C2C Balance Thread

Please explain how to do this?

Cause right now you can Not kill one that is in your city. I've tried repeatedly. Take a stronger unit out of the city then reenter hoping to cause a conflict with the hidden unit does nothing. Once it's made it into the city it's untouchable. So tell me in detail how to. You can't. Cause it's not possible. Even if you gave it a -100 City defense.

JosEPh:crazyeye:

That is exactly correct, thus the names they have, each one is different especially the Assassins, they are NOT made for pillage, just doing exactly what their name says its for.

I like the fact that they can hide in your cities, why do you think even nowadays they have suicide bombers across this Earth.
 
v26p1

religion decay is a good idea but it feels poorly implemented. for instance, we are secular, so religions enter our lands freely and I build plenty of their buildings. but regardless of how many of the religious buildings there are in any given city, the new religions disappear from those cities very quickly. I should think with all four of the religious buildings present in a city, the religion would not simply go away
 
We didn't really implement religion decay but inherrited it from AND. That's an interesting observation. I'd never played with it on myself. Perhaps I'll take a look at the processing at some point to see if it can be improved.
 
We didn't really implement religion decay but inherrited it from AND. That's an interesting observation. I'd never played with it on myself. Perhaps I'll take a look at the processing at some point to see if it can be improved.

i had many times made this observation but nobody gave an answer:blush: . plus the nationality meter on the city screen is also a bit broken
 
i had many times made this observation but nobody gave an answer:blush: . plus the nationality meter on the city screen is also a bit broken

Broken in what way?
 
I'm not sure that can be said to be 'broken'. Two things are at work there.

1) Your culture output begins to blend with and compete with the old culture. This would really never achieve a 100% though so what you're pointing out must be due to:

2) If you completely eliminate your opponent ALL of his cultural influence vanishes from the map. This has been this way since Vanilla Civ4. It's an impetus to finish off your foe rather than end the war before this has taken place, forcing you to stretch your war weariness to the limit sometimes.
 
I'm not sure that can be said to be 'broken'. Two things are at work there.

1) Your culture output begins to blend with and compete with the old culture. This would really never achieve a 100% though so what you're pointing out must be due to:

2) If you completely eliminate your opponent ALL of his cultural influence vanishes from the map. This has been this way since Vanilla Civ4. It's an impetus to finish off your foe rather than end the war before this has taken place, forcing you to stretch your war weariness to the limit sometimes.

about 2 am not sure because always i capture one or two cities and then ask for peace.

both 1+2 are unrealistic. greece was 400 under ottoman rule but didnt became 100% ottoman. is there anyway to reduce the effect.
also there should be a choice to keep the city culture mostly intact . (i like to play a persian like empire).plus having a rusia style city with greeks is a bit =}
 
about 2 am not sure because always i capture one or two cities and then ask for peace.

both 1+2 are unrealistic. greece was 400 under ottoman rule but didnt became 100% greek. is there anyway to reduce the effect.
also there should be a choice to keep the city culture mostly intact . (i like to play a persian like empire)

I'm going to be making a distinction between 'culture' and 'nationality' in a future project so we'll revisit this topic then. But in the meantime, don't finish off your enemy, and keep your cultural output to a minimum, and you should be able to keep a high percentage of opponent cultural values in your cities (which is never a good thing as it really only represents instability.)
 
I'm going to be making a distinction between 'culture' and 'nationality' in a future project so we'll revisit this topic then. But in the meantime, don't finish off your enemy, and keep your cultural output to a minimum, and you should be able to keep a high percentage of opponent cultural values in your cities (which is never a good thing as it really only represents instability.)
thank you:D
 
That free fire pit in all cities national wonder definitely needs to be tweaked, its super expensive and is basically useless in my opinion, AND it takes up one of your national wonder slots, you'd be an idiot to build it imo.

@Hydro Also that new town watch building (forget the name) - the very early on one that gives you +1 espionage and -5 crime, its too strong or too cheap, take your pick, either double the cost or nerf it to like -2 crime I reckon.

Also is it possible to give some of your housing line some negatives like + :yuck: and + :mad: . Ideally it'd be good if these scaled to difficulty level too! This would be a good way to make the mod a bit harder generally.

Some increased waste (for food) and some negative hammers and stuff across the board would be WELCOMED! You guys should take it as a bit of an insult if people can beat your mod on deity.. this shouldn't happen basically ever. One of my pet hates is when games are too easy, take Skyrim for instance - excellent game - but so friggin easy even on master difficulty. Its therefore unplayable unless you mod the crap out of it.

Take donkey kong as another example, the old school arcade machine game. Its one of the most popular games in history and people have dedicated there lives to perfecting it and trying to get world record. This is because its sooo difficult. Basically only 1 or 2 people in the world have gotten to the last level.

Take Starcraft as another example, extremely hard to play and even harder to master. Players require 300 actions per minute to be able to play at a competitive level internationally. Again - one of the most popular games ever made.
 
That free fire pit in all cities national wonder definitely needs to be tweaked, its super expensive and is basically useless in my opinion, AND it takes up one of your national wonder slots, you'd be an idiot to build it imo.

Take donkey kong as another example, the old school arcade machine game. Its one of the most popular games in history and people have dedicated there lives to perfecting it and trying to get world record. This is because its sooo difficult. Basically only 1 or 2 people in the world have gotten to the last level.

Never knew that:hmm: But idiotic IMHO.

Take Starcraft as another example, extremely hard to play and even harder to master. Players require 300 actions per minute to be able to play at a competitive level internationally. Again - one of the most popular games ever made.

No offense but that's just plain stupid. again IMHO
 
<snip>

Some increased waste (for food) and some negative hammers and stuff across the board would be WELCOMED! You guys should take it as a bit of an insult if people can beat your mod on deity.. this shouldn't happen basically ever. One of my pet hates is when games are too easy, take Skyrim for instance - excellent game - but so friggin easy even on master difficulty. Its therefore unplayable unless you mod the crap out of it.

<snip>

Why don't you Mod the deity level since you know how now and submit it as a ModMod?

If it makes You happy, then it should make other Deity players happy too.

But leave the rest of us out of it please.

JosEPh :)
 
That free fire pit in all cities national wonder definitely needs to be tweaked, its super expensive and is basically useless in my opinion, AND it takes up one of your national wonder slots, you'd be an idiot to build it imo.

@Hydro Also that new town watch building (forget the name) - the very early on one that gives you +1 espionage and -5 crime, its too strong or too cheap, take your pick, either double the cost or nerf it to like -2 crime I reckon.

Also is it possible to give some of your housing line some negatives like + :yuck: and + :mad: . Ideally it'd be good if these scaled to difficulty level too! This would be a good way to make the mod a bit harder generally.

Some increased waste (for food) and some negative hammers and stuff across the board would be WELCOMED! You guys should take it as a bit of an insult if people can beat your mod on deity.. this shouldn't happen basically ever. One of my pet hates is when games are too easy, take Skyrim for instance - excellent game - but so friggin easy even on master difficulty. Its therefore unplayable unless you mod the crap out of it.

Take donkey kong as another example, the old school arcade machine game. Its one of the most popular games in history and people have dedicated there lives to perfecting it and trying to get world record. This is because its sooo difficult. Basically only 1 or 2 people in the world have gotten to the last level.

Take Starcraft as another example, extremely hard to play and even harder to master. Players require 300 actions per minute to be able to play at a competitive level internationally. Again - one of the most popular games ever made.

People were complaining that there was too much crime in the beginning of the game. That the Public Stoning and stuff was not enough. This is why I added them. However I did already have plans for such buildings. You should have posted this in the crime thread.

Also some of the housing line already has :yuck:. In fact people are complaining its too much :yuck:.

I apparently cannot keep anyone happy since some say too much crime and :yuck: and too little :gold: and absolutely hate -:hammers: and -:science:. Its very hard to balance a massive game like this especially since each game is different and people play differently.

Ideally I would like to have the game balanced where your wanting to play one more turn and your not quite winning, but not hopelessly burred either. Where you are rewarded for thinking ahead and adapting to the game. But also penalized for neglecting or ignoring things. Such as Crime or Flammability.

So yeah we want to both challenge the hardcore civ fans but also get new players hooked and not frustrated. And as SO says "Just have fun!"

Why don't you Mod the deity level since you know how now and submit it as a ModMod?

If it makes You happy, then it should make other Deity players happy too.

But leave the rest of us out of it please.

It might be a good idea to add say a level beyond deity level ... "Chuck Norris" level.
 
People were complaining that there was too much crime in the beginning of the game. That the Public Stoning and stuff was not enough. This is why I added them. However I did already have plans for such buildings. You should have posted this in the crime thread.

Also some of the housing line already has :yuck:. In fact people are complaining its too much :yuck:.

I apparently cannot keep anyone happy since some say too much crime and :yuck: and too little :gold: and absolutely hate -:hammers: and -:science:. Its very hard to balance a massive game like this especially since each game is different and people play differently.

Ideally I would like to have the game balanced where your wanting to play one more turn and your not quite winning, but not hopelessly burred either. Where you are rewarded for thinking ahead and adapting to the game. But also penalized for neglecting or ignoring things. Such as Crime or Flammability.

So yeah we want to both challenge the hardcore civ fans but also get new players hooked and not frustrated. And as SO says "Just have fun!"



It might be a good idea to add say a level beyond deity level ... "Chuck Norris" level.
create a balanced game. not too much from this nor this . but screw both sides.
 
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