Better RoM: BuildingUpgradeChains & Balance

I can actually get onboard with some resources not doing anything positive without the requisite buildings - depending on what the resources are, of course. Apples are healthy, so its not unreasonable to assume civs with a large variety of standard foods are going to be healthier than civs without, for example. Generally, the building requirements seem to me to be something better tied to happy resources - I've never had too much health be a gamebreaker like too much happy.
 
[...] I've never had too much health be a gamebreaker like too much happy.

the point here is that there are far less buildings that produce unhappiness then there are polluting buildings. at the other hand there are a lot of happy bonuses. there's just a lack for sources for unhappy faces. so i've added unhappiness for some financial buildings and there is a war-weariness with some sports buildings. i also added a bit of war weariness to the bazaar & shopping district (war is usually bad for merchants... except for weapon traders). i might add the same penalty a few other trade buildings like ports and airports.

It sounds hard to implement though. How would I identify where health is coming from? Some is distinctly coming from buildings, and I could limit that, but resources? Resource Health from buildings are actually saved in resources. Weird, but true.

i understand. seems like it would require to add the bonus from resources to the buildings then as a new property (like in the building info suggests) and change all loaded building-resource boni to be directed there instead of the resource. but sounds problematic if there is anything depending on this behavior. can cause bugs. well, i think i can live with the floating point boni then. but it won't be easy to find a proper balance between large & small empires.
 
updated.

latest changes: (20.06.2010)
upgrade chains for religion buildings. basically all religions follow the same scheme:
Sanctuary => Temple => Cathedral => Religion specific Wonders
the sanctuary is a stone age holy site. originally just used to hold the religions together in the building upgrade pedia page - but i find the idea not bad and after all this building is replaced by temples anyway. its stats are a matter of tweaking.
look up this thread for further info.

@Afforess:
had you a chance to check on the sport buildings? any suggestions on changes? do you like it anyway?
 
Yep, I liked your changes. You forgot to clean up some deleted tech references, but other than that, I left it alone and merged it. Are you going to update your Buildings with some of the new tags I added for you? The new schema's and example files are in the SVN, and they all work with the betas.
 
[...]Are you going to update your Buildings with some of the new tags I added for you? The new schema's and example files are in the SVN, and they all work with the betas.

yes, but not so soon. i'll have some work to do this rl week so i don't know when i find the time. its always amazing how much time consuming a bit of modding can be.

just checked out your ToDo list... with the PrereqPopulation, PrereqCultureLevel tags i will update the village/town hall buildings (that's rather a small patch) and with the iWorkableRadius i suppose i can continue it now - if that's what i think it is. i guess i'll need a tip from your side how to deactivate the natural expansion of workable radius so i can control it with buildings.

after that i look what i can do with some world wonders. i'll start with the old and ancient ones and work my way through to the modern age. stonehenge will be the first that turns into a moon observatory if completed by someone else.
 
Thanks for all the work so far Killtech. Your latest changes will be in Beta3. Hopefully you get more free time soon, but don't wreck real life for Civ. ;)
 
Recommended changes:

I listed only the chains I'm concerned about, and made a few suggestions for balancing to the bonuses.

Please simplify the science/education upgrade. Monasteries should be considered part of the religious upgrade, and yes, I think it's fair that they still produce science. I would recommend something like this:

Elder Council => School of Scribes => Library=>university (req. 3 libraries) OR academy (3 libraries)

alchemist lab => laboratory => research institute => accelerator research complex => supercollider (NW)
Research Institute => Cloning Lab

Library (PRE-REQ, not upgrade) => Merchant School => Public School

moon observatory -> => observatory => modern telescope (req. mountain in city vicinity)
Observatory => radio telescope (NW)
Observatory => copernicus observatory (WW)
Research Institute => Bio Warfare Lab
Research Institute => Quantum Lab

  • university: +30%:science: -10%:hammers: +25% maintenance, can have 5 scientists +4:culture:
  • Reduce Academies to +15% :science: -10%:hammers:

trade route buildings:
Please change back River Regulation; it's pointless to build the Pyramids if all it does it give you River Regulations...The Pyramids are supposed to be representative of Egypt's ability to manage it's food...that's why it was originally granary and then irrigation canals.

