Better RoM: BuildingUpgradeChains & Balance

okay, i'll make a new version of the Buildings for 1.74 on friday that considers the feedback i got for this mod.

it will feature the changes and simplifications to the education buildings, the changes for the pyramids, the mood observatory and some adaptations for the city councils/town halls to version 1.74. if there will be further issues that should be changes i'll take a look what i can do. independently of this i will try to have a first version of the organization civics (but as i don't want to guess arbitrary values for their stats it may take a while longer to get a good first shot. the saves will help a lot for this purpose, thx os79.)

@dudeSDCA:
forgot to mention, but there is already a unhappiness from taxation implemented. but it is only for civics all i remember.
 
@ Killtech -- THANKS!! Let me know if there's anything I can do to help out (I'm pretty good with XML modding if you need an extra pair of hands).

Re: Taxes. There's a tax office in AND (I can't remember the specifics), which is why I was thinking of strengthening the :commerce: bonus and the :mad: bonus for it and decreasing the banks for balance. No worries though -- you've been very flexible in addressing all our suggestions (and complaints) :D
 
oh, thanks for the nice offer. but as for now it's mostly tweaking and testing. so what i currently need most are save games from different ages with the Better RoM option - best in a World Builder format to circumvent compatibility issues.
 
Hello,

I just played beta 4 and noticed some things.

To my mind, moon observatory is still broken concerning elder councils. After upgrading them to school of scribes they don't count anymore toward moon observatory.

I don't understand the upgrade paths for the ports. It is written that inland port need river regulation or levee, but after building river regulation I still can't build inland port, it says that it need levee.

Can I have inland port and fishing port in the same city?

What is needed to build river regulation? I have a city with river tiles where I can't build it.

Is it possible to mark when a building just gives hammers toward unit production? Sometimes I find it very confusing to see a building giving hammers, but it turns out it just fot unit production.

In this context, does armourer give hammers to base production when you have resources like iron?

Maybe you can look at these things.
 
To my mind, moon observatory is still broken concerning elder councils. After upgrading them to school of scribes they don't count anymore toward moon observatory.
it is intended to prevent building the moon observatory in the classic age (but i didn't want to obsolete the building too early. it is intended that you need to plan to build it very early.

I don't understand the upgrade paths for the ports. It is written that inland port need river regulation or levee, but after building river regulation I still can't build inland port, it says that it need levee.
that seems to be a bug because you should either need the levee or the river regulation. i have to check on that.

Can I have inland port and fishing port in the same city?

What is needed to build river regulation? I have a city with river tiles where I can't build it.
the city itself must be on a river. it isn't enough to have river tiles in vicinity.

Is it possible to mark when a building just gives hammers toward unit production? Sometimes I find it very confusing to see a building giving hammers, but it turns out it just fot unit production.
currently no. but i think it will be corrected in a future version.

In this context, does armourer give hammers to base production when you have resources like iron?
yes. the bonus is independent and but only available if you have iron in city vicinity... i'll have to check this bonus anyway.

Maybe you can look at these things.
i'll do

I also got a save for you. I save it in WorldBuilder but changed the extension to upload it. If you can't open it, tell me how to change it.
thank you for your help.
 
May I suggest that Fire Pit upgrade to Monument because Monument come at Ritualism and that is within 100 turns of Marathon speed which I play at. Monument plus Fire Pit before I get to Monotheism is overpowered :).
 
1st time using these building upgrades, so I have some questions and observations.

Is the fishing hut upgrades cumulative? It seems that Fishing hut to piers is (one gives food the other gold) but by the time you do fishing port and then the next level it seems my income goes down instead of increasing. By the time I build trade port I swear I'm losing money by building it. So I've halted all trade port builds to keep the revenue from fishing ports.

I'm finding it rather hard to keep a positive cash flow at even 30% research. I build every eco building I can get my hands on/ can research/ build. But as I get closer to 800BC I can barely keep a positive economy. My research gold spending has been as low as 10%.

I like the idea of building upgrades but I'm struggling with the rationale that an upgrade should eliminate previous benefits from lower levels. And when the next upgrade is in fact a downgrade in terms of benefits why bother with the upgrade? If I had known trade ports strip down the results of fishing ports I would have never built any.

