Balancing Great Generals

dragodon64

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As it is, Great Generals are usually a lot weaker than other Great People. To aid this problem, I thought of a few suggestions (which may or may not be overpowered) of abilities to add to GGs.

The other Great People can:
1)Research a tech
2)Join a city
3)Start a Golden Age
4)Do their special thing (Culture Bomb, Holy Shrine, etc.)

Of these, GGs can only do 2 and 4 (they have two kinds of 4, actually...). So my suggestion is simply to allow them to research military techs and start GA.

Alternately, instead of giving them new abilities, we could increase GGs current abilities. For example, when a Warlord is attache to a unit, that unit could get a free promotion in addition to what it would get from xp. And Great instructors could give +3 xp instead of 2. I'm not sure what to do with the MA, since +100% military production sounds over the top, but increasing the culture isn't really the point of a military academy...

So tell me what you think and make suggestions of your own :).
 
In Civ 3, I think generals were the only kind of great person, and you could rush wonders, make armies, etc. I haven't played Civ 3 in years, though. But my point is that this sounds like Civ 3 all over again.

I think they're fine as is.

When you play as Persia and get The Pentagon, West Point, Barracks, Stable, and go to vassalocracy, your Cavalry come out very experienced. Now, when you add the ten great generals you got from conquests, your Calvary are born at level 7 or so. I think that's fine.
 
I always have them join because its the only option that lasts. GG lead units just dont get that much umph I think.

I think the problem lies in the increasing cost of levelups going alongside with decreasing chance of a unit surviving successive battles. I wish high level levelups still got you a new level every 6 points at most, even that can be a lot. Leadership so rarely payes off... Tactics is kind of usefull in preserving the unit but it would be nice is the GG was more preserveable. On the other hand Combat 6 Modern armor or Mech infantry are scary...
Leting them help with golden ages would be awesome, but very powerfull too...
 
I like Imperialistic, It kicks the tar out of Orginised and everyone seems to love Orginised. By the time Rifleing comes around all my new Calvary get Comabt 4, if that isnt powerfull I dont know what is... You have to be a warmonger for it to pay off, but it KICKS for a warmonger, esp if you play Persia and can war early and get Charismatic with it...
The setler boost is very powerfull as long as you dont succumb to over-expantion. Any early game boosts can make a big difference
 
I've switched them to be able to trigger Golden Ages. It works out pretty well.
As far as researching, I just see the other great people as more suited to research. Also, I don't remember right now, but I think that if you give the Great General research it actually has more umph than any other GP. Looking at the list of GP (I excluded joining cities).

GArt: Great work, research, GA
GSci: Academy, research, GA
GEng: Hurry, research, GA
GPro: Shrine, research, GA
GMer: Trade mission, research, GA
GSpy: Infiltrate, Scotland Yard, GA
GGen: Attach, Military Academy, GA

So if you got into the XML under unit infos (using notebook) find the great general and where it says <golden age> change it from 0 to 1, you give the GG a third ability and put it on par with the other great people. I find that when I'm playing Imp civs it's nice to have an extra general as a unique great person for that third of fourth golden age.
 
IMO great spies and spy specialists could be removed, and all the wonders giving great spy points would add GG points instead. Then maybe replace spy specialist with military instructor specialist, giving +1xp to units.
 
Great generals don't really compete with other great people, so, who really cares if they are as powerful as the others? I've never been unhappy about getting a great general, since their abilities are always of use. Pair these two factors together and I don't think anything needs to be done to them.
 
Great spies are crucial to the Espianoge economy. A lot of people dont play espianoge economy because it is only as strong as your opponent and most people play on levels where they can out tech the comp anyway. Ive been reading some posts by experts saying that the EP economy is the strongest economy on high (Monarch+) levels, and I just finish an Emporor game that very strongly confirms that. I manadged to stay 4th in the world for tech and 2nd to 3rd in power with 6 science points per tru. I was stealing techs for 33-50% their normal cost. In the meanwhile not needing to build tech improvments let me build a military good enough to protect me and I nearly scored a cultural win, (Shaka went Domination after he and his 5 vassles mauled me.)
On the other hand I've tried EP economy on Prince and it sucks, it makes you much weaker than you could be...
Bottom line is that we need spy specialists.

A regular military instructor specialist wouldnt be bad, add an XP and a couple culture perhaps? But I wouldnt want GG's in the same great people pool as others, their unique people pool is what makes them good.