city trade buildings:
Moneylender => Bank => Investment Bank These should have no unhappiness modifier except with certain civics (e.g., Corporatist, Guilds)


religion buildings:
  • Sanctuary => Temples (and Monastery) => Cathedrals => Religion specific Wonders
  • monastery: Pre-Req Temple of that religion. Does not replace or upgrade to anything else. +3:commerce: +2:culture: +2:science: + religion specific boni


about science and education buildings:
Recommend that Gymnasium be moved as a Greek-Specific Building, and not part of any of the other upgrade changes.
Spoiler :

the reasoning behind the education chain is following: the later greek gymnasion taught writing among others so it's obviously should replace the scribes school. here some quite from wiki: "Most parents, even the poor, sent their sons to schools for at least a few years, and if they could afford it from around the age of seven until fourteen, learning gymnastics (including athletics, sport and wrestling), music (including poetry, drama and history) and literacy". similar monasteries were the only possibility in the middle ages to get some education (for the poorer people) which of course included reading & writing. in the later ages after the medieval education became independent of religion. " [...] monasteries became universities after the first millennium [...]".

the concept is that if a city builds either a academy or a gymnasium the costs for a monastery rise drastically. if you build the monastery you won't be able to build an academy or gymnasium anymore and each further monastery will need quite some time to be finished. thus it's very hard to build up a classic/medieval city that produces excess of commerce.
 
Spoiler :
Recommended changes:

I listed only the chains I'm concerned about, and made a few suggestions for balancing to the bonuses.

Please simplify the science/education upgrade. Monasteries should be considered part of the religious upgrade, and yes, I think it's fair that they still produce science. I would recommend something like this:

Elder Council => School of Scribes => Library=>university (req. 3 libraries) OR academy (3 libraries)

alchemist lab => laboratory => research institute => accelerator research complex => supercollider (NW)
Research Institute => Cloning Lab

Library (PRE-REQ, not upgrade) => Merchant School => Public School

moon observatory -> => observatory => modern telescope (req. mountain in city vicinity)
Observatory => radio telescope (NW)
Observatory => copernicus observatory (WW)
Research Institute => Bio Warfare Lab
Research Institute => Quantum Lab

  • university: +30%:science: -10%:hammers: +25% maintenance, can have 5 scientists +4:culture:
  • Reduce Academies to +15% :science: -10%:hammers:

trade route buildings:
Please change back River Regulation; it's pointless to build the Pyramids if all it does it give you River Regulations...The Pyramids are supposed to be representative of Egypt's ability to manage it's food...that's why it was originally granary and then irrigation canals.

city trade buildings:
Moneylender => Bank => Investment Bank These should have no unhappiness modifier except with certain civics (e.g., Corporatist, Guilds)


religion buildings:
  • Sanctuary => Temples (and Monastery) => Cathedrals => Religion specific Wonders
  • monastery: Pre-Req Temple of that religion. Does not replace or upgrade to anything else. +3:commerce: +2:culture: +2:science: + religion specific boni


about science and education buildings:
Recommend that Gymnasium be moved as a Greek-Specific Building, and not part of any of the other upgrade changes.
Spoiler :

the reasoning behind the education chain is following: the later greek gymnasion taught writing among others so it's obviously should replace the scribes school. here some quite from wiki: "Most parents, even the poor, sent their sons to schools for at least a few years, and if they could afford it from around the age of seven until fourteen, learning gymnastics (including athletics, sport and wrestling), music (including poetry, drama and history) and literacy". similar monasteries were the only possibility in the middle ages to get some education (for the poorer people) which of course included reading & writing. in the later ages after the medieval education became independent of religion. " [...] monasteries became universities after the first millennium [...]".

the concept is that if a city builds either a academy or a gymnasium the costs for a monastery rise drastically. if you build the monastery you won't be able to build an academy or gymnasium anymore and each further monastery will need quite some time to be finished. thus it's very hard to build up a classic/medieval city that produces excess of commerce.

That is what I wanted :). Provide a very detailed and clear explanations of what you visualize this modmodmod should be. It actually shows that you played long enough for you to give good feedback. For monasteries, I agree with Afforess and would sooner not to get into debate about science versus not so leave them alone as is. But gymnasium as it is now is confusing in my opinion as well.