And as stated above the Elder/Scribes/Moon thing is noticeable too. Is the 4 research from Moon better than the cumulative effect of Elders and Scribes? Doesn't seem to be. Maybe my math is bad?

JosEPh
 
one way to get around the elder/scibes/moon thing is to build the moon observatory first, even if it expensive then build the school of scribes, the other way around will just break the possibility of building the moon observatory
 
May I suggest that Fire Pit upgrade to Monument because Monument come at Ritualism and that is within 100 turns of Marathon speed which I play at. Monument plus Fire Pit before I get to Monotheism is overpowered :).
good idea.

1st time using these building upgrades, so I have some questions and observations.

Is the fishing hut upgrades cumulative? It seems that Fishing hut to piers is (one gives food the other gold) but by the time you do fishing port and then the next level it seems my income goes down instead of increasing. By the time I build trade port I swear I'm losing money by building it. So I've halted all trade port builds to keep the revenue from fishing ports.
there shouldn't be any loss of money due to upgrades. better ports yield better income and keep the food bonus from the fishermans hut. however note that there are two different type of ports: sea ports (can only be build in coast cities) and river ports (can only be build in cities on a river). e.g. the piers are a river building while the fishermen are a coast building. in a city that is both a coast city and on a river there is the possibility of upgrading a sea port to a river port which is indeed a downgrade when it comes to food.

I'm finding it rather hard to keep a positive cash flow at even 30% research. I build every eco building I can get my hands on/ can research/ build. But as I get closer to 800BC I can barely keep a positive economy. My research gold spending has been as low as 10%.
really? i never drop below 90% research rate - even without a religion. i'm not sure how this can be. send me your save game so i can check.

I like the idea of building upgrades but I'm struggling with the rationale that an upgrade should eliminate previous benefits from lower levels. And when the next upgrade is in fact a downgrade in terms of benefits why bother with the upgrade? If I had known trade ports strip down the results of fishing ports I would have never built any.
except of the river ports/sea ports issue there shouldn't be any downgrades! i just checked and in my version the trade port gives +1 food on sea tiles, +3 gold and a higher trade route bonus, so it's definitively better then the fishing port. only bad thing about the upgrade is that you get +1 unhealthiness (which might result in food loss).

And as stated above the Elder/Scribes/Moon thing is noticeable too. Is the 4 research from Moon better than the cumulative effect of Elders and Scribes? Doesn't seem to be. Maybe my math is bad?
i'm not sure if Afforess changed the stats but it should be 5 research. and the moos observatory is better except form the higher research bonus because it doesn't get replaced by the school of scribes. so if you build the moon obs early you can profit form both the school of scribes and the obs. if you don't you won't have the additional 5 research bonus

one way to get around the elder/scibes/moon thing is to build the moon observatory first, even if it expensive then build the school of scribes, the other way around will just break the possibility of building the moon observatory
that was the way it was intended. i didn't want sone age buildings be build in the classical age but i also didn't want to just obsolete them as the bonus would be too small to invest so much production into building it.
 
For the sake of simplicity wouldn't it be better to have two seperate upgrade paths for river harbours and sea harbours? In addition this would give cities having both kinds of harbours a stronger economy representing their role as a center of trade.

I like the idea of upgrading buildings a lot, but to my mind it would be better and more intuitive to ensure, that upgrade really means improving something. This counts for the elder/scribes/moon upgrade path as well.
 
Hey Killtech,

I know the most recent beta (beta 5) doesn't include any of the changes we've been discussing, but I wanted to throw something out there for consideration.

When I have the ROM options "hide obsolete buildings" and "hide upgradeable buildings" selected, it causes a headache with the upgrade paths if there's "choices" in the path.

For instance, after getting the tech for school of scribes, it hides elder council. Well that means I can't build the moon observatory because the only thing it lists is the elder council.

So then if I've added school of scribes to be built, and then a religion spreads to that city, I don't even see the monastery option because it's hidden since I have the school of scribes in my queue.

