jwallstone
Chieftain
- Joined
- Oct 4, 2010
- Messages
- 59
A set of cautious tweaks designed to address some of balance issues without significantly altering core gameplay. I'm not trying to change too much, just obvious disparities and weaknesses.
Version 9.0
Works with patch 1.0.0.62
Improvements:
Great People Improvements:
Wonders
Buildings
Units
Combat
Version 9.0
Works with patch 1.0.0.62
Improvements:
- Mine now gets +1
at Dynamite.
- Iron now gives the same +1
bonus with a mine as Aluminum, Coal, Uranium
- Pastures get +1
with Fertilizer to make the Pasture resources more attractive.
Great People Improvements:
- Manufactory gets +1
with Electricity
- Manufactory now provides Iron, Coal, Alumnum, Uranium, just like a Mine, and gets the same bonus with these resources as a Mine. Now there is no disincentive to build it on top of a Mine.
- Customs House +1
with Banking
- Customs House now provides Gems, Gold, Silver and gains the same bonus with these resources. Customs Houses can be built on these resources to replace a Mine, providing a strategic choice between hammers and gold.
- Academy gets +1
at Education, Scientific Theory and Computers, to scale better with Eras.
- Academy no longer removes jungle.
- Landmark gets +1
.
Wonders
- Colossus yield increased, from +1
to +2
on water tiles. No longer becomes obsolete.
- The Great Wall also no longer becomes obsolete.
Buildings
- Stable build cost reduced 50% to 50
. Also gives mounted units +15xp. Significantly more useful now, as it is actually worthwhile if you plan on building many horse units.
- Barracks, Armory, Military Academy build costs reduced about 30%. Makes these buildings more attractive. When Lua coding becomes more usable, I have some more ideas about these.
- Arsenal build cost reduced 25%.
- Courthouse cost reduced to 160
, maintenance reduced to 4
. Makes annexing slightly more attractive vs. Puppeting.
- Watermill maintenance reduced to 1
. Cost reduced to 100
This simply made no sense before, when compared to a Granary.
- Granary, Watermill both get +1
with Engineering.
Units
- The Chariot Archer class upgrades to Crossbowmen rather than knights.
- Submarines can upgrade to nuclear subs.
Combat
- -33% penalty on flat land reduced to -15%. The high disadvantage for defenders on open terrain was too strong, making ranged sniping too easy and was also possibly one of the major reasons for the high power (some say overpower) of mounted units, since on open terrain they could hit and run heavily penalized defenders with impunity. The base penalty also overshadowed fortification, the basic Shock promotion, and even attacking across rivers. However, removing the penalty is possibly too big of a change. Furthermore, defenders can often Fortify on open terrain immediately upon moving there, something that can't be done on rough terrain. I believe this provides a careful medium, giving a +10% to units that take the time to fortify, but a -15% otherwise. Fast advance on open terrain is penalized, but a slow advance with fortification keeps just a slight advantage on defense.
- Floodplains, Oasis also have -15% penalty as well. Marsh and Fallout retain a -33% penalty.