Townclocks losing its production capacity is weird but nothing to complain about :).

Otherwise, remember this is a game that we want to balance, not a game we want to adhere to historical accuracy. So we want as much historical flavor as possible but with a game play balance as the very important priority.
 
Yea, like I said, I liked most of the changes. Its just now confusing enough with choice paths for the science/education/religion to turn off a lot of players (even someone like me who's been playing ROM since 1.x)...
And, of course, I strongly disagree with the banking issue from both a gameplay, historic, and balance perspective :-)

And, although I definitely can remove certain parts of the modmod, I'd hate to pick & choose in a way that leads to just as much imbalance in the other direction (if that makes sense)...
 
Please simplify the science/education upgrade.
yes, i'm not fully content with them either.

Monasteries should be considered part of the religious upgrade, and yes, I think it's fair that they still produce science. I would recommend something like this:
monasteries still produce science. note that 3:commerce:~4:science: when you calculate in all the commerce and science modifiers. commerce is just more general and usually better then pure science. it only looks a bit confusing that it's a coin.

Elder Council => School of Scribes => Library=>university (req. 3 libraries) OR academy (3 libraries)
that was my original intention anyway. but one thing is that libraries are no education sites per se. at the other hand monasteries belong exactly into the chain of education buildings - at least from an european/christian point of view. this is why i finally decided for the historically correct path.

Library (PRE-REQ, not upgrade) => Merchant School => Public School
i think i will drop the merchant school and gymnasium for the next version. instead i will make monasteries upgrade to either schools or universities.

Reduce Academies to +15% :science: -10%:hammers:
sounds reasonable. however when the gymnasiums drops out the building prerequisite will need to change. the original idea was to either decide for a classical education system with the gynmasia/academies or go for monasteries. having both combined in one city would cause a research overproduction.

trade route buildings:
Please change back River Regulation; it's pointless to build the Pyramids if all it does it give you River Regulations...The Pyramids are supposed to be representative of Egypt's ability to manage it's food...that's why it was originally granary and then irrigation canals.
hmm... well for the sake of the wonder i could reintroduce the irrigation canals but make them not buildable. thus you only will be able to get them if you build the pyramids. otherwise rivers became too overpowered again as they got a total bonus of +1:food: +1:hammers: +2:commerce: and that was too much.

city trade buildings:
Moneylender => Bank => Investment Bank These should have no unhappiness modifier except with certain civics (e.g., Corporatist, Guilds)
i actually like it that way i find it historically very fitting. and since financial buildings did not give any bad effects unlike other relevant buildings that give :yuck: or maintenance. well, but if i get more complains about it i will move the unhappiness penalty.

religion buildings:
  • Sanctuary => Temples (and Monastery) => Cathedrals => Religion specific Wonders
  • monastery: Pre-Req Temple of that religion. Does not replace or upgrade to anything else. +3:commerce: +2:culture: +2:science: + religion specific boni
here is the problem again. monasteries don't fit into this chain due to their very different nature. temples and cathedrals are places for religious worshipping while monasteries are sites of education and study of theology but also philosophy and mathematics among others. and while temples and cathedrals are always in the middle of settlements monasteries were mostly build far beyond the cities wall. in fact they were self sufficient and were like small towns themselves. and as i noted before: the oxford university was originally a monastery.

about science and education buildings:
Recommend that Gymnasium be moved as a Greek-Specific Building, and not part of any of the other upgrade changes.
as i said i will most probably drop the building.

And, of course, I strongly disagree with the banking issue from both a gameplay, historic, and balance perspective :-)
as i said. historically banking was associated with usury among the common and simple people. and since most of the population are peasants you can expect quite some unhappiness due to this. the few merchants who understand how important banking is won't compensate the broad unhappiness of the poorer people. and as for an explicit example: look at many peasants of today india. they hardly can compete with the modern food industry. they lend money to buy some better more resistant seeds and maybe some pesticides but in the end they can't pay their debts back and many choose the simplest escape through suicide while the banks get their land.

but... if there are more people who dislike that, i'll change it.
 