So you can imagine how complicated this becomes just to manage this upgrade chain. Hopefully the streamlined upgrades you proposed will fix this, but I thought it might be helpful for me to express the situation I encounter with this upgrade chain and why it's frustrating :lol:

Obviously, some of the other chains (village hall>town hall>etc. or fishermans hut>fishing port> commercial harbor) are straightforward so the "hide replaced buildings" and "hide obsolete buildings" works as intended. :D
 
yes, sorry. i've currently some work on my head i find little time for civilization currently. so i was unable to make most of the changes. i've attached my current BuildingUpgradeChains folder. i did change the education chain and included the missing wonder files for those who didn't install the custom wonders in AND. also made changes to the village/town/city hall chain: added proper prerequisites on population and culture size i couldn't add before. also the chain ends now with a new building 'metropolitan administration' that unlocks city size 3 (it is intended to work WITHOUT large cities mod because the idea is to restrict the number of cities with high economy radius to the proper age and number (the prerequisite is 3 city counils per one metropolitan administration)).

but i didn't check if everything works properly - just no time.

the wonder changes are still missing and the tannery is still untouched. i'll try to do that now.
 

Attachments

Hi Killtech -- I looked through the changes (haven't played them yet). Thanks for getting something out to us! I think this is going in the right direction. A few constructive thoughts:

- Civ4 is a game in which you have "major cities" surrounded by small towns and cottages, etc. I think it's fair (and could be a good way to balance the game) by restricting "access" to the 3rd ring to both a technology level as well as culture. I think this could be good for gameplay and is realistic -- they simply didn't have large cities until certain "modern" technologies came along (e.g., refrigeration, medicine, etc.)

- However, I don't like the idea of limiting the number of cities that can access the 3rd tier to only 1 in 3 cities (by way of the city council requirement). If we're worried it's "too easy" to open that level up, let's increase the culture levels required (for instance). Or we can make the Metropolitan administration a lot more expensive so the player has to really invest to get access to the 3rd tier.

So my recommendation would be to make it so every city can build the metropolitan administration, and not make it 3 city councils required.

Additionally, when you have time :grin: , test your changes on a fast game, set on a small map size. I think you'll see quickly that a few of your fixes, while working very well on a large map and snail speed, don't work as well in other situations. Imagine on a small map that I have to have 3 libraries to build a University. Well if I only have 4 cities, I can only build 1 University? And only 1 of my cities can work the 3rd ring? Doesn't seem right... I'd rather more cities can build things (e.g., Universities) that have less of a bonus (e.g., 30% instead of 50%)
 
Why do you need to mess with the tannery?

And I think now that the science bonus from Monasteries has been removed striving to get Buddhism (monasteries) is now a waste of time. Removing science bonus from temple/monastery/cathedral etc may fit your reasoning but I find it diminishes getting a religion or 2. Now, IMHO, it's too watered down and I just have to skip bothering about getting my favorite Religion. They don't really matter anymore. And a CIV goal/victory condition is now a wash.

Culture has been taking hits from RoM and AND for some time now. With the current turn of events, now religion is being minimized. Not everyone wants to play as an atheist/secular. Boring.

I play on Noble level, Giant maps (mostly archipelago and the like), with 8-10 AI, and Epic speed. And so far I can not run my research for very long at the 90% you and Afforess say you do. Ancient era yes, but as I progress thru the Eras my research % steadily drops or else I run out of money.

I'm trying to adapt, but some things just make me say, Huh?!!

JosEPh
 
Before I start on the work, and too make both our lives easier, let me state some changes I plan to add to Early Buildings:

Fish Traps => Fishery (Upcoming new building)
Town Watch => Police Station
Adding Coffeehouse
A few bonuses/penalties based on Civics
A few minor changes to existing buildings
...and later down the road, Textile Mill and Textile resource, likely as a stand alone (assuming the resource limitation bug has been fix/going to be fixed, I still am a bit hazy about that issue)

I also have to thank you for saving me some work, I was planning on adding a Stonemason's and including many of these upgrades. I have to also thank os79 for pointing this thread out; it appears that the next version of AND is going to be spectacular.

