FfH2 0.16 Balance Recommendations

Could it be made so that every civ starts with one of 3 civics in cultural section, but that you still need to discover techs to choose other 2? So I start with nationhood, but can't swithch to nationalism until I discover Mysticism?

Don't put +1 happy per unit to military state. It has enough features already: Draft, Faster unit building, free unit upkeep, less culture. Other labor civics are not so well developed and distinct. And, +1 :) per unit fits into some dictatorship, while military state isn't necesaryly represive.
 
Thanks for the tip, A quick question, the scenario has multiple barbarian cities at the start and Acheron is always built in the same city on year 8, any reason why or tip to prevent this?
Funny I was trying to do the opposite, make sure that he starts in one particular one, even though there were others.
To make an even chance, I'd say just to make sure each city starts with the same amount of units and production? But then they might just build him in the first city every time, I don't really know the ai behavior behind the scenes.

On topic, I find agiculture to be a bit strong, I think +1 food, -1 production would be fine and still useful.
 
few things i noticed about 16 that i hope can be fixed.

1- cardith lorda's sprawling trait was not letting me harvest in the 3rd ring

2 - for the shiam and prolly all summoners , having the summons get the empower promotions AND gain xp seems a bit broken imho. should summons still gain xp?

3 - playing as jonas on a quick game around turn 67 i was told the barbs think i am too advanced and are breaking the treaty. is tis normal and waht causes this? to me its a main reason to play them and having lost it so early made it pointless.

other then these points so far i love the changes in 16 , thanks again
 
Sureshot said:
im really liking agriculture, farms seem to have a use for me now... if you lessen the food atleast add +1health per farm

It makes it a good combo with Aristocracy as it is now also.
 
Concerning the difficulties with the Raging Barbarians option enabled, an absolute minor tweak would be enough to give the AI a better survivability. Just give every Nation one warrior, who is already promoted with City Guard I and Orc Slayer. City Guard I should ensure that AI will let him stay at their city and the +40% vs. Orcs and Goblins should ensure the first few victories until he gets enough XP to get autopromoted. I feel Raging Barbarians should severly limit early expansion but NOT destroy half the AI civilisations on my maps. A simple tweak of the starting units (like already done with the starting settler) should be enough to take care of that problem.

From the flavour aspect you can always argue, that those starting warriors are the hardened veterans of the Age of Ice and not some whimpy clubwielders fresh form the farm.
 
im actually enjoying the new barbarian aspect of the game. I never play without Raging Barbarians, and the dirge w/ skellies and the smarter barbs has made my early game a whole lot more interesting. I do not agree with shadowsong's suggestion -- that would make it way too easy. I do suggest that the Dirge be created around turn 15 just in case some ai or players get unlucky.
 
InfinityV said:
I do not agree with shadowsong's suggestion -- that would make it way too easy.

Well i always play with raging barbs, too.
And i've never been concerned about barbarians taking my own capital.

Preventing AI civs from being destroyed in the first 50 turns is actually meant to make the game HARDER not easier for the player. Barbarians are no match for you by early midgame. Enemy civs are. When the Barbs happily cripple the AI, while you tech away, they will never even get decent units compared to you, since they only know techs that are known to at least 3 civs (player or AI).

Talk about easy games, still?
 
3 - playing as jonas on a quick game around turn 67 i was told the barbs think i am too advanced and are breaking the treaty. is tis normal and waht causes this? to me its a main reason to play them and having lost it so early made it pointless.
It is from having 50% more score than the next highest player. So looks like you might as well up the difficulty a notch when you use barb civs. ;)
 
AI just needs to keep more units in its cities

I was thinking the opposite, The AI needs to be more aggresive in hunting down and destroying the barrows and ruins. Been working for me so far
 
I actually just started a game where I was playing the Elohim, and stumbled across a ruin in the first few turns, destroyed it. Did the same thing in another ten turns - I didn't realize it was so easy to destroy. I thought it'd be like exploring a temple, and take a few turns. Anyway, it'd be nice if razing a ruins would give some small bonus like some gold or xp.
 
monolith94 said:
I actually just started a game where I was playing the Elohim, and stumbled across a ruin in the first few turns, destroyed it. Did the same thing in another ten turns - I didn't realize it was so easy to destroy. I thought it'd be like exploring a temple, and take a few turns. Anyway, it'd be nice if razing a ruins would give some small bonus like some gold or xp.

I agree some gold or XP or something would be nice. Add to the "adventuring" feel of the early game.

Barrows, on the other hand, generate a skeleton on turn 2. Your only chance is to destroy them on turn 1.
 
Hypnotoad said:
I agree some gold or XP or something would be nice. Add to the "adventuring" feel of the early game.

Barrows, on the other hand, generate a skeleton on turn 2. Your only chance is to destroy them on turn 1.

Except those skelies wander away - eventually they guard them, but initially they just wander around, it seems to me.
-Qes
 
It may just be me, but it seems that with the Agriculture civic getting a revamp, farms have replaced cottages as the must-have improvement on grassland.

With sanitation, you can easily get 5-6 food per tile without even having a resource on it, and that just screams "GP Farm Abuse" to me.
 
Chandrasekhar said:
It does make a specialist strategy viable again. It was always a foolish move to try it in vanilla, but I like the way it is now.

Not always a foolish move in vanilla, especially not when trying for Cultural victory which was my favourite in vanilla.
 
Chandrasekhar said:
It does make a specialist strategy viable again. It was always a foolish move to try it in vanilla, but I like the way it is now.

Don't get me wrong, I'm fine with making specialists slightly more lucrative, but I still think +2 food is overkill.

I'm currently playing as the Clan of Embers with Runes as my state religion, which let's me use the Mines of Gal-Dur (provides 3 Iron and allows up to 4 engineers, IIRC). With only 2 grassland tiles, Agriculture, Sanitation and irrigation, I can support all four of those engineers and the workers required for the farms without any food resources. Which means each turn I'm getting 6-8 hammers and 12 GPP essentially for free. Does that seem right?
 
MrUnderhill said:
Don't get me wrong, I'm fine with making specialists slightly more lucrative, but I still think +2 food is overkill.

I'm currently playing as the Clan of Embers with Runes as my state religion, which let's me use the Mines of Gal-Dur (provides 3 Iron and allows up to 4 engineers, IIRC). With only 2 grassland tiles, Agriculture, Sanitation and irrigation, I can support all four of those engineers and the workers required for the farms without any food resources. Which means each turn I'm getting 6-8 hammers and 12 GPP essentially for free. Does that seem right?

Yes.

I like specialists, and i think that smaller cities should support more of them.
This is a perfect way to do that.
Plus the "Freebie specialists" are removed from the civics.
It'd be great to put in some world wonders to return those freebie specialists, but since the food is higher, people can adjust more what they want.
I'm a huge fan of this change.
-Qes
 
Top Bottom