Thanks for being willing to make some of the changes! Here's my bottom-line issue with the monastery (I think it's at the heart of this particular upgrade chain issue for me):

- Historical reasoning aside, the monastery plays an important role in a key concept in CIV: Religions.
- Making monasteries a part of the science/education chain (where they are upgradeable) impacts the ability to create missionaries, spread of religion, etc.
- Monasteries are also one of the buildings that I recall getting nice bonuses from having a religion, thus giving you some incentives for founding a religion and wanting it to spread
- I think, therefore, having monasteries a part of the upgrade chain has significant impacts beyond balancing that needs to be reviewed.

I'm comfortable with the "bonus" associated with monasteries (but not the monastery or religious spread) going obsolete earlier if we're worried about overproducing science. I'm also comfortable with giving the religious building upgrades (temple => cathedral) the same religious spread bonus as the monastery provided, so you don't loose that.

You could make it upgrade to the school chain; that should allow it to be around for long enough to get the civics required for other religious spread options (e.g., don't need monasteries to build missionaries).

I also think, especially when you see the building upgrade chain in the 'pedia, that the monasteries just complicate the hell out of the chain. Historically they were first and foremost a religious building, so I think reduce the science bonus (on one side or the other) and move it into the "religious" category. This would be best for gameplay and while not 100% in line with the historic context (because it's both a place of study AND worship), it does fit in line with other gameplay requirements.

yes, i'm not fully content with them either.


monasteries still produce science. note that 3:commerce:~4:science: when you calculate in all the commerce and science modifiers. commerce is just more general and usually better then pure science. it only looks a bit confusing that it's a coin.

that was my original intention anyway. but one thing is that libraries are no education sites per se. at the other hand monasteries belong exactly into the chain of education buildings - at least from an european/christian point of view. this is why i finally decided for the historically correct path.

here is the problem again. monasteries don't fit into this chain due to their very different nature. temples and cathedrals are places for religious worshipping while monasteries are sites of education and study of theology but also philosophy and mathematics among others. and while temples and cathedrals are always in the middle of settlements monasteries were mostly build far beyond the cities wall. in fact they were self sufficient and were like small towns themselves. and as i noted before: the oxford university was originally a monastery.
 
hmm... well for the sake of the wonder i could reintroduce the irrigation canals but make them not buildable. thus you only will be able to get them if you build the pyramids. otherwise rivers became too overpowered again as they got a total bonus of +1:food: +1:hammers: +2:commerce: and that was too much.
Did you cut out the irrigation canals from the mod?
 
Killtech, just wanted to say that I really appreciate the changes you have made to building balance in the latest AND beta. It makes the game far more interesting when the more powerful buildings have both advantages and disadvantages. Now, instead of simply spamming every building in every city, I have to consider specialising my cities depending on where they are and on the surrounding landscape.

I know you are getting a lot of criticism for adding these negative modifiers (to banks, research buildings and so on) but I really like them, and think they add a whole new level of strategy to the game. In particular, by toning down many of the previously overpowered and all-good effects that buildings had, it provides a sort of rubber-band mechanic that allows less developed civs a chance to catch up with the tech and production leaders.

Well done.
 
Thanks for being willing to make some of the changes! Here's my bottom-line issue with the monastery (I think it's at the heart of this particular upgrade chain issue for me):

- Historical reasoning aside, the monastery plays an important role in a key concept in CIV: Religions.
- Making monasteries a part of the science/education chain (where they are upgradeable) impacts the ability to create missionaries, spread of religion, etc.
- Monasteries are also one of the buildings that I recall getting nice bonuses from having a religion, thus giving you some incentives for founding a religion and wanting it to spread
- I think, therefore, having monasteries a part of the upgrade chain has significant impacts beyond balancing that needs to be reviewed.

I'm comfortable with the "bonus" associated with monasteries (but not the monastery or religious spread) going obsolete earlier if we're worried about overproducing science. I'm also comfortable with giving the religious building upgrades (temple => cathedral) the same religious spread bonus as the monastery provided, so you don't loose that.

You could make it upgrade to the school chain; that should allow it to be around for long enough to get the civics required for other religious spread options (e.g., don't need monasteries to build missionaries).