May I suggest that Fire Pit upgrade to Monument because Monument come at Ritualism and that is within 100 turns of Marathon speed which I play at. Monument plus Fire Pit before I get to Monotheism is overpowered :).

I was planning on returning Fire Pit to 10% culture to negate the penalty caused by Barter. I have to agree that Afforess' change has caused me to avoid Monotheism since it also obsoletes Idol Shrines.
 
- Civ4 is a game in which you have "major cities" surrounded by small towns and cottages, etc. I think it's fair (and could be a good way to balance the game) by restricting "access" to the 3rd ring to both a technology level as well as culture. I think this could be good for gameplay and is realistic -- they simply didn't have large cities until certain "modern" technologies came along (e.g., refrigeration, medicine, etc.)
oups.. forget to attach the motropolitan administration to the right age tech. yes, i thought of making towns surrounding the city a prerequisite (at least one) too.

- However, I don't like the idea of limiting the number of cities that can access the 3rd tier to only 1 in 3 cities (by way of the city council requirement). If we're worried it's "too easy" to open that level up, let's increase the culture levels required (for instance). Or we can make the Metropolitan administration a lot more expensive so the player has to really invest to get access to the 3rd tier.
i know of the problem of small maps/small empires. but i have an other approach to the problem. i wanted to add some national wonders that fill these gaps. for universities wanted to make a kind of elite/national university building and wonder-universities (e.g. newtowns collage, einsteins lab). and since they do not share the same limitations you could have 3 cities and in one of them a national uni, in the other a wonder uni and in the last a normal uni.

however the limitation of universities (1 per 3 cities) originates in attempt to include another mod part to the game (hydromacers science buildings which required the universtiy and gave good research boni). as these buildings haven't been added the limitation is somewhat without purpose.

So my recommendation would be to make it so every city can build the metropolitan administration, and not make it 3 city councils required.
however the metropolitan administration limit is different. the reason here are the very high yields the additional 3rd radius tiles give. together with all the powerful modifiers from buildings they cause a too high (and permanent) economy boom. this is my experience from several games: upgraded my cities with all possible culture buildings to unlock 3rd economy radius in each city as soon as possible - wonders helped to reach max culture in first city at end of medieval age. the excess of everything (growth and as a result production & commerce) killed the game totally.

despite of that not every city in the world grows to a mega city like tokyo. in fact most stay on a moderate size. but as i said there will be some world and national wonders that allow you to have some additional mega cities - especially helping small empires. also i plan a special building only available with the right civic: polic council that is only available with "city state" organization civic (see my other thread) that is has no city council building restriction.

Additionally, when you have time :grin: , test your changes on a fast game, set on a small map size. I think you'll see quickly that a few of your fixes, while working very well on a large map and snail speed, don't work as well in other situations. Imagine on a small map that I have to have 3 libraries to build a University. Well if I only have 4 cities, I can only build 1 University? And only 1 of my cities can work the 3rd ring? Doesn't seem right... I'd rather more cities can build things (e.g., Universities) that have less of a bonus (e.g., 30% instead of 50%)
as i said i'm aware of the small empire situation. the fixing will need some time though.

And I think now that the science bonus from Monasteries has been removed striving to get Buddhism (monasteries) is now a waste of time. Removing science bonus from temple/monastery/cathedral etc may fit your reasoning but I find it diminishes getting a religion or 2. Now, IMHO, it's too watered down and I just have to skip bothering about getting my favorite Religion. They don't really matter anymore. And a CIV goal/victory condition is now a wash.
the science bonus from monasteries has not been removed! it was changed form a percent to a static one because 15% per monastery become severely overpowered when you stacked had multiple religions and monasteries in each city. static boni are much less unbalanced if stacked. and of course commerce is mostly = science.

Culture has been taking hits from RoM and AND for some time now. With the current turn of events, now religion is being minimized. Not everyone wants to play as an atheist/secular. Boring.
i rarely reach atheist or secular - the game is over earlier. religions are most important economy factor in my economy a shrine saves my finances on deity difficulty. no chance to run 100% science without a religion! having more than one founded is overpowered because you don't need to care much about anything then.

