Would reducing policy requirements for wonders break the game for lower difficulties?
i think for the majority of wonders, reducing the requirement by 1 is the same as removing the requirement all together
Would reducing policy requirements for wonders break the game for lower difficulties?
It doesn't have to be 1 policy less for every wonder, though.i think for the majority of wonders, reducing the requirement by 1 is the same as removing the requirement all together
No, I just showed by that post something that I wasn't doing before, but was confronted with by several posters. In my view, if you don't see how ranged units are unfair to the AI, or how strong authority is, maybe you are too reliant on and used to those overpowered bonuses authority and/or warmongering provides without any checks ad balances. This also applies to @kawyua. Why are you entitled to question my skill at playing peace, which objectively is harder than warring, while I am not entitled to question your skill, when it is pretty obvious to me that authority and warmonering is too easy? From those of you who did that @CrazyG at least seems to be able to see and acknowledge the issue. And you consider making warring harder, "unfun". Well maybe it should be harder, and some of those overpowered "funny" bonuses removed cause they are making deity too easy? The only thing I consider "unfun" now is how tradition/peace is crippled compared with warmongering authority/progress/wide. And I mean just tradition, not absolutely peaceful tradition. And I underline that.For someone who complains that people don't give them the benefit of the doubt, the suggestion that we're just not picking things that give culture is pretty astonishingly silly and hypocritical.
I agree with you. But some posters don't and there are quite a few of them. I wrote against that because I feel halving the culture bonuses to AI, coupled with things like bonuses reduction to shrines or settling capitals will again make deity too easy most of the time.I don't think there ever was suggested here that its too hard to keep up with AIs on deity, I think we all agree its more than doable most of the times, whether its science or culture.
Of course, I agree. AI should retain their full culture bonus and their ability to be strong/win on their own/derail human win.I'm not sure as a human you should be able to get ahead on science and culture and like everything. Otherwise you have just won anyway. When the AI goes crazy on wonders and culture in general maybe it should just be able to win at something. Culture seems like the least worrying thing the AI can be ahead in anyway.
That's somewhat understandable but I don't think like that. Many times the power of AI late game bonuses (which is good) is still formidable even if you reach a parity in policies, and they can grab enough wonders/spaceship parts/city-states to win themselves or ruin your plans. Reaching a parity on culture is possible and not as hard, but it shouldn't be a goal in itself. You need enough culture to get you to what policies you need the most to secure you victory condition, not to outculture AI.The other side of that issue is that I feel like if I ever reach equal policies with the top AI the game is 100% victory.
It would break the game for higher difficulties also. Wonders should be stuff to best-performing AIs to make them a threat for the player.Would reducing policy requirements for wonders break the game for lower difficulties?
Yeah, it was mostly this (I think it is, I meant that with the reliquary wonder) I was referencing. Recently I am finding apostolic is not so great even for tradition, as high culturge gains > another citizen or two which would mostly work merchant slots, as every culture ones would be locked anyway, and because you need high food start and hanging gardens and mandirs/angkor wat already for tradition to have a reasonable shot at winning.Not to side track, but I think Way of the Pilgrim is a sleeper really strong founder.
Religion and policies and terracotta. Because of A/B/C bonuses AI tend to have high population cities, even those secondary, not capitals. So imperium indeed generates too high amounts. But stacking bonuses is the key, its the nature of Civilization. Imperium is not enough, you need to be constantly at war not only to take high population cities, but to kill units with terracotta, to synergise policies, authority (or progress, generally wide) plus statecraft is amazing for this. Authority has loads of gold and production from borders and flat bonus and taking cities. You can multiply it by taking tradition price reduction or angkor wat (you once convinced me that this is good wonder when I felt it was underwhelming and now I consider it one of the strongest one in the whole game, for both tradition due to mandirs, and progress to get tiles to work quickly, and authority for border growth and tribute) So it can use it to buy lots of cities-states, which with statecraft and wide empire is very strong culture and science engine. Otherwise, I don't think you need rationalism most of the time to keep up with the AI. When going wide I much prefer industry in most of situation. For wide, peace or war, industry is absolutely amazing. I consider authority to be easy to keep up with the AI (or kill their advantage), progress to be manageable in this aspect of you get strong religion, only tradition to be lacking somewhat (it is still not a problem to be in range of one policy from snowballing AI most of the time). However without religion and strong religion to that, tradition is screwed. Tradition plus statecraft is now suicide in my eyes for example, while artistry is the safest bet. Culture runaways are not so dangerous, unless they are also science runaways and are isolated/hard to conquer due to terrain (also to other AIs). Then they tend to become really scary. And not every culture runaway will choose rationalism, or order, or best tenets first.What do you think makes keeping up in culture and science easy? Would a nerf to imperium's yields address this concern (at least partially?)