Orginised's best assests are cheap courhouses and civics. The civics always represent a very small part of your total economy, yes they can add up to hundreds late game, but by then you should be well established and it should ideally be not a big deal anyway. Courthouses should be very weak buildings for non-militant civs, they should only be cutting costs by 1-2 gold per turn (on 6 cities with only a few buildings in the peripharal cities, as usually is when you get CoL) If they cut costs signifigantly you must have a big empire, which means you are eather militant or over settling. If your militant Imperialistic (or other militant traits) will pay off much more in both the short and long runs, if your over settling, then youre over settling and using a trait up to compensate for bad playing. Currencies extra trade route alone should be as good, unless you need a religion.
A few games back I had Persian tanks starting at level 6, oh yeah, they rolled over evertying including anti-tanks.
 
I agree with AfterShafter. If it was a case of GGs competing with the other GP, then yes, they might need tweaking. But since they have completely different generation systems, I don't think there's any problem.

Bh
 
Orginised's best assests are cheap courhouses and civics. The civics always represent a very small part of your total economy, yes they can add up to hundreds late game, but by then you should be well established and it should ideally be not a big deal anyway. Courthouses should be very weak buildings for non-militant civs, they should only be cutting costs by 1-2 gold per turn (on 6 cities with only a few buildings in the peripharal cities, as usually is when you get CoL) If they cut costs signifigantly you must have a big empire, which means you are eather militant or over settling. If your militant Imperialistic (or other militant traits) will pay off much more in both the short and long runs, if your over settling, then youre over settling and using a trait up to compensate for bad playing. Currencies extra trade route alone should be as good, unless you need a religion.
A few games back I had Persian tanks starting at level 6, oh yeah, they rolled over evertying including anti-tanks.

Interesting argument. Let me see if I can further explain why I never expected anyone to value Imperialistic like you seem to.

First off, a "very small part of your total economy" is quite relative. Oftentimes, if I'm expanding at a reasonable rate, running OR or any other high cost civic, the civic costs range between 5% and 15% of my total economy. That is one of the largest individual costs I have in a game, and losing 50% of it is a *TREMENDOUSLY* more significant factor than you're making it out to be.

Of course, I'm sure that you'll write these costs off as my being a "Bad player" and over expanding, causing my costs to skyrocket.. Let's say that is the case and think about this 7'ish % pure economic boost you're getting for organized. A bad player playing Darius will be able to get away with more sloppiness in his play. A good player playing Darius will be able to build and support more cities, units, etc, than the same player playing another civilization. You can try and write it off as "only the bad players like this trait because they use it as a crutch to hide their poor playing" all you want, but in simple numerical terms, the civics bonus given to organized is a very significant cash bonus that operates passively from turn 1 to victory, and gives both good and players more economic freedom.

Economy is an important factor whatever your playstyle is, and a cash bonus seeps out into whatever it is you're trying to do. At peace, at war, going all cultural, when you're spying or building spaceships or whatever - cash counts. It'll let you run higher tech, support more units, pump more into culture or espionage. The civic cash bonus from organized helps you however you're playing, all the time, and it does so whatever your playstyle. You cannot play in a way that the cash boost from organized isn't good for you, and will let you do more of whatever it is you're trying to do.

For gravy, we have one of the most important buildings (courthouses) in the game cheaply. I don't know why you're trying to downplay this... Maybe you only play small maps, but on larger maps, the cities you have which will be necessary to your victory (see: not idiotically made cities by poor players) will cost you a bloody fortune due to distance. Usually the first war on huge maps leaves me treading a very, very fine line between things going according to plan and my economy flatlining, and those fast courthouses are a gift from above. The factories aren't to be ignored either, because as every player knows, they're *expensive* and you'd usually rather be building infantry when you get them, and getting them makes building infantry go all the better. The ligthouses are situationally nice too.

Imperialistic... Well, I noticed the only real point you're putting forward is those super-duper tanks, and it makes sense that you are doing so - it's pretty much a one dimensional trait. Settler bonus? Nice, but about on par with cheap lighthouses. It's one of the few traits, to boot, that I can identify as actually having poor synergy - I mean, if you're getting all those generals, it stands to reason your expanding is going to be more or less covered by conquest, so who needs settlers? This makes the settler bonus pretty mediocre past anything but the first few turns of the game. That leaves you with great generals. Good if you're warmongering (I wouldn't even say great, since charismatic's boost pretty much smacks this boost silly), but more or less useless for any other playstyle.

But you know, you and I may just have very different playing experiences. I'm a peaceful builder at heart, and I only play huge maps. Intuitively, it seems to me that imperialistic favours smaller maps (smaller maps, fewer cities, the more difference each city loaded with great military instructors makes, and the less you care about that ever increasing experience curve for bringing out more GGs). I know that organized favours larger maps (more cities, more of the structures in question being built, more "OMG I need a courthouse here now!," and higher civic costs in general). Maybe you play smaller maps and war more than I do, so that influences your pick more. In any case, organized is a trait that gives you cheap costs on two buildings which are pretty much "must builds," one of which being one of the most important buildings in the game, and its main bonus benefits every playstyle in a notable manner. Imperialistic helps one playstyle, and its main bonus is arguably overshadowed by charismatic's main bonus. Say what you like, but there's a reason why people think organized kicks ass.

I'd be interested to hear your stance on "oversettling" some time. Playing huge maps with 14 civs on monarch/emperor, what I find to be necessary settling sometimes costs me 10-12 gold for some of my further cities by the time I'm building macemen. If I'm not settling like I am, my opposition is out expanding me on close to a 4 to 1 basis, and I've found from extensive experience that that's a tough type of city deficit to overcome in either a tech, military, or space race.
 
Settler bonus
Saves time hooking up copper or horse so you can hit them before they get axes. It sets you up to start waring early and getting that capital. Other settler building bonuses are frivolus.

GG bonus
+1 GG level, +2 EXP, encouredges a specil military city and lets you upgrade troops. Once early troops get a full set of city raider, rennisance troops get a 40% combat advantage, and Modern troops get a slough of CR or CG or Barrage or whatever you want. Char is good as it usually saves a GG level as well, but the Imperialist gets his first GG sooner and starts making promoted units sooner. Char doesent help capital grabs as much, and they are very important.

Its all about military, Its effective at what it does, I pick it for military games.

How you figure that this works especially on small maps I dont know, on small maps the opponents are wiped out before the bonus hit its stride.

Increasing revenuse in a sound economy generaly creates more than a courthouse's cost cuts. Markets are availible at the same time, Grocers and Banks are availible not too long after. The courthouse is handy but you NEED the Banks, well placed markets will outshine courthouses easily. I also note that unless your putting down a tonne of cities veyr early, when the choice between currency and laws comes up, the commerce bonus from currency trade is usually close to as good as the courthouse savings.

I did a large, not aggressivly millitant, emperor level map, I founded 6 cities and culture fliped two more latter. While up to 9 are usefull to a culture victory the 6 where great becuase I collected all the religions from the AI and could build plenty of Cathedral. 6 strong cities is much beter than 3 good ones and 7 bad ones any day. Unless you need a city for something, dont found one. Militants need cities for their win criteria, builders don't.

Ive personally never had civic costs high enough to pass up a better trait like Fin or Phil, or Cre (for the early game) or Spi (For diplomacy). For the Militant you want any of the militant skills which also all have their merits, and if your woried about a militant economy grab Fin as it adds much more to money.
 
If your really warring you can get to level 6, Ive done 7 but you have to war a lot and its a bit extreme... 6 is where XP costs compared to costs of GGs kind of maxes out. Extra GG's after that make nice Combat 6+Drill Modren armor.
 
Don't think this is necessary. Great Generals are not created in the same manner as other GPs, so comparing GGs to other sorts of GPs is comparing apples and oranges. Giving more power to the Generals is just giving more power to the warfighting strategy, which is already a strong enough option in my judgment.
[EDIT: I see this point has already been made. Didn't mean to be redundant.]
 
If your really warring you can get to level 6, Ive done 7 but you have to war a lot and its a bit extreme... 6 is where XP costs compared to costs of GGs kind of maxes out. Extra GG's after that make nice Combat 6+Drill Modren armor.

By the time you get to Modern Armor the games pretty much decided. And if you have enough GGs to get them that many promotions, you've likely conquered most of the world already.
 
Unless one plays lower difficulty levels, when upkeep is a non-issue, I don't see how imperialistic can "kick the tar" out of the organized trait.

If you play peaceful games, imperialistic is basically useless. Organized at least allows you to run bureacracy/OR at reduced cost. If you have enough coastal cities the half-priced lighthouses actually come handy (it's actually quite helpful for the Great lighthouse race).

If you play warmonger, maybe imperialistic sounds better at first glance. However, organized is in fact a "closet warmonger" trait. The Police state/vassalage/theocratic war combo is a civic upkeep monster without organized. Half-priced courthouse allows a two-pop whip to be possible and it's extremely helpful if you play the conquest style. This allows you to over-expand a bit to keep a few more cities for production and IMO by doing so it basically covers the difference in a few GGs.

I still prefer the older version of Augustus, basically never worry about the money and culture issue. Build the Praets, take cities, whip courthouses/libraries, build more praets. No need to keep watching the upkeep. It's just like a war machine.
 
so my golden age of privateers could actually get me a Golden Age :eek:
 
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