I play on Noble level, Giant maps (mostly archipelago and the like), with 8-10 AI, and Epic speed. And so far I can not run my research for very long at the 90% you and Afforess say you do. Ancient era yes, but as I progress thru the Eras my research % steadily drops or else I run out of money.
i mostly start on emperor or higher difficulty and with increasing difficulty option. the point is that on this difficulty you get a significant research malus so its deadly to drop on science rate as you fall back in tech inevitably and have no chance. that is why i must be most cautious on my finances. i never expand or conquer cities if i cannot afford new cities - i.e. my science rate drops below 90%. if you over expand you (like you had to in prior civs) your economy starts to break apart. that is why vassals are so important: they keep all the cities that are economic unattractive (no new resource, not enough food/production tiles) and thus i don't want to conquer. if you keep your empire minimized to the important cities you win the game inevitably with a constant science rate of 100% (usually it only drops for me in the classical era when i need to early expand before AI takes the good city spots. there i have usually 2 well developed cities and further 2-4 small cities).

Before I start on the work, and too make both our lives easier, let me state some changes I plan to add to Early Buildings:
great to see you back on the forums :)

Fish Traps => Fishery (Upcoming new building)
Town Watch => Police Station
Adding Coffeehouse
A few bonuses/penalties based on Civics
A few minor changes to existing buildings
...and later down the road, Textile Mill and Textile resource, likely as a stand alone (assuming the resource limitation bug has been fix/going to be fixed, I still am a bit hazy about that issue)
great. however an important note first: the early buildings i've modified i needed to use the bForceOverride tag which means all changes you make to these buildings now (in their original folder) will be cancelled by my overwrite. if you adapt the buildings to my stats i could drop the overwrite tag as i won't need it anymore.
i like that you want to make a nice continuation for the textile industry. i had plans of my own for them: weaver -> tailor -> spinning mill -> textile factory and similar tannery -> industrial tannery -> textile factory. for the tailor i was thinking about a spinning wheel tech (it was developed around the medieval). the spinning mill was though as a (pre)industrial manufactory available with a mercantilism or later. the textile industry/factory as a modern building should come into play when one has some tech for synthetic textiles (and thus bring the prior different industries of tanners and spinners into one building. the tanning industry has greatly changed with the development of chemistry and that was where i wanted to settle the industrial tannery. however one thing you should note:
some other i wanted to change are the weaver/tailor and give this textile industry some modern ending. what bothers me here particularly are the big bonuses from resources (up to +20% commerce which is huge).
please consider giving these buildings a static (resource independent) gold bonus + a minimal and static(!) additional bonus per each resource. alternatively - e.g. for the tannery - one could make the resource bonus much higher but require the right resource in city vicinity (makes sense as in the early ages one could not transport raw resources over large distanced just for processing - one traded rather with finished products).

May I suggest that Fire Pit upgrade to Monument because Monument come at Ritualism and that is within 100 turns of Marathon speed which I play at. Monument plus Fire Pit before I get to Monotheism is overpowered :).
I was planning on returning Fire Pit to 10% culture to negate the penalty caused by Barter. I have to agree that Afforess' change has caused me to avoid Monotheism since it also obsoletes Idol Shrines.
as the fire pit is a building of your i let it in your hand to decide its fate then since you returned back to modding.
 
i know of the problem of small maps/small empires. but i have an other approach to the problem. i wanted to add some national wonders that fill these gaps. for universities wanted to make a kind of elite/national university building and wonder-universities (e.g. newtowns collage, einsteins lab). and since they do not share the same limitations you could have 3 cities and in one of them a national uni, in the other a wonder uni and in the last a normal uni.

however the limitation of universities (1 per 3 cities) originates in attempt to include another mod part to the game (hydromacers science buildings which required the universtiy and gave good research boni). as these buildings haven't been added the limitation is somewhat without purpose.
Yes, definitely without purpose. I don't play with Hydro's mod -- if it's not included in AND distro, I don't think we should be penalized accordingly by being allowed fewer Universities. And if Afforess includes it eventually, then we should balance out the bonuses from that mod modmod accordingly to match with the rest of the modmod...


