rsc2a
Warlord
- Joined
- Jun 23, 2020
- Messages
- 131
As I mentioned here, I am slowly going through the events in the Community Patch Events Development and making sure the events are balanced, text is correct, etc. My long term goal is to address some of the complaints I (and others) have had regarding variety and balance. Eventually, I'd like to have (redo actually) the Hokath event categories (Civs, Advisors, Corporations, Ideologies, Natural Wonders, and Religion) as well as have enough general events to keep things interesting. For balance, I'm hoping to have an equal weighting of good, neutral and bad events in the general events.
I'm looking at balancing criteria. What I have developed is a sort of scoring criteria to give a weighted value for each event group. I'm looking for general equivalencies for respective yields (knowing that these could change based on play-style and/or Civ). Here's what I've come up with so far:
Yield Points
Food, Production, Faith and Tourism - 1 point
Science and Culture - 2 points
Gold and GAP - 0.5 point
New luxuries are valued at 5 points if single item. 2.5 points for each additional one. Strategics are valued at 3 points. If permanent, they are scaled (see below). If temporary, they are not scaled.
Population is valued at 5 points.
Free buildings are valued at 3 points plus bonus yields unless special (e.g. religious buildings). Special buildings are valued at 5.
Bonuses to improvements/resources are valued based on their yields and generally assume 3 local improvements/resources in a city.
Extra GP slots are worth 5 points.
Promotions, GP points, free units, etc. are kind of a subjective gut feel.
I take these points and multiple them by a "flipped" scaling multiple with faith being slightly weighted more towards pre-reniassance times.
Scaling Factor (non-Faith)
Ancient - 7
Classical - 6
Medieval - 5
Renaissance - 4
Industrial - 3
Modern - 2
Atomic - 1
Scaling Factor (Faith)
Ancient - 8
Classical - 7
Medieval - 6
Renaissance - 4
Industrial - 3
Modern - 2
Atomic - 1
For example, here is "my" Barringer Crater event:
------ BARRINGER CRATER ------
Base Yields: 2 Production, 4 Science
Scaler: +2 Science
Event 1
Requires: None
Costs: None
Good: +1 Science, +1 Tourism
Bad: None
Event 2
Requires: Iron Working (classical)
Costs: 100 Gold (scaling)
Good: +2 Iron, + 1 Copper
Bad: -2 Science to NW
Event 3
Requires: Astronomy (renaissance)
Costs: None
Good: Towns and Villages produce +1 Culture and +2 Gold
Bad: None
Event 4
Requires: Rocketry (atomic)
Costs: 1500 Science (scaling)
Good: Free Spaceship Factory, +100 GS points (scaling)
Bad: None
I ended up with a scoring matrix like this:
So 10 (base yield) x 7 (ancient modifer) + 4 (scaler) x (various modifers) + 2 (event 1 score) x 6 (classical modifer) + 5 (event 2 net score) x 6 (classical modifer) + 9 (event 3 score) x 4 (reniassance modifer) + 10 (event 4 score) x 1 (atomic modifer) = a balancing value of 210
Now the goal is going to be to get all natural wonder events (with their base yields) to be somewhat close to 200 (say 180-220) so this would work. It would also curb back some of the lopsidedness of certain natural wonders. (I'm looking at you Great Barrier Reef.)
Thoughts on methodology? Relative weights of yields? Etc?
---
Once I have a category (e.g. Natural Wonders) in close form, I figured I'd post the overall event notes and matrix so that category can be looked at holistically.
I'm looking at balancing criteria. What I have developed is a sort of scoring criteria to give a weighted value for each event group. I'm looking for general equivalencies for respective yields (knowing that these could change based on play-style and/or Civ). Here's what I've come up with so far:
Yield Points
Food, Production, Faith and Tourism - 1 point
Science and Culture - 2 points
Gold and GAP - 0.5 point
New luxuries are valued at 5 points if single item. 2.5 points for each additional one. Strategics are valued at 3 points. If permanent, they are scaled (see below). If temporary, they are not scaled.
Population is valued at 5 points.
Free buildings are valued at 3 points plus bonus yields unless special (e.g. religious buildings). Special buildings are valued at 5.
Bonuses to improvements/resources are valued based on their yields and generally assume 3 local improvements/resources in a city.
Extra GP slots are worth 5 points.
Promotions, GP points, free units, etc. are kind of a subjective gut feel.
I take these points and multiple them by a "flipped" scaling multiple with faith being slightly weighted more towards pre-reniassance times.
Spoiler Scaling Factor for non-Faith :
Scaling Factor (non-Faith)
Ancient - 7
Classical - 6
Medieval - 5
Renaissance - 4
Industrial - 3
Modern - 2
Atomic - 1
Spoiler Scaling Factor for Faith :
Scaling Factor (Faith)
Ancient - 8
Classical - 7
Medieval - 6
Renaissance - 4
Industrial - 3
Modern - 2
Atomic - 1
For example, here is "my" Barringer Crater event:
Spoiler Barringer Crater Event Values :
------ BARRINGER CRATER ------
Base Yields: 2 Production, 4 Science
Scaler: +2 Science
Event 1
Requires: None
Costs: None
Good: +1 Science, +1 Tourism
Bad: None
Event 2
Requires: Iron Working (classical)
Costs: 100 Gold (scaling)
Good: +2 Iron, + 1 Copper
Bad: -2 Science to NW
Event 3
Requires: Astronomy (renaissance)
Costs: None
Good: Towns and Villages produce +1 Culture and +2 Gold
Bad: None
Event 4
Requires: Rocketry (atomic)
Costs: 1500 Science (scaling)
Good: Free Spaceship Factory, +100 GS points (scaling)
Bad: None
I ended up with a scoring matrix like this:
Base Yield (no Faith) | Base Yield (Faith) | Scaler (no Faith) | Scaler (Faith) | Event 1 | Event 2 | Event 2 | Event 2 | Event 2 | Event 3 | Event 3 | Event 3 | Event 3 | Event 4 | Event 4 | Event 4 | Event 4 |
Era Scaling | Costs | Good | Bad | Era Scaling | Costs | Good | Bad | Era Scaling | Costs | Good | Bad | |||||
10 | 4 | 2 | 6 | 9 | 4 | 4 | 9 | 1 | 10 |
So 10 (base yield) x 7 (ancient modifer) + 4 (scaler) x (various modifers) + 2 (event 1 score) x 6 (classical modifer) + 5 (event 2 net score) x 6 (classical modifer) + 9 (event 3 score) x 4 (reniassance modifer) + 10 (event 4 score) x 1 (atomic modifer) = a balancing value of 210
Now the goal is going to be to get all natural wonder events (with their base yields) to be somewhat close to 200 (say 180-220) so this would work. It would also curb back some of the lopsidedness of certain natural wonders. (I'm looking at you Great Barrier Reef.)
Thoughts on methodology? Relative weights of yields? Etc?
---
Once I have a category (e.g. Natural Wonders) in close form, I figured I'd post the overall event notes and matrix so that category can be looked at holistically.
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