What about a change to the yields on kills?
It still would be the case, but to a lesser degree. IMHO it would make game less broken, because of that.It would break the game for higher difficulties also. Wonders should be stuff to best-performing AIs to make them a threat for the player.
So what are we counting as keeping up on culture exactly? In my current game I am earning an absurd amount of culture as The Netherlands so I'm at least a policy ahead of all the AIs except the most powerful. I'm not sure as a human you should be able to get ahead on science and culture and like everything. Otherwise you have just won anyway. When the AI goes crazy on wonders and culture in general maybe it should just be able to win at something. Culture seems like the least worrying thing the AI can be ahead in anyway.
Ideally what you focus on, you could do as well or better than AIs that focus on said thing. If you focus on culture, AIs focusing on science should have 1 or 2 less policies than you, but should be ahead in tech.The other side of that issue is that I feel like if I ever reach equal policies with the top AI the game is 100% victory.
No, I just showed by that post something that I wasn't doing before, but was confronted with by several posters. In my view, if you don't see how ranged units are unfair to the AI, or how strong authority is, maybe you are too reliant on and used to those overpowered bonuses authority and/or warmongering provides without any checks ad balances. This also applies to @kawyua. Why are you entitled to question my skill at playing peace, which objectively is harder than warring, while I am not entitled to question your skill, when it is pretty obvious to me that authority and warmonering is too easy? From those of you who did that @CrazyG at least seems to be able to see and acknowledge the issue. And you consider making warring harder, "unfun". Well maybe it should be harder, and some of those overpowered "funny" bonuses removed cause they are making deity too easy? The only thing I consider "unfun" now is how tradition/peace is crippled compared with warmongering authority/progress/wide. And I mean just tradition, not absolutely peaceful tradition. And I underline that.
The archer unit that has two range or two attacks should be something exceptional and valued, not common at the front line, as it is now. Anyway, they are other ways we could implement that. Not halving gained experience, but increasing one needed for every next level by 33%. Or delaying best promotions to later levels.An archer that gets 1 XP per shot needs 60 attacks to hit level 4. That's an absurd number in my mind. Assuming you're hyper-aggressive and it never gets damaged and forced to go heal, you're looking at turn 100-120 for your first level 4 promotion on an archer.
Alright, I get it now. When you question my skill its alright. When I question yours (I did that only to demonstrate your argumentation by the way and only because it was used againt me first) its "hypocrisy".Furthermore I think there's a difference between people questioning your skill and you stating
That is complete nonsense. Everyone in every thread? You gotta be kidding yourself. There are tons of even the most recent threads in which both deity/immortal players and casual ones were suggesting plays absolutely suicidal to their cultural output, be it too much of a settling spree, be it using pioneers more than their should (so they cities taken two or three eras to develop themselves and produce more culture than lost from settling another city), disregarding fealty which is absolutely amazing policy tree that can synergize with many mechanics for both wide and tall settings, and favoring strange beliefs for their religions, which frequently were resulting in awkward situations like getting the tech way more than they had policy requirement, because many here tends to recognize science (and stack bonuses to it, rather than choosing some to culture), not culture as the king, hence being beaten to them. It seems that I assume more intelligence on behalf of the players, because those are your words "let me work the food processes", not mine. They usually do that stuff because they have good reasons to, they are just not weighing the bigger picture which happens to the best. They hurt their culture but only because they respond thoughtfully to other challenges like AI grabbing the land very fast, or prioritizing something else on tech tree/trying to get as much science as possible.Everyone in every thread I've seen in the last 3+ years here has known that culture is the strongest yield in VP. (With only production contesting it.) The idea that these people would look at a wonder that gives a scaling % of culture in all cities and go "Nah fam let me work food process" or something is just honestly insulting.
