justinnyc4now
Chieftain
- Joined
- Nov 30, 2012
- Messages
- 12
First: Thalassicus, thank you so much for all your work, and thank you for bringing together a great group of people to discuss your work so that we can improve the game play for everyone. I really enjoy your mod and would like to finally contribute something!
As you know from our discussion on your website comments, I think the Christo Redentor mod is too powerful. For the sake of everyone else, I'll repost our discussion for further commentary:
My original comment (lightly edited):
Christo Redentor seems OP. Its the jackpot of all wonders atm. It adds 8 utility for each artist, and with 3-4 per city immediately available, and as much as 6 or 8 later available, thats 32-64 bonus utility PER CITY. Compare that with Statue of Liberty, which gives just 1 production per specialist.
Your reply:
Most lategame world wonders are very powerful to compensate for the fact they have little time to take effect. Christo comes later than the Statue, costs more, and we can have fewer artists than total specialists. In addition to that, artists are often considered one of the weaker specialists.
I will double the effect of the Statue, so it gives the same bonus as the Liberty finisher. Flat production is a lot more available than it was when Civ 5 first released, which weakened the relative value of flat production bonuses.
My latest reply (lightly edited):
I like the Statue change, but I still think Christo is OP. Consider the cost of Christo in terms of Great Engineers (which are easily available through religious purchases), and look at the decision you face. So, lets assume the GP are all equal cost, and youre deciding should I get a scientist, a merchant, a prophet or an engineer? If you look at their tile improvements alone, its essentially a tie. So then you might consider their instant bonuses. And I think youve balanced this well a flat production, gold or science boost available, all about equally valuable, and proportionate to the religious cost of building the GP in the first place. So thats all balanced very well. But then you consider Christo as a possible outcome here. Christo gets you +32 utility per city. In the constructed city alone, Christo then doubles the value of the GPs tile improvement, but thats just in one city! If you have, conservatively, 8 cities, Christo is 16x more valuable than a GP tile improvement. Now these are approximations, and I recognize there is an inherent cost in using farm tiles to boost population for specialists instead of using villages, but hopefully the point is made well enough.
Maybe this outcome is different based on my style of play, which to abbreviate here, essentially gets religious production at little or no gold cost, thereby making it almost costless to buy GP with religion. When I weigh Christo against the other possible uses of my religious wealth, its clear that Christo is 10-20x better than any other choice out there.
Christo does come a little later in the game, but it's not too many techs later than the Statue, and while the modified Statute may give a +2 bonus to every specialist, whereas Christo gives +8 to only artists its rare in my experience that I max out my specialists that early in the game I often choose instead to maximize agricultural capacity to continue growing and use non-essential workers as artists. In 1-2 cities I do have some early overflow from artists, but it isnt until the late 20th century that the decision dynamics compel me to stop growing population and to focus on maximum output from specialists, at which point, you are right, the statue may become more valuable. In this scenario, I think the +2 hammers per specialist change you propose would balance well.
Summary:
My proposal would be to remove Christo's gold bonus to artists. Since gold is fungible, taking that bonus away would still allow Christo to give players significant production, artistic and scientific bonuses (+6 per specialist or about +24 per city), but would not create a source of wealth for players to use toward a specific benefit they need (buying units/buildings/CS alliances/research agreements). Also, players might face a more interesting decision as to whether a village or a farm is more necessary when gold is running low (currently my answer is: more farms = more artists = more gold and more everything).
Thanks again!!
As you know from our discussion on your website comments, I think the Christo Redentor mod is too powerful. For the sake of everyone else, I'll repost our discussion for further commentary:
My original comment (lightly edited):
Christo Redentor seems OP. Its the jackpot of all wonders atm. It adds 8 utility for each artist, and with 3-4 per city immediately available, and as much as 6 or 8 later available, thats 32-64 bonus utility PER CITY. Compare that with Statue of Liberty, which gives just 1 production per specialist.
Your reply:
Most lategame world wonders are very powerful to compensate for the fact they have little time to take effect. Christo comes later than the Statue, costs more, and we can have fewer artists than total specialists. In addition to that, artists are often considered one of the weaker specialists.
I will double the effect of the Statue, so it gives the same bonus as the Liberty finisher. Flat production is a lot more available than it was when Civ 5 first released, which weakened the relative value of flat production bonuses.
My latest reply (lightly edited):
I like the Statue change, but I still think Christo is OP. Consider the cost of Christo in terms of Great Engineers (which are easily available through religious purchases), and look at the decision you face. So, lets assume the GP are all equal cost, and youre deciding should I get a scientist, a merchant, a prophet or an engineer? If you look at their tile improvements alone, its essentially a tie. So then you might consider their instant bonuses. And I think youve balanced this well a flat production, gold or science boost available, all about equally valuable, and proportionate to the religious cost of building the GP in the first place. So thats all balanced very well. But then you consider Christo as a possible outcome here. Christo gets you +32 utility per city. In the constructed city alone, Christo then doubles the value of the GPs tile improvement, but thats just in one city! If you have, conservatively, 8 cities, Christo is 16x more valuable than a GP tile improvement. Now these are approximations, and I recognize there is an inherent cost in using farm tiles to boost population for specialists instead of using villages, but hopefully the point is made well enough.
Maybe this outcome is different based on my style of play, which to abbreviate here, essentially gets religious production at little or no gold cost, thereby making it almost costless to buy GP with religion. When I weigh Christo against the other possible uses of my religious wealth, its clear that Christo is 10-20x better than any other choice out there.
Christo does come a little later in the game, but it's not too many techs later than the Statue, and while the modified Statute may give a +2 bonus to every specialist, whereas Christo gives +8 to only artists its rare in my experience that I max out my specialists that early in the game I often choose instead to maximize agricultural capacity to continue growing and use non-essential workers as artists. In 1-2 cities I do have some early overflow from artists, but it isnt until the late 20th century that the decision dynamics compel me to stop growing population and to focus on maximum output from specialists, at which point, you are right, the statue may become more valuable. In this scenario, I think the +2 hammers per specialist change you propose would balance well.
Summary:
My proposal would be to remove Christo's gold bonus to artists. Since gold is fungible, taking that bonus away would still allow Christo to give players significant production, artistic and scientific bonuses (+6 per specialist or about +24 per city), but would not create a source of wealth for players to use toward a specific benefit they need (buying units/buildings/CS alliances/research agreements). Also, players might face a more interesting decision as to whether a village or a farm is more necessary when gold is running low (currently my answer is: more farms = more artists = more gold and more everything).
Thanks again!!