers is to introduce maintenance to early-game military units like the Warrior and the Slinger. As it stands, there's no downside to producing these units and you can sink lots of production into them because you can produce them repeatedly. The only reason you might not be doing this when you have more production lying around than you know what to do with is that you can force-end turns to save production for more impactful things that will unlock in the future. If we just ignore the force-end exploit, there's not only no downside to mass-producing these units, there's quite a lot of upside to doing it, as a horde of early units can help you run over independent powers or other players. Mass-producing Scouts doesn't feel quite the same because there is a rapidly diminishing return on Scouts. If the maintenance of even just 1 gold per turn for every Warrior or Slinger feels too harsh, we can choose to make the maintenance apply only under certain conditions. Perhaps you should only pay maintenance after your 4th unit. Maybe they shouldn't incur maintenance when they're in your territory. This would make it so that there's still no downside to producing these units, but you also don't get much out of them unless you're having to defend against an invasion.