I also think, especially when you see the building upgrade chain in the 'pedia, that the monasteries just complicate the hell out of the chain. Historically they were first and foremost a religious building, so I think reduce the science bonus (on one side or the other) and move it into the "religious" category. This would be best for gameplay and while not 100% in line with the historic context (because it's both a place of study AND worship), it does fit in line with other gameplay requirements.
yes, indeed. the upgrade to the universities is a bit unfortunate as they come too early into play when monasteries are still important - though with Afforess changes to natural religion spread they are a bit less important. but you are right. upgrading them to schools only will be better gameplay. schools come at a later age and monasteries would be obsolete otherwise.
 
yes, indeed. the upgrade to the universities is a bit unfortunate as they come too early into play when monasteries are still important - though with Afforess changes to natural religion spread they are a bit less important. but you are right. upgrading them to schools only will be better gameplay. schools come at a later age and monasteries would be obsolete otherwise.

Excellent! Sounds like we're in agreement that monasteries will not upgrade from anything else, but will upgrade and be replaced by public schools. I'm comfortable with reducing some of the research bonuses in there to account for monasteries to exist at the same time as some of the other science-producing buildings.

One other thought is to increase the religion-spread bonus of temples so we're less reliant on monasteries to spread religion (especially when they upgrade to schools). I think this would be good for gameplay as well as a reflection on history--after all, in the last 200 years, religion has spread through temples/churches and not monasteries.
 
hmm... well for the sake of the wonder i could reintroduce the irrigation canals but make them not buildable. thus you only will be able to get them if you build the pyramids. otherwise rivers became too overpowered again as they got a total bonus of +1:food: +1:hammers: +2:commerce: and that was too much.

Two comments here. First, if the Pyramids are the only way to build irrigation canals, I think it might be OP'd. I would recommend one of these two options:

  • Change River Regulation back to irrigation canals. Make the bonus only +1:food: +1:commerce:
  • OR Change River Regulation to only give +1:commerce: (no :yuck: ) but decrease the cost to build Pyramids to be representative of the lesser benefit of just +1 :commerce: in all cities.

i actually like it that way i find it historically very fitting. and since financial buildings did not give any bad effects unlike other relevant buildings that give :yuck: or maintenance. well, but if i get more complains about it i will move the unhappiness penalty.
...
as i said. historically banking was associated with usury among the common and simple people. and since most of the population are peasants you can expect quite some unhappiness due to this. the few merchants who understand how important banking is won't compensate the broad unhappiness of the poorer people. and as for an explicit example: look at many peasants of today india. they hardly can compete with the modern food industry. they lend money to buy some better more resistant seeds and maybe some pesticides but in the end they can't pay their debts back and many choose the simplest escape through suicide while the banks get their land.

So here's my issue -- the invention of banks had major impacts on the rise of the middle-class, the rise of the merchant class, which has major positive impacts on society to this day. While you're focusing on the usury aspects of banking (which we both believe is impacted by civics) -- what about all the positives of having someplace "safe" for people to store their savings that earns them interest? Or can afford to invest in long-term projects. Or the fact that cities can now issue bonds to build public works. There's a lot of benefits of banking -- which I feel you're overlooking to make your point.

So how about another direction?? ;)
Let's introduce a building like Tax and Debt Collector into the mix. So what I propose is to half the +:commerce: bonus from the banks and remove the :mad: ; however, the Tax and Debt Collector DOUBLES revenues generated by banks, Bazaar, etc. at the expense of +2 or even +3:mad: . I like this approach for a few reasons--Banks themselves aren't a negative, but having a debit collector or paying tax is UNIVERSALLY negative.

What do you think? I think it preserves game balance, sidesteps the philosophical debate we're having, and gets at the heart of the issue. Hopefully you'll agree this is a good compromise that addresses everyone's concerns? :D
 
So how about another direction?? ;)
Let's introduce a building like Tax and Debt Collector into the mix. So what I propose is to half the +:commerce: bonus from the banks and remove the :mad: ; however, the Tax and Debt Collector DOUBLES revenues generated by banks, Bazaar, etc. at the expense of +2 or even +3:mad: . I like this approach for a few reasons--Banks themselves aren't a negative, but having a debit collector or paying tax is UNIVERSALLY negative.

