C2C Balance Thread

Koshling, I like the new gold/maintenance setup, it's made the game a lot more challenging. Deity is really hard now.

The AI still doesn't seem to be using unconventional warfare though.
 
Koshling, I like the new gold/maintenance setup, it's made the game a lot more challenging. Deity is really hard now.

The AI still doesn't seem to be using unconventional warfare though.

Try updating the SVN again, SO changed the AIweight on the Crime buildings, so hopefully there will be more criminal activity on the AI's part.
 
Is there anyone playing in the Transhuman era at the moment? If so, could you tell me how are the new Unit upgrade trees and roles are working? Are there some units that are OP?
 
The change of the Housing buildings replacing each other again slows the early game down for sure. Can no longer crank up your production prior to Architecture by running Grass Huts, Hide Tents, etc. in the same city at the same time. I actually like it because I thought the other way made early game production excessive. Also results in less gold availabe.
 
The change of the Housing buildings replacing each other again slows the early game down for sure. Can no longer crank up your production prior to Architecture by running Grass Huts, Hide Tents, etc. in the same city at the same time. I actually like it because I thought the other way made early game production excessive. Also results in less gold availabe.

Glad you like it since its a hybrid of both methods (housing diversity + house replacement).
 
@All:

I added my gamespeed changes for V24. The changes are as follows;

1. I increased all research, training, production, and other modifiers by 25%. My math said that the game was playing too fast for the number of turns in the gamespeeds, so I had two options. One was this, and the second was reducing the number of turns, which would have been a MAJOR pain, so I increased modifiers. Test games show that this makes progression very close to normal on Epic and Marathon up till Renaissance.

2. Inflation has been increased a tad on Eternity and Snail, as those speeds tend to have more gold, regardless of the difficulty level.

I tested this with my own playing game and with an AI-only game, and things seem to work fine, but as always, feedback is appreciated.
 
One thing i've found is that increasing the iconstuct helps the AI since they have the inherent construction speed bonus relative to us humans (especially on harder difficulty levels). This advantage has more of an impact when you change this, so +25% is good, and im glad you didn't make it +25 iconstruct and +50 research or something, the scale is already tilted in research's favour heavily.

If you think of it this way, the sooner you improve your land with workers the more productive the city will become and this means a better city in the long run.
If humans get buildings at a very similar speed, although the AI gets them quicker, there advantage is somewhat nullified. For example, if the ai can build a building in 2 turns and the human in 3 - compared to if the ai can build this building in 4 turns compared to humans 7.
Also if both AI+human can build all the buildings they need - the end result is the same despite one player getting to this point a little quicker.
 
Testing the new speed. Sedentary Lifestyle at 10,888BC. The pace of tech advance is much better now. :)
 
i loved what how you guys balanced 24. the current game i have is much more challenging, than it used to be in 23.
 
Raised by Talin in another thread, but I'd like to take up the sugestion, adn heer seems the best place for debate...

..Talin points out that slavery + patrician is broken, since essentailly unlimiited slaves settled as citizens gives both massive production AND massive gold.

My take on this is that slavery (only) is broken, but one of Talin's suggestions seems both balanced (still leaves advantages, but prevents them scaling out of hand) and realistic. That is that slaves settled as citizens should consuime 1 food per turn. That's one third of a 'real' population so reflects you feeding your slaves poorly, but it would keep you from amassing unreasonable numbers of them.

Opinions...?
 
Raised by Talin in another thread, but I'd like to take up the sugestion, adn heer seems the best place for debate...

..Talin points out that slavery + patrician is broken, since essentailly unlimiited slaves settled as citizens gives both massive production AND massive gold.

My take on this is that slavery (only) is broken, but one of Talin's suggestions seems both balanced (still leaves advantages, but prevents them scaling out of hand) and realistic. That is that slaves settled as citizens should consuime 1 food per turn. That's one third of a 'real' population so reflects you feeding your slaves poorly, but it would keep you from amassing unreasonable numbers of them.

Opinions...?

How about 2 food/turn, normal citizens consume 3 food/turn.
 
How about 2 food/turn, normal citizens consume 3 food/turn.

Better to tweak small to begin with and see if it has enough effect I think. Can easily be tuned later. One issue would be how to get rid of slaves-settled-as-citizens later if the food penalty was more than they were worth. Without a way to do that the mechanism might have unintended longer term effects.
 
-1 food is pretty big deal ls612, -2 food I don't think I would even use them. If you wanted to make them worse, + .2 unhappiness or something would be a better solution than -2 food.
 
If -2 food would cause more AI and Players to not sit on Slavery Civic for the whole game I'm All For It!

JosEPh
 
-1 food is pretty big deal ls612, -2 food I don't think I would even use them. If you wanted to make them worse, + .2 unhappiness or something would be a better solution than -2 food.

Fine, let's start with -1 food and see what happens. As Koshling said, we can always change things later.
 
Is that as they are settled now, as Citizens?

If so what about when one wants to use actual pop as a Citizen, would they eat that extra food per turn then too?

Cheers
 
Raised by Talin in another thread, but I'd like to take up the sugestion, adn heer seems the best place for debate...

..Talin points out that slavery + patrician is broken, since essentailly unlimiited slaves settled as citizens gives both massive production AND massive gold.

My take on this is that slavery (only) is broken, but one of Talin's suggestions seems both balanced (still leaves advantages, but prevents them scaling out of hand) and realistic. That is that slaves settled as citizens should consuime 1 food per turn. That's one third of a 'real' population so reflects you feeding your slaves poorly, but it would keep you from amassing unreasonable numbers of them.

Opinions...?

I reckon they should be settled as Slaves and when you change from the slavery civic they convert to citezens on a two for one basis rounded down. This assumes Koshling did expose the change civic event and how.
 
I reckon they should be settled as Slaves and when you change from the slavery civic they convert to citezens on a two for one basis rounded down. This assumes Koshling did expose the change civic event and how.

I haven't exposed it yet, but I easily could. The settled-slaves-use-food mechanic would need a DLL change also, so either way we need some changes. In the food case I'd just make free citizen specialists cost 1 food, so normal citizens would not cost extra.
 
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