rhammer640
Russian Monk
- Joined
- Aug 9, 2010
- Messages
- 386
Holy Liberty buff, Batman.
Tell me about it, i kept waiting for them to finish and move on to other branches, but um, not a whole lot, lol
Holy Liberty buff, Batman.
Tell me about it, i kept waiting for them to finish and move on to other branches, but um, not a whole lot, lol
New patch notes - seriously Thal, you deserve a check!![]()
From the patch notes : Golden Ages now provide +20% production per city rather than +1 hammer per tile.
Great that will make everything that works with golden ages not worth it.
This is a fantastic change. Golden ages were ridiculously overpowered, and in a biased way.
They meant that it was nearly always better to pop a golden age with your great people as soon as you got them, rather than use their abilities or make an improvement. And they meant that plains and forest tiles (especially riverside or with trading post) were far better than grassland.
IMO, one of the best changes they made.
In vanilla? How?30 science/turn
9 turns of golden age that in an empire with population of 120 could give you over 2,000 extra base yield of gold or production (though probably more like 1500), then multiplied up by all your modifiers.than 9(-2 each time you use one) turns of golden age
Sure, but you only need 1-2, the rest are golden ages.Great generals also are very strong if you do battles.
Golden ages are much better than their abilities.and never got great merchant or artist
I think its very weird for the Market to be superior to the Bank. I prefer the specialization route.Market and Bazaar provide 2 gold (as well as +25%)
This is a good alternative to the cost reduction I implimented.
I don't like this. I think Fish should give a good food yield even without an extra building. Fish are a big part of how coastal starts are compensated relative to river starts; they need to be a superior resource. Given how early you can get Civil Service and great river-farms, I think fish need to be high food easily to compensate.Lighthouse gives bonus 1 food for Fish; cost reduced
This makes sense, I'll do this.
I prefer the current Balance method.It makes sense they did this, Chemistry is the midpoint between Machinery and Dynamite.
I don't really like this effect, if it does what I think it does (instantly builds a regular culture-providing building). I would prefer for policies to give you something that can't be identically replicated through buildings.Legalism: Provides a free Culture building in your first 4 cities.
Very unique and interesting.
I disagree, particularly considering how late it is and the opportunity cost. The base effect was not too strong.Makes sense, this tree was too powerful.
Actually Order was vastly buffed in this patch, thanks to the added production yields in so many buildings, and probably needed the % decrease to properly compensate. As it stands, it is still one of the best policies in the game (basically a free windmill in every city)
I dislike how often player choice is reduced in core areas of the game instead of fixing overpowered strategies:
[1]Blocked close city spacing (because of overpowered 2-tile city spacing ICS).
[2]Blocked promotion saving (because of overpowered instant-heal).
[3]Blocked policy saving (because of overpowered Free Speech policy cost reduction and other late-game policies).
[4]Palace boosted to 3 gold and 3 production.
[5]Trading Post & Camp gold increases by 1 with Economics.
[6]Workboat cost increased
I would advocate leaving the Balance mod as it is and considering which vanilla-patch changes to not revert, rather than taking the vanilla + patch and starting tabula rasa from reconsidering all the various Balance mod changes.Finally - you noted what you intended to change, and what you had already done. Will you leave the rest as is (patched), pending further consideration?
33% to 20% is a 10% reduction, not 5% (1 - 1.2 / 1.33).Aristocracy: Wonder bonus reduced by 5% to 20%.
I don't think there is such a big nerf here, actually. While the total percentage multiplier is now lower (100% with workshop, factory, power plant and railroad compared to 140-165% now), there are more hammers to be gained from terrain now and infrastructure provides additional hammers as well.I've been thinking things over a bit... I think the big late-game production nerfs are a result of various articles over the months pointing to the potential for late-game 'carpet of doom' scenarios where the map fills with units. I don't think reducing production is a good solution to the problem though, because we can still get tons of units, it just takes a little longer.
Think that's mostly so that they could create the direct production boosting building chain of workshop-factory-power plant.Strange how they switched the workshop and windmill, I didn't really think their location on the tech tree was a problem.
Well the granary gives 1 food on deer and deer on tundra could probably use the hammer boost more than another food.This one's puzzling, but probably has something to do with map region yield distribution.
- Camps on Deer give production instead of food.
Well legalism got a new effect, so it makes sense to combine these two previously weak effects in one policy.This is bizzare. Why have a -50% reduction in unhappiness on one policy and -33% reduction on its prerequisite? It seems better to just buff the gold effect.
- Monarchy: +1 Gold and -1 Unhappiness for every 2 Citizens in your capital.
Well, with cities giving one less gold, +2 gold on markets isn't that big a buff. The reduction in trading post gold until economics should also make it much harder to simply rushbuy buildings in a lot of small cities.I actually changed my mind about the market/bazaar when I realized all these flat per-city yield bonuses are a big buff to small cities and ICS. It's strange they'd buff an already overpowered strategy. I'm going to stick with percentage buffs instead, friendly to large cities.
I only know of a production bonus... Isn't it an option to let all AI combat units start with promotions rather than a give them production bonus? This doesn't carpet the map that way, and does give them a combat bonus.
Or, just like the barbarian bonus, give your units a -xx% penalty vs AI units.