What do you think? I think it preserves game balance, sidesteps the philosophical debate we're having, and gets at the heart of the issue. Hopefully you'll agree this is a good compromise that addresses everyone's concerns? :D
I like that.
 
Two comments here. First, if the Pyramids are the only way to build irrigation canals, I think it might be OP'd. I would recommend one of these two options:

  • Change River Regulation back to irrigation canals. Make the bonus only +1:food: +1:commerce:
  • OR Change River Regulation to only give +1:commerce: (no :yuck: ) but decrease the cost to build Pyramids to be representative of the lesser benefit of just +1 :commerce: in all cities.
the bonus i mentioned was a total from all possible river buildings. as for the pyramids i will introduce a weaker national wonder pyramid replacement (when you didn't manage to build the world wonder the production will be converted to the national version). after all the egyptians were not the only one building pyraminds; they didn't even build the largest ones.

so a possible idea would be to make the great pyramids require a river and give +2:food: per river tile to the city - but not for other cities. and maybe grant a special building (not available otherwise) granting +1:food: in every city. the national version would just grant +1:food: on river tiles for the pyramid city. this a just rough idea. i never build the pyramids so i'm not enough familiar with them.

So here's my issue -- the invention of banks had major impacts on the rise of the middle-class, the rise of the merchant class, which has major positive impacts on society to this day. While you're focusing on the usury aspects of banking (which we both believe is impacted by civics) -- what about all the positives of having someplace "safe" for people to store their savings that earns them interest? Or can afford to invest in long-term projects. Or the fact that cities can now issue bonds to build public works. There's a lot of benefits of banking -- which I feel you're overlooking to make your point.
yes but in the middle ages about 90% of the population were peasants hardly profiting form this. you restrict your perspective to a specific group of people and not the broad majority. the communist gained their power partially on the general unhappiness of simpler people about the rich - where the bankers were seen as a great part of the evil. in a similar way hitler used the picture of the rich jewish bankers to utilize this general unhappiness for his purposes (which was especially easy in a crisis). you see there was always a unhappiness about the financial sector here in europe. you can say it's quite a european tradition. i'm not sure how about other parts of the world but here there is still a broad scepticism about banking (from the peoples on the street only ofc) that you can feel up to day.

the banks give a huge and powerful gold bonus which is really worth the small penalty. usually in the game you won't have any problems with unhappiness as there are really next to no sources for it. so the beneficial aspect of the banks is clearly overweighting - as it should be. so i'm not sure why you press so hard on this matter.

So how about another direction?? ;)
Let's introduce a building like Tax and Debt Collector into the mix. So what I propose is to half the +:commerce: bonus from the banks and remove the :mad: ; however, the Tax and Debt Collector DOUBLES revenues generated by banks, Bazaar, etc. at the expense of +2 or even +3:mad: . I like this approach for a few reasons--Banks themselves aren't a negative, but having a debit collector or paying tax is UNIVERSALLY negative.

What do you think? I think it preserves game balance, sidesteps the philosophical debate we're having, and gets at the heart of the issue. Hopefully you'll agree this is a good compromise that addresses everyone's concerns? :D
currently there are no building synergies i could use to implement this. so like i said, if there are more voices disliking the bank unhappiness i will see to a different solution, okay?

EDIT: argh.. i'm through reading the beta build thread. sound i get quite some discussion about this particular change (which is really rather small compared to others). the dilemma is perfect as i get as much support for it as i get complains. i'll have to think about it.
 
Here's the first WB save I made from my game. I just arrived at Medieval Era with Chinese as my civ. If I survive or rather not quit before Renaissance Era, I will upload the Renaissance Era start here :).
 
@ Killtech,

Since you're getting a lot of comments (and some complaints), and being very thoughtful and kind by being willing to fix the monastery issue, drop the gymnasium building, fix the education/science upgrade chain, and address the pyramid issue, I'll be supportive of the banking issue and eagerly look forward to trying your updated mod :D

And -- if you'd like -- I'd be happy to test drive the changes to your modmod (I'll drop it in to whichever beta Afforess is using) and provide you feedback on the pace and feel :-)

Thanks for all the hard work and being open to all the feedback!
 
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