[Feature] Late game content and building changes

Really like the late game content so far. Small thought. I was playing as China, and I understand their research modifier is probably pretty low compared to European civs, which is fair and accurate for the era. But with the cost of late game techs it is very difficult with a relatively lower modifier to boost research output especially since there isn't a whole lot of science-boosting buildings between when you unlock laboratories and the space age. Building all science buildings possible, a strong economy, 90+% research output and good culture/GP output I was still lagging extremely far behind European civs. Now I assume balancing hasn't been done yet but I guess the thrust of my suggestion is maybe putting more science buildings in between labs and the space age.

Putting more Science buildings there is just going to make the tech leaders cruise even farther ahead.
 
Actually I was thinking about the current way Universities work IRL. In essence, the USA's chief export is education. Every foreign student is considered an export of knowledge to that country.

It'd make sense if we could get science to travel through trade routes from the more advanced to the least. Or maybe revisit the internet as the vehicle for that to happen.
 
Merged a pull request by merijn_v1: Satellite unit has the space background
 
No, it's still the entire run.
 
Yes, I still wanted to check that.
 
Just finished a game as Japan on a slightly older version of this branch (version just after the new space race was added), so here's a few balance notes. First up, satellites are utterly ridiculous. Good fun, but just ridiculous. I had a decent empire (Japan, Manchuria, Korea, China, eastern Australia), and after satellites were researched I spent the rest of the game building little else, and settling them all in Tokyo. By 2020 I had 80 satellites settled, which with the Hubble Telescope, Egalitarianism and the Lunar Colony gave me 800 science and 240 hammers, before modifiers. ~4000 science after modifiers, around the same as everything else in my empire put together. However, I was going for a Space Race victory, and this still wasn't good enough. The Space Race was a race against the clock rather than against the AI, as I had a significant tech lead against everyone else, but I ran out of time before I could finish the tech tree.

Another point I would make is that the last tier of wonders just don't feel very good. The prospect of spending 10-20 turns constructing a wonder that will have an effect for maybe 20 turns before the game ends. One solution would be to add some turns onto the end of the game. Since the end game techs are near-future scifi anyway, it doesn't make a huge amount of sense to have the game ending in 2020. This would also solve the potential problem of running out of time before getting into space, though that is also fixable by reducing tech costs.
 
Wait, does Egalitarianism affect Satellites?
 
New update:
- fixed project constants in Python throughout the code
- rebased the branch on the latest develop state

Note: this means that Git will reject new pulls, you need to delete and fetch the entire branch again (or do a force pull). If you do not want the latest develop included, you can also use the new branch lategame-old.
 
I'm not sure how playable the lategame content is meant to be at this point or if we're at the point of bug reports but I keep getting an inexplicable crash around 1936 as America. No error message.
 
I am only waiting for feedback on that here. Please upload the save, and in general report any issue you come across.
 
I am only waiting for feedback on that here. Please upload the save, and in general report any issue you come across.
Not sure if this is the latest pull or what but here's the save. Can't give any more feedback except that reloading from different auto-saves and playing differently produced the same result on the exact same turn.
 

Attachments

Leaving crash reports etc. aside (which I believe come from the develop code), is there anything left here to address?

Regarding satellite balance feedback, it's kind of intentional that they allow power stacking, which is not that bad because it happens late in the game. Maybe I have made them too strong because I was worried the effect doesn't justify the production cost. What about reverting to +3 each, and same for the wonder effects?

Also should there be a rule that encourages spreading them out over multiple cities instead of concentrating them in just one?
 
Leaving crash reports etc. aside (which I believe come from the develop code), is there anything left here to address?

Regarding satellite balance feedback, it's kind of intentional that they allow power stacking, which is not that bad because it happens late in the game. Maybe I have made them too strong because I was worried the effect doesn't justify the production cost. What about reverting to +3 each, and same for the wonder effects?

Also should there be a rule that encourages spreading them out over multiple cities instead of concentrating them in just one?

Probably, but it shouldn't encourage putting them in every city either. No idea what that rule could be tho.
 
I'm at a loss here as well.
 
Perhaps a diminishing marginal effect?

For example, the first satellite in a city gives +5, the second in the same city gives +3, the third +2,..... That would incentivise spreading them out to get more bang for your buck.

In terms of building in every city, perhaps that's just a problem of a lack of options late game. A high production cost is a disincentive, but when there's nothing else to build, what else will you do?
 
I considered the marginal effect, but it would be complicated to implement, explain and display. I guess the best rule is a limit based on city population like we already have for slaves.
 
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