The weakest, tradition, is only "lacking somewhat". If I understand your meaning, it seems that the trees aren't that far apart in power, provided that you get a religion. To me, that means our proposals should be pretty modest in size, we don't need to change that much. I look at these suggestions below:I consider authority to be easy to keep up with the AI (or kill their advantage), progress to be manageable in this aspect of you get strong religion, only tradition to be lacking somewhat (it is still not a problem to be in range of one policy from snowballing AI most of the time). However without religion and strong religion to that, tradition is screwed.
I think we agree that authority should be weakened relative to the other trees, but your proposal here is a really big nerf hammer to authority. I think you are just underestimating how much these changes would hurt (the 1 production in the opener alone is a massive loss of resources). The ranged unit XP change is massive and affects defensive players too, this is just changing too much.Free settler from authority to progress and rework, the simplest and one of the most impactful change we can make. I would like imperium policy to grant science and culture only on city's capture. It would also lead to an indirectly increased difficulty. Because I fear that free settler much more in the hands of Russia and Carthage than Napoleon. Authority AIs should be buffed by increase in their early aggressiveness. Alternative would be eliminating this free settler altogether and giving progress a bonus to production of them.
Free culture and science only on city's capture, it goes hand in hand with authority spirit, weakens authority but not where it's supposed to shine, e.g. at war.
Plus one production dropped from authority's opener, i completes the stripping authority of early development bonuses which deserve to be in progress. You still will have plus five production total but later so it will be not as OP as now.
All of that don't make authority worse at war, or war more of a grind, which I would also like to avoid, but they take away development advantages which make authority so good when they are on top of war bonuses. Gold and production from borders stays and still will be abundant.
Making authority and war more AI friendly, we may implement:
Eliminating heal on kill, but in order to not make war more a grind replacing it with static attack bonus which both player and AI will be able to utilize.
Reducing units experience or making them much more expensive to upgrade, proposed by @Rhys DeAnno and @Recursive in this thread. Especially ranged units could take a hit in halving experience, as they are notorious to being more player friendly.
In a move to make authority more manageable and even more war oriented I suggest this:
One happiness and two culture from barracks instead from a garrison, authority should shine at war. Now it can't make use of that policy, I know I can't when I am conquering because of the lack of units due to cap. They can't be in the city, all my units must be at the field conquering. This is a simple solution to make war a less of a grind.
I think there are a few things with a pretty good amount of agreement
The first point I want to make is if your success depends on Terracotta Army, you haven't solved the game. That wonder is just stupidly OP with how much culture it gives, we can't balance social policies or war-vs-peace around games where you built such an OP wonder.
- Terracotta Army is OP, it needs to give less culture per kill
- Authority is good, and generally the best early game tree. We don't seem to agree on exactly how much better it is, but we do seem to agree that it is better
- Tradition is the weakest, the early game is tough.
- The AI gets pantheons really quickly, which affects balance a lot
- Religion is very powerful, you want to have one
@Cokolwiek
I have a hard time understanding your overall ideas and how they translate into suggestions. In particular, this comment:
The weakest, tradition, is only "lacking somewhat". If I understand your meaning, it seems that the trees aren't that far apart in power, provided that you get a religion. To me, that means our proposals should be pretty modest in size, we don't need to change that much. I look at these suggestions below:
I think we agree that authority should be weakened relative to the other trees, but your proposal here is a really big nerf hammer to authority. I think you are just underestimating how much these changes would hurt (the 1 production in the opener alone is a massive loss of resources). The ranged unit XP change is massive and affects defensive players too, this is just changing too much.
I also don't agree with what the results of these changes would be. For example, we used to have much more expensive unit upgrades and it was devastating to defensive tradition. I still had enough gold to upgrade as a warmonger though, big empires are just good at generating gold, and they can get a lot of gold from their social policies too.
On the note of war and peace, I can do pretty well in a peaceful game if I get a religion, and I think the big difference isn't war or peace, it's religion. Here I think the issue isn't war or early aggression, it's that as a human, I by default get the last pantheon.
You pointed out how players are using a lot of the same civs, I think the big factor is religion, not war. America's early production can let you wonder spam, which makes for an easy religion while also getting those key wonders. The hanging gardens are easy to build, you have like a 95% chance on almost any start; the hard part is doing it while getting a religion and achieving other early game goals too.