however the metropolitan administration limit is different. the reason here are the very high yields the additional 3rd radius tiles give. together with all the powerful modifiers from buildings they cause a too high (and permanent) economy boom. this is my experience from several games: upgraded my cities with all possible culture buildings to unlock 3rd economy radius in each city as soon as possible - wonders helped to reach max culture in first city at end of medieval age. the excess of everything (growth and as a result production & commerce) killed the game totally.
I agree. Which is why I agree with the tech requirement to delay the 3rd radius. But just putting an artificial limit on the number of cities that can unlock the 3rd tier is going to turn a lot of players off (myself included). Also Afforess has repeatedly stated he likes giving people choices and content -- taking away those choices through limits doesn't seem in line with the rest of the mod.

despite of that not every city in the world grows to a mega city like tokyo. in fact most stay on a moderate size. but as i said there will be some world and national wonders that allow you to have some additional mega cities - especially helping small empires. also i plan a special building only available with the right civic: polic council that is only available with "city state" organization civic (see my other thread) that is has no city council building restriction.
I actually spread my cities out (8-10 squares between, sometimes more), to maximize the size of my empire with minimal number of cities while giving them enough room to grow. I personally don't like the idea that i have to play this game "a certain way." Once we start limiting people's choices for strategy and play style, the game isn't for everyone...

as i said i'm aware of the small empire situation. the fixing will need some time though.
I was just pointing out the small empire situation to point out there's a lot of situations where people play this game different than you do, and I don't like putting limitations on the # of things that can be built, # of cities of a certain size, etc. What I would propose, if you're really worried about game balance, is to work with Afforess to increase the cost of the player techs, work with him on the Advanced Economy Mod (maybe higher inflation for larger empires causing things to cost more?) -- I think there's ways to balance the game without stripping the choices from the player and forcing them down a specific path.

I also think that's why you got such a vocal reaction to some of the changes -- people don't like having limitations, esp. with a mod like ROM and AND which is all about expanding people's options...

the science bonus from monasteries has not been removed! it was changed form a percent to a static one because 15% per monastery become severely overpowered when you stacked had multiple religions and monasteries in each city. static boni are much less unbalanced if stacked. and of course commerce is mostly = science.
This is untrue. Here's the code from Jewish monastery:

Spoiler :

<YieldChanges>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>3</iYield>
</YieldChanges>
<YieldModifiers/>
<CommerceChanges/>
<ObsoleteSafeCommerceChanges>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>2</iCommerce>
</ObsoleteSafeCommerceChanges>
<CommerceChangeDoubleTimes>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>1000</iCommerce>
</CommerceChangeDoubleTimes>
<CommerceModifiers>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</CommerceModifiers>

Gives you +3 commerce and +2 culture. NO SCIENCE. Again, you're forcing people down a path -- you give them extra commerce so they have to spend more money (slider %) on science...

i rarely reach atheist or secular - the game is over earlier. religions are most important economy factor in my economy a shrine saves my finances on deity difficulty. no chance to run 100% science without a religion! having more than one founded is overpowered because you don't need to care much about anything then.
Disagree -- if it's over earlier, start at a higher difficulty... I usually go out of my way to found multiple religions and I personally believe the penalty for religion civics for having multiple religions in the early game is too weak. The civic penalty needs to be increased to make up for the bonuses of the religion. That's why I really like revolutions -- it gives a penalty, effectively, for multiple religions
 
oups.. forget to attach the motropolitan administration to the right age tech. yes, i thought of making towns surrounding the city a prerequisite (at least one) too.

I was going to test your changes out tomorrow -- what prereq tech were you thinking for metropolitan administration (so I an add it to my version)?

Also, did you address the issue with the Pyramids? I saw irrigation canals looked like they were added back in, but with the same bonuses as before?

Thanks!
 
Yes, definitely without purpose. I don't play with Hydro's mod -- if it's not included in AND distro, I don't think we should be penalized accordingly by being allowed fewer Universities. And if Afforess includes it eventually, then we should balance out the bonuses from that mod modmod accordingly to match with the rest of the modmod...
i'll change that in the next version. if i include the additional buildings it'll make the proper changes to the university in that pack directly.

