Could aid emergencies use a rebalance?

iammaxhailme

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Jun 4, 2015
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A river had a huge flood. Like 9-12 tiles were flooded. But only one of those tiles was in my land and it was just a farm that I fixed up quick.

Some turns later and I'm getting so much free money becuase of an aid emergency

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Who'd complain about free money?? But really, it's kinda silly for game balance terms
 
I'm still in favor of removing the ability to compete by donating Gold. The competition should come down to the Send Aid project.

I'd like more information about what actually triggers these emergencies, too. Sometimes, I get an emergency when 1-2 tiles are damaged. Other times, I'll have 10 tiles damaged and then another 10 from a second disaster, but I get no emergency. What's up with that?

And if the Gold contributions stay, then yes, they need a big rebalance. You get way too much Gold right now. And, clicking the accept button 5-7 times every 2 turns is really tedious.
 
And the funny thing is that gold doesn't help you much to fix the disaster, especially when it hits districts :P

Sure, you can buy a worker or two, but it would be great if Military Engineers helped fix broken districts.
 
Instead of receiving the gold of an aid emergency, the damage of the disaster could get fixed automatically as other Civs send gold/aid. Basically it would be converted into production applied directly the repair of this districts/buildings, eventually completing it automatically. After that, the production goes to a builder into it's produced (only one) and then the remaining gold is saved in a separate pool. The amount of gold saved in this pool is revealed to the player by the end of the aid, who can choose to keep the gold and get negative diplo with the participants or send it back to the participants, getting positive diplo for it.
 
I think just letting gold be used to repair would do the trick, eg you can literally purchase repairs, or military engineers can fix districts (given you can buy MEs with gold).

The game could also be a little more free on letting players buy some districts with gold, so you could buy dams, neighborhoods etc., and also let you buy sea walls. I think it would work better if you could buy districts and seawalls in any city with a governor, not just with reyna, perhaps linked with having a tier 3 government or a particular policy card etc.
 
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I think the best solution is for districts/buildings being able to repaired with gold with the aid goal summing up to the total sum of damage inflicted + a set amount. An upper limit would inhibit exploitation, although I imagine the Diplo point would have to go away as they end more quickly.

Instead of receiving the gold of an aid emergency, the damage of the disaster could get fixed automatically as other Civs send gold/aid. Basically it would be converted into production applied directly the repair of this districts/buildings, eventually completing it automatically. After that, the production goes to a builder into it's produced (only one) and then the remaining gold is saved in a separate pool. The amount of gold saved in this pool is revealed to the player by the end of the aid, who can choose to keep the gold and get negative diplo with the participants or send it back to the participants, getting positive diplo for it.

I like this more.
 
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It has more to do with how to code the game with more explicit actions in mind. Fundamentally, it just seemed like too much work to differentiate what tiles are being effected by what civilization.
 
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