As an example, if I play Morocco and I get a religion I think I'll be okay peacefully, but religion is tough to get, and it's especially tough to get while also going for other early game goals such as wonders. By default as a human I get the last pantheon, which just really easily screws your start. Right now I think every civ who has some advantage to pantheon selection is uniquely powerful on high difficulties.
That goes without saying. That's why I provided many sources of culture, especially pointing to religion and policies. And I don't count on its culture for kills alone or sometimes at all. The two of us discussed many times this topic and I am sure you know already I judge authority to be immensely strong also at early wide peace, because of its early development potential. So I frequently build terracotta not as much for the culture, which I may not benefit from for the most part (cause of pace and aiming for diplomatic or science wide rather than domination) but for worker's tile improvement bonus, which complements authority settle and production edge very nicely.The first point I want to make is if your success depends on Terracotta Army, you haven't solved the game.
Yeah, for the most part, in my view they are not that far apart in power by themselves. Tradition is still a solid tree, obvious for tall cultural victory. It becames more complicated when it becomes tradition peaceful and authority warmongering. That's when relatively minor differences gets exacerbated into significantly weaker tradition and consistently strong and versatile authority. And very solid progress, whatever you want to do, as long as you have enough space and go enough wide.The weakest, tradition, is only "lacking somewhat". If I understand your meaning, it seems that the trees aren't that far apart in power, provided that you get a religion. To me, that means our proposals should be pretty modest in size, we don't need to change that much. I look at these suggestions below:
I think there are a few things with a pretty good amount of agreement
- Terracotta Army is OP, it needs to give less culture per kill
- Authority is good, and generally the best early game tree. We don't seem to agree on exactly how much better it is, but we do seem to agree that it is better
- Tradition is the weakest, the early game is tough.
- The AI gets pantheons really quickly, which affects balance a lot
- Religion is very powerful, you want to have one
I would only add that there is a difference between AI and player experience with the trees right now. While Authority feels good in player hands, my anecdotal experience is that the AI really struggles with that opening. The AI seems to be strongest with Tradition openings (again, my anecdotal experience).
As an additional thought: Warmongering should care more if you keep cities vs burning them down, especially in old eras. As a player if AI 1 beats up AI 2 and burns a few cities, that's really just beneficial for me. If AI 1 takes his cities then he's becoming more of a threat and I care. I think a lot of players mix up the lore implications of razing with the balance of it. (Losing out on free stuff.) Because wars to prevent forward settling shouldn't stop you from having a peaceful game later, AIs that didn't get their cities burnt down should probably ignore razing in the ancient and classic era, and only start hating it in modern when people really start to hate war and images can spread further. (AIs can already judge you as threatening if you settle a bunch of cities and get strong, so whether or not the land was previously owned shouldn't matter if you didn't get free resources out of it.)
I don't really understand. Couldn't you have Razing a city "refund" some warmonger penalty much like liberating a city? Or is it something else?Makes sense, but doesn't integrate well with the current system. Maybe in the future.
I don't really understand. Couldn't you have Razing a city "refund" some warmonger penalty much like liberating a city? Or is it something else?
So we've talked about a LOT of potential changes, all affecting a moving target of a difficulty that we're discussing increasing or decreasing. Maybe we should try to agree on some stuff to start with and present that to Gazebo, so that he doesn't need to read through 14+ pages of discussion.
If we're talking real changes that I think would be good right now
Does that cover most of our bases?
- Remove the production from the A/B/C bonuses
- Make them give 75% culture
- Increase A/B/C bonuses by 25%-50% (Number may need to be fiddled with to achieve similar non-religion/wonder metrics)
- Shrines do not get a production discount (like wonders)
- Annexed cities give 25%(?) less yields, and lower non-Venice puppet yields by 5%.
- Lower Imperium's culture by 25%
- Progress's happiness policy also gets +1 happiness from libraries. (Or just lower it to 8 and increase the % reduction.)
- Tradition gets "settlers don't cost population" somewhere.
- +1 Range promotion moved another tier back. (I think that's how logistics is now?)
- Trade routes to independent (non-vassal) major civs give some good yield when completed. (Boost to peaceful play.)