I agree. Which is why I agree with the tech requirement to delay the 3rd radius. But just putting an artificial limit on the number of cities that can unlock the 3rd tier is going to turn a lot of players off (myself included). Also Afforess has repeatedly stated he likes giving people choices and content -- taking away those choices through limits doesn't seem in line with the rest of the mod.

I actually spread my cities out (8-10 squares between, sometimes more), to maximize the size of my empire with minimal number of cities while giving them enough room to grow. I personally don't like the idea that i have to play this game "a certain way." Once we start limiting people's choices for strategy and play style, the game isn't for everyone...
limiting actually means you get choices you don't have otherwise: you need to pick the cities you want to grow to a metropolis. but if i can build every building everywhere i just add it into the building list without caring. this way only i only see the boni the buildings gives (to produce them in a good order) but i don't even look at the name - the building is just one of hundreds of other buildings that needs to be build. this way the 3 economy radius is just as special as 2 economy radius (except that it is much harder to balance and harmful to the AI).

I was just pointing out the small empire situation to point out there's a lot of situations where people play this game different than you do, and I don't like putting limitations on the # of things that can be built, # of cities of a certain size, etc. What I would propose, if you're really worried about game balance, is to work with Afforess to increase the cost of the player techs, work with him on the Advanced Economy Mod (maybe higher inflation for larger empires causing things to cost more?) -- I think there's ways to balance the game without stripping the choices from the player and forcing them down a specific path.
you can't balance everything with anything. tech requirements don't work as a balance option for this. the modifiers in the late game are too huge to allow to apply them on a nearly twice as high base income. it causes excess and must be limited in total. otherwise its unbalanced. also AI is bad in understanding the concept behind large cities. extending the concept means weakening the AI.

insead of hard limits i could ask you what is it in reality that allowed those few cities in the world to grew into large megacities?

hmm... i could make the following experiment: insead of the city council limitation the metropolitan administration could give a hard production percent penalty (e.g. -75%, to compensate additional :hammers: from 3rd eco ring... note that the max total production modifier is +175% so it means max +100% production in total for metropolises). this could be explained with the fact that such mega cities are rather home to commercial sector then for heavy industry. and it would certainty give you the choice if you want to specialize a city in commerce and go for a 3rd ring or better keep the city a 2 radius production site. such balancing concept could actually work.

I also think that's why you got such a vocal reaction to some of the changes -- people don't like having limitations, esp. with a mod like ROM and AND which is all about expanding people's options...
most reactions were a heated debate on banking. at it sounded much more as an ideology debate which had little to do with the game itself. the next was that many saw the changes as "arbitary". some few complain were about the penalties for buildings (banking not counted). the limitation of universities was brought up just once.

and finally: if you use 'large city' options your cities should get a level 3 radius on max culture level anyway (without the metropolitan building). thus there is the choice of which Afforess was speaking when it comes to which components you install.


This is untrue. Here's the code from Jewish monastery:

Gives you +3 commerce and +2 culture. NO SCIENCE. Again, you're forcing people down a path -- you give them extra commerce so they have to spend more money (slider %) on science...
i know the building stats. however i understand the 3:commerce: as roughly >4:science:... but i guess i can change the bonus to 2:commerce: and 2:science:. that's a slight nerf but it shouldn't matter much.

... but there is another issue with that change with to the education chain: now there is a huge gap before the public schools which give a huge commerce bonus. currently there are no prior aged buildings with a similar bonus (originally the gymnasium and merchant schools were there for this purpose).

Disagree -- if it's over earlier, start at a higher difficulty... I usually go out of my way to found multiple religions and I personally believe the penalty for religion civics for having multiple religions in the early game is too weak. The civic penalty needs to be increased to make up for the bonuses of the religion. That's why I really like revolutions -- it gives a penalty, effectively, for multiple religions
that was not an opinion but a fact of my playing experience. and there is no difficulty beyond deity - nor would it be much fun to play with even higher handicaps. if you disagree just on the "religion is required to run research at 100%"... i admit it is possible without it. and as for revolutions mod: until now it was just an experience source for my conquest troops so far. if revolutions aren't severely made more dangerous this mod just makes my game easier so far.
 
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