@
doktorstick
I'm starting to dive into deeper, more complex balance issues than simple number tweaks. I'll add detailed rationale behind all these edits in the readmes once it goes into a release version - these dev versions have always been about just testing ideas. Some ideas are kept, others thrown out.
For example, tech tree organization. The reason for this is complex, and it's due to balance between iron and horses.
There's been many opinions on these forums the Iron requirement for siege units is a balance concern, and a big one. Civs without Iron have no hope of early conquest. The logical solution is to remove the Iron requirement, so if someone's iron-starved they can at least make decent progress with cats and other units. We don't want cats to be available earlier than before though, right? Cats required Bronze Working in vanilla (since cats needed iron) so I added a link between Mathematics and Bronze Working. This change in the tech tree is basically
keeping things in the area close to vanilla.
There were only two other changes to the tech tree, and both of those were to deal with balance between Knights and Longswords. Specifically, the main reason Longswords are so powerful is they're easy to beeline to. I made Longsword beelines slightly harder (requires Construction), and buffed the Chivalry tech a bit by letting it research a Renaissance-era tech right away.
In other words, all the content in these mods is aimed at balance, not simple content creation. The stated goal is and always will be balancing vanilla by improving and increasing options.
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Firstly, about the topic of marginal benefit
Ahriman brought. It applies very well to this subject. Compare two situations...
- With zero units, building a unit is vital.
- With 10 units, building an 11th unit will probably not be very valuable. The battlefield starts getting overcrowded.
A good example of this is my current game. I started within easy reach of 12 horse resources but only 2 iron. Iron was extremely valuable to me... while there's absolutely no reason I'd build a dozen horses (the continent's not even that wide!

). I built five and sold off excess for a little gold.
The point is, I sincerely doubt warmongers would expend all their resources on strategic units if there's better alternatives, or if those additional units are simply not needed. Likewise, it's very unlikely a builder would train no strategic units at all. As players, we each find a place between the two we want to be, based on resource availability, personal preference, and other circumstances.
Relating this to the topic at hand, I thought this over a bit at lunch. First thing I considered is how it would affect AI trades.
- Vanilla - Trade resource, AI builds units. End trade, AI has X units penalized.
- Change - Trade resource, AI builds buildings, End trade, one of two things happens to the buildings:
- Still operate - benefits AI over vanilla.
- Not operate - same as vanilla (no effect from the resources) or slightly better (not as many bad units wandering around). It's hard to know for sure.
I don't know whether they'd still operate or not, but either way it doesn't seem like they'd be much worse off than before, if any (and possibly better off). This is only in theory though, and it'd take practice games to see how it plays out with the AI. Since they are probably coded to deal with the economy/military split for aluminum (mostly) I suspect at least the basics are there.
On
Txurce's point, I think I might not have explained the concept very clearly... probably was too short a summary. I'll elaborate.
For simplicity's sake, let's say we have 3 horse deposits for two players A and B with no changes in deposit distribution. Let's assume (again for simplicity) player A expends all strategic resources on units for military conquest. Player B is going for a cultural victory with a small empire, has less ground to protect, and benefits from citadels and forts. Perhaps they can effectively defend their smaller, more protected empire with only half as many horsemen as a result. (The exact numbers aren't important, I'm just going for general concept here.)
Vanilla:
- Warmonger
- 6 horsemen
- 6
from 3 circuses
- Builder
- 3 horsemen
- 6
from 3 circuses
- 6
/turn from saved maintenance.
- 4
/turn from trading 3 horses (going rate in my current game)
First iteration of idea, with requirements added:
- Warmonger
- Builder
- 3 horsemen
- 6
/turn from saved maintenance.
- 6
from 3 circuses
Comparing the difference in relative power loss between the two, the warmonger likely loses more (-6

). We don't want to just nerf everyone, so there's two avenues to take... buff A) supply or B) effects. I agree option A was not a good choice. What about option B?
Second iteration, where circuses give 3

:
- Warmonger
- Builder
- 3 horsemen
- 6
/turn from saved maintenance.
- 3 circuses at 9

Same results for warmongers as Iteration 1 (an economic nerf), but builders are about the same or got a buff, depending on how you figure the value of gold and happiness. Getting that balance right is a matter of tweaking numbers later, it's general ideas I'm exploring.