Getting Started

Sadly, we can't do much about Arabia's unique ability. Traits are very inflexible, we have few options for them. Ideally I'd like to change it from +1:c5gold:/city, to say +10% empire-wide trade route income.

I like the idea of Panzers being spammable. I do feel tanks in general are still underwhelming though, so it's probably better to buff the base unit and hit two birds with one stone. :)

In particular, I think I'm going to reduce mech infantry to 3:c5moves:. It's been suggested several times and seems like a good option, as it fits the pattern of footsoldiers vs mounted in earlier eras. This will buff the relative value of tanks, and in turn Panzers.

Excellent. It seems that recently we are all essentially talking about improvements to the game that overlap with different aspects of the mods. Now that the Balance mods are in excellent shape, does it make sense to consolidate all these threads into one? We could just direct all posters in the closing threads to the selected one.

Maybe it could be the thread that has the downloads. Likewise, if all the official and dev mods were available in the same place, it would also make things easier.
 
The contents of 1.09.4 don't match the select description on the first page of this thread, and don't include the new Unique Leaders.
 
I don't find Arabia weak, due to the double resources.
True, the Bazaar makes up a lot for Arabia!


Speaking of oil, it could be worth considering a buff to the Panzers by removing the oil requirement.
I like the idea of Panzers being spammable. I do feel tanks in general are still underwhelming though, so it's probably better to buff the base unit and hit two birds with one stone. :)
I'd rather not see Panzers without oil. Give them the promotion "bonus vs tanks" and make them cheaper. Not 50%, but 50 hammers less should do the trick.
Also, the % or amount of gold for the UA (Furor Teutonicus) could be upped. More reliable, or higher rewards :)


Sadly, we can't do much about Arabia's unique ability. Traits are very inflexible, we have few options for them. Ideally I'd like to change it from +1:c5gold:/city, to say +10% empire-wide trade route income
So I've noticed :( The % thing should be possible right? Just take the code from Macchu Pichu and add it to the (special?) palace of Arabia. Maybe a dirty tweak, but if it works... eah :p
I know you can change the formula for trade route gold. Isn't it possible to effect it when you're a certain civ. With something similar to:
if civ=arabian
then TradeGold=1+2x(whatever)
else TradeGold=1+whatever (normal)


P.S. snipped quotes for a shorter post.
 
The reason I created the separate threads is that although there is some overlap, often topics of conversation are unrelated. It helps people keep track of what's going on if there's not one 50-page thread with a new page every week. :)

I like the idea of Bismark's UA being more reliable. I feel he's already a decently powerful leader so I don't want to buff him significantly... what if it was a 100% chance, but half the gold and the free warriors had a -1:c5strength: "untrained" penalty? You'd get twice as many of slightly weaker units. When the warriors upgraded the penalty would disappear due to the Combat mod, so it'd simply prevent too-easy early rushes.

That's a brilliant idea to give Arabia a special 'hidden' palace! I hadn't thought of it before... hrm... I wonder if it would stack properly with Macchu Pichu? I'll put it on my todo list.
 
I think that I have read that Thal has now combined the UL mod into the Leaders one.

If Thal releases an update to the Dev 4 is it possible to add that to a game already uderway or is it best to complete that one first..?
 
I think that I have read that Thal has now combined the UL mod into the Leaders one.

If Thal releases an update to the Dev 4 is it possible to add that to a game already uderway or is it best to complete that one first..?

It would definitely change the game, but I don't think it would cause it to crash, so it seems to me like a judgment call. I tend to just finish them as is.
 
Just dropped by to thank you Thal for such great work. I've tried all the mods out there and this pack is the best. Hats off and thank you.
 
I shouldn't always restart, though, I've hardly ever seen the lategame... :lol:

lol, I'm the same way. I play and then have a very hard time finishing because I love the beginning half of the game so much, i dont think ive even seen the modern era yet :sad:
 
I think playing Terra maps with 1-2 extra civs helps. The old world fills up quickly, the new world has new things to hurry for, and new fronts with civs you'd never have contact to otherwise open up in "America".

I yet have to come to an conclusion if the AI is truly better a settling overseas after the patch, though,... If the real gameplay holds what the theory promises ;) So far I had some promising experiences, but not enough to judge it.
 
I yet have to come to an conclusion if the AI is truly better a settling overseas after the patch, though,... If the real gameplay holds what the theory promises ;) So far I had some promising experiences, but not enough to judge it.

The AI is much more likely to put a lot of units in the water, but I have yet to see a single major intercontinental invasion.
 
Back again! Have you modded/nerfed the yield of iron resources, and if so, where is it lurking? Or am I just unlucky getting iron deposits that give only 1 resource?
 
I am a huge fan of this mod, but last night I was playing the development testing and the strategic resource nerfing was too hard for me. Expansion took a really long time. IMO it was perfect in the previous release. Having a bunch of deposits with only 1 horse, 1 iron, 1 oil, 1 uranium basically eliminates any concept of an army of swordsmen or a fleet of battleships unless you have a huge empire or a lot of city state allies

That said I really liked playing as America and having the pioneer instead of the useless plane! It helps a lot for that first turn especially
 
@basta
In the development version I've been testing an increase in the number of strategic resource nodes +50% with -50% resources per node. This results in about -25% resources overall.

The concept is for strategic-resource-using units to be the elite force of an army, instead of the entirety of it. In vanilla there's so many strategic resources it's possible to win rather easily on immortal difficulty with an army comprised entirely of strategic-users, and still have resources to spare! Why have 20 Iron if a whole army only has 10 iron-using units? I've seen many people discuss similar frustrations with the overabundance of strategics, especially horse resources.

In addