C2C Balance Thread

My cities were population 150+ and still growing. Crime and disease are a natural consequence of additional population, so I had to devote an armada of units to stopping this from becoming overwhelming. Yes on the letting the AI manage my cities. On that note, the autobuilder doesn't recognize certain buildings, like the pollution scrubbers and asteroid gatherer, among several others. Perhaps I should compile a list. Also submerged towns don't autobuild either. Lots of manual engagement. I prefer to manage my empires from a distance, once I get them up and running. Plus there is a special benefit to letting the AI builder do it's work, as once you research a tech, if they were just producing research or wealth or something, they will automatically construct those buildings on the first turn. I didn't know you could do that with the purchasing buildings thing. I'll have to utilize that next time there are a bunch of wonders to build. Production is so high in my cities that they just complete all the regular buildings in one turn.
1. what era are you in now.
2. How many AI on what size map to start game
3. Game Options used at set up
4. I turn the AI off so I can set my Specialists How I Want them, I do not like the way the AI uses Engineers to the max when my priests Artists, etc. can make Good input to my growing Empire
 
Definitely subjective :D. I prefer to see how massive I can get my cities and experience the entirety of the tech tree. I chose the most broken leader available (basil) and an currently aiming for population 400 cities. The only thing that would make Basil even more broken is if expansionist was replaced with progressive. Industrious, progressive, and populist is hands down the most powerful combination in the late game. There is actually still an AI in my game, that is vastly inferior to me, that I am just letting survive for reasons I don't really understand. It would be better if I just conquered him and played past the win condition, as he refuses to give me the only opium on the map, for reasons that I find utterly stupid (I'm winning too hard).
I do not know if the Game mechanics can handle a 400 pop city or Cities! Yikes!
Traits I also do not test the game with anything but basic Traits.
What Difficulty leel are you playing?
 
You don't say, lol.
My point is that you don't really need other AI civs, if you gameplay goal is Tech Tree Exploration.
In fact, having active alive rivals is a BAD idea in such a case.
First, additional AIs slow down your turn time waiting, which then multiplies by thousands of turns and becomes real time HOURS.
Second, they aren't providing anything besides Continental Cultures that you couldn't achieve on your own - and probably do it faster and more focused.
Third, I was totally serious that it's a weird decision to postpone the map wipe until you are using stuff like Tanks - you are literally wasting your TIME there.
Fourth, you can always leave ONE rival AI to be the testing guinea pig for end-tech-tree warfare and similar stuff, but there's no reason to leave MORE than that.
Of course, again, this is subjective, but I think that my approach is simply more EFFICIENT, lol.
I wish I could get to Tanks! I have not had a game reach that era in over 6 Plus years!
I do not play on Game with more than 4000 turns, most are 1K or 2K with an occasional 500turn for Testing.
Are you still Playing on the easiest level? Where the AI is Handicapped?
 
1. what era are you in now.
2. How many AI on what size map to start game
3. Game Options used at set up
4. I turn the AI off so I can set my Specialists How I Want them, I do not like the way the AI uses Engineers to the max when my priests Artists, etc. can make Good input to my growing Empire
I'm in the information era.
It was a duel map (continents) with more resources and only 1 opponent, which I have since killed off and am playing past the win condition. I took the advice of Somebody613 and it reduces my turn times.
It was settler difficulty as I had no idea how this game would play - that was perhaps a mistake as it resulted in zero challenge.
My cities are currently at 150 population and have reached the critical point of infinite growth with trade routes. The largest city is at 208.
The issue is the populist trait (+60% food from traderoutes). It's listed as a negative trait, but it's better than any of the positive traits available.
This should probably be +5-10% to food from trade routes to keep it as a negative. It would still be good, but not horribly broken as you do lose out on 30% commerce from trades.

The other most powerful trait is industrious, as it gives a whopping +35% production from trade routes. However, it really doesn't have a broken loop involved with it, and I would rather see the other positive traits improved to match it's power, rather than nerf this value. Although I understand if for programming purposes it was simply easier to reduce this to 10%

With 20 cities at population 150 and growing every 5 turns, I couldn't imagine manually assigning specialists - that would drive me insane.

The reason I said that progressive would be better than expansionist is that at massive city sizes the +1% to science from engineers would be truly monstrous. On it's own it isn't really overpowered, just with the combination of populist.
 
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