General Rebalancing Mod - CiV ReMixed

dragonbane999

Chieftain
Joined
Oct 4, 2010
Messages
7
I created this mod in order to address some of the issues myself and others have had with the game. I did not add anything to the game, I simply tweaked numbers. In-game text has not been updated, I'll probably get around to that later when I get tired of the misinformation. Here is the list of changes I have made to the game:

CiV ReMixed Changes
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- Road and Railroad maintenance reduced by 66%.

- Tile acquisition has been accelerated greatly via culture.

- Base tile Gold Cost reduced from 50 to 20. Each purchase still increases the total by 5.

- City Count has a smaller impact on Policy Costs by 60%.

- Removed several of the weaker Goody Hut rewards.

- Lowered gold maintenance costs for buildings. Most buildings should now have a cost of 1 or 2.

- Lowered City Building construction times by 50%

- City Growth rates increased, larger populations will not slow down growth so much.

- The Courthouse can now be purchased with gold.

- Watermill and Granary build costs reduced by roughly 60%. This is in addition to the general building cost reduction.

- Ancient Era starts will start with scout and worker units.

- Worker training costs reduced. Base cost reduced from 70 to 30.

- Barbarian Maximum XP gain increased to 75.

- Maritime City State food bonuses to all cities lowered to 1 regardless of Era. You must be allied to receive the bonus to all cities. Your Capital still receives additional bonuses.
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If you have any feedback or bug reports please let me know.

Thanks,
DB
 

Attachments

Explanations for the changes are listed below:

- Road and Railroad maintenance reduced by 66%.
This change is to allow people to place roads where they feel they should, without crippling their economy, only excessive road spam will cause a large impact.

- Tile acquisition has been accelerated greatly via culture.
Culture expansion is very slow and tedious. without the change, you could easily reach a cultural victory without ever reaching even your capital's expansion limits. This should allow faster organic growth.

- Base tile Gold Cost reduced from 50 to 20. Each purchase still increases the total by 5.
I reduced the starting costs of tile purchasing to allow for some leeway in your initial city placement, thus you can rush a settler out there without quite as much concern at finding the perfect spot.

- City Count has a smaller impact on Policy Costs by 60%.
Large empires not being able to get a cultural victory was ********, this should make it a lot easier if you want a large empire.

- Removed several of the weaker Goody Hut rewards.
Some of the removed rewards weren't being used anyways, I also removed the map reveals because in my opinion they suck compared to free techs, gold, culture, upgrades and population.

- Lowered gold maintenance costs for buildings. Most buildings should now have a cost of 1 or 2.
This change should encourage people to construct more buildings. Why? Because over half the buildings never get built due to their maintenance costs.

- Lowered City Building construction times by 50%
Also to encourage more buildings, another reason people don't build them is because they take way too long.

- City Growth rates increased, larger populations will not slow down growth so much.
Cities slow their growth far too much in the late game, this change should allow cities to grow more before a significant slowdown.

- The Courthouse can now be purchased with gold.
Because people raze cities way too often in this game. This should encourage people to keep conquered cities.

- Watermill and Granary build costs reduced by roughly 60%. This is in addition to the general building cost reduction.
They should really get built, but no one ever builds them. This should ensure they are very attractive options for your first few buildings.

- Ancient Era starts will start with scout and worker units.
Everyone (Almost) builds a scout and worker as their first units anyways, and people who don't just steal a worker. This eliminates that behavior (Hopefully) and should allow people to start on the track they choose from the start rather than 30 turns into the game. This does accelerate a number of things in the game, I will be looking into perhaps tweaking a few things if this proves too unbalanced.

- Worker training costs reduced. Base cost reduced from 70 to 30.
Workers are like a necessary evil, you need a lot to start with and then they are useless later on when there are no tiles to improve. Making them less expensive ensures you get the right number out quickly so you don't need to make as many extras.

- Barbarian Maximum XP gain increased to 75.
Angry people make good teachers.

- Maritime City State food bonuses to all cities lowered to 1 regardless of Era. You must be allied to receive the bonus to all cities. Your Capital still receives additional bonuses.
It is generally accepted that the Maritime city-state bonuses make ICS way too easy and overpowered, this is a huge nerf that should hopefully fix that for the most part. Allying with a large number of maritime city-states would still allow small ICS, but not the huge 7-8 pop ICS they currently allow.
 
Hi dragonbane999,
it's really a good work, addressing almost all of the balancing issues I noticed so far.

Now my suggestion/question: in marathon games I realized of slow the workers are in building some improvements. If my memory doesn't go wrong I had my worker committed for 6 or more turns to complete 1 single piece of road. It was a cry long time to connect my first two cities, 4 for tiles away! I know it's a marthon game but this seems to much to me.
To be correct I did not see any balance mod address this sluggishness, so am I probably misunderstanding something here?

By the way good work and thank you for sharing it.

Bal.
 
Thus far I have not tweaked anything related to tile improvement times. I primarily left it the same as improving your land needs to have some cost, and time seems to be the best way to balance it. I gave you a worker to start with because sitting there not improving anything at all for the first 30-40 turns was just boring.

I plan to add a number of other tweaks in the future. Primarily I'm going to up the gold costs of the granary and watermill, because I want to encourage people to actually build them, and not just buy them.

I also want to overhaul the tech system because it's way too easy to blast off by the time the real world was figuring out how to make a light-bulb. I figure increasing tech costs should help fix that problem. Currently there is no real active decision making process to try for a scientific victory. It is more of an inevitable reality, it's just a matter of if you want to wait the time or just blow everyone up before then.
 
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