[Balancing] Story teller

Nimek

Emperor
Joined
Jul 7, 2010
Messages
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Dont you think that Story teller is a little overpowered?

Ex. I capture the 15 level city and after capture i have ex 11 revolting citizens. Normaly i should wait 11 turns until the revolt will stop but now i can just put story teller and entire city become happy (not revolting) in the same turn that i capture it.

So i think this is exploit.Thanks that function i can capture a lot of cities in small amount of time. I just take one story teller with my army. capture city - rebuild story teller by buying him (it cost very low 560 :gold:) and i go to another city and so on.

So my proposal is let story teller ex cut revolting citizens by half not all of them.
 
Dont you think that Story teller is a little overpowered?

Ex. I capture the 15 level city and after capture i have ex 11 revolting citizens. Normaly i should wait 11 turns until the revolt will stop but now i can just put story teller and entire city become happy (not revolting) in the same turn that i capture it.

So i think this is exploit.Thanks that function i can capture a lot of cities in small amount of time. I just take one story teller with my army. capture city - rebuild story teller by buying him (it cost very low 560 :gold:) and i go to another city and so on.

So my proposal is let story teller ex cut revolting citizens by half not all of them.

Yeah I agree storytellers are way to overpowered
 
@Nimek.
This is known amd noted but not high on the To Do list.

As a matter of fact most of what you nimek and some other new players have been bringing up are all known and have varying degrees of priority. This Mod is not a New Mod. It's been in production for almost 2 years now.

So Please table the obvious, play more, read the forum more, and you will get "up to speed" on what and where the progress is being made. Right now you are just filling up the forum with posts that have been repeated before. Not trying to stop you from pointing out bugs but consider that it already probably has a thread on that subject already.

Thanks for your time and input but do some reading 1st Okay? Thanks and Enjoy the Mod.

JosEPh :)
 
Maybe what this mod/subforum needs is a comprehensive list of known issues/to-do-stuff? I think it is unfair to ask every dude who comes along and plays this mode to lurk hours and hours day after day before he or she may post. The burden seems to rather belong to the staff to help this matter out with a simple central relaying point of such relevant info. I think this will require a lot less time/effort by the staff than having to read posts that contain nothing new, and will also provide a less frustration experience to those not so (already) invested players who want to give input.
 
Isn't that what the stickied Idea Tracker is for?

[Note: Haven't actually looked at the idea tracker since it was announced as I actually have been skimming most every thread all summer.]
 
Maybe what this mod/subforum needs is a comprehensive list of known issues/to-do-stuff? I think it is unfair to ask every dude who comes along and plays this mode to lurk hours and hours day after day before he or she may post. The burden seems to rather belong to the staff to help this matter out with a simple central relaying point of such relevant info. I think this will require a lot less time/effort by the staff than having to read posts that contain nothing new, and will also provide a less frustration experience to those not so (already) invested players who want to give input.

No staff, just amateurs doing what they like as they can. Perhaps we should put some of these things on the Ideas/Bugs Tracker.

The Story Teller and the line of units they used to upgrade to were intended to help you get to the next level of culture quickly when you build a new city so you quickly get access to the big fat cross of workable land. This does not work as well if you have Realistic Cultural Spread on. The removing anarchy thing is what the Great Artist does and since the Story Teller does the same action - Cultural Boost it gets that affect.

I believe getting the AI to use this strategy is on Koshlings to do list but I don't think anyone is looking at the anarchy thing.

Edit Thinking on this further it should b possible to fix the anarchy thing by changing the mission and writing some python code.

Edit 2 Two tasks created for these units AI and anarchy.
 
No staff, just amateurs doing what they like as they can. Perhaps we should put some of these things on the Ideas/Bugs Tracker.

The Story Teller and the line of units they used to upgrade to were intended to help you get to the next level of culture quickly when you build a new city so you quickly get access to the big fat cross of workable land. This does not work as well if you have Realistic Cultural Spread on. The removing anarchy thing is what the Great Artist does and since the Story Teller does the same action - Cultural Boost it gets that affect.

I believe getting the AI to use this strategy is on Koshlings to do list but I don't think anyone is looking at the anarchy thing.

Edit Thinking on this further it should b possible to fix the anarchy thing by changing the mission and writing some python code.

Edit 2 Two tasks created for these units AI and anarchy.

Yeh, it's on the AI todo list, though not that near the top. I DO like the idea of toning down the anarchy removal - perhaps 2 turn reduction or something per story telling.
 
Even simply one turn, or better yet, a factor that increases as you get better storytellers. I'd actually rather have them work like spies, returning to the capital after their missions, gaining exp to earn promotions that help them improve on a number of various mission tasks. This would be a neat feature for Diplomat units as well.
 
Even simply one turn, or better yet, a factor that increases as you get better storytellers. I'd actually rather have them work like spies, returning to the capital after their missions, gaining exp to earn promotions that help them improve on a number of various mission tasks. This would be a neat feature for Diplomat units as well.

Interesting idea. The line was Story Tellers -> Bards -> Artists -> Celebrities each gives more culture. I would not let them remove all anarchy.

Unless the diplomat is killed it will get xp but I have not figured out how to get it to go back to the capital yet.
 
Storyteller: 33% reduction in revolt time after conquest - minimum 3 turns, so anything over 9 turns still only takes 3 storytellers. Ends slave riots at the end of current turn (since the storyteller has to move there first and sometimes takes more than 1 turn anyway). - I think something like this would be good.
 
Which I was going to do anyway but they will still get the "Build Culture" one because of their XML definition is the same as a Great Artist.
 
Which I was going to do anyway but they will still get the "Build Culture" one because of their XML definition is the same as a Great Artist.
Isn't that entirely triggered by having iGreatWorkCulture different from 0?

If you give them the UnitAI of subdued animals the AI should use the new outcome mission but I am not sure if it will build them in the first place. Probably better to write a new one specifically for them.
 
Isn't that entirely triggered by having iGreatWorkCulture different from 0?

Yes, that is how the Story Teller gives culture to a city, its primary purpose. You do that to increase your culture in the city to reduce the chance of revolt later and to get rid of the annoying "City wants to join nation x" message.

The secondary consequence is the removes all anarchy. It is the second affect we want to get of for the Story Teller line but not the Great Artist.

Great Work (can be done for any of your cities at any time)
- if Great Artist then remove all anarchy and give culture to a city
- if Story Teller line then remove some anarchy and give culture to a city
 
Isn't that entirely triggered by having iGreatWorkCulture different from 0?

If you give them the UnitAI of subdued animals the AI should use the new outcome mission but I am not sure if it will build them in the first place. Probably better to write a new one specifically for them.

That won't be a change then. It doesn't build them now (because it doesn't have any concept of being able to 'build' great people directly to order anyway). I agree that this really does need a new unitAI.
 
That won't be a change then. It doesn't build them now (because it doesn't have any concept of being able to 'build' great people directly to order anyway). I agree that this really does need a new unitAI.

And yet it builds the caravan units and used them correctly. They are just smaller versions of the Great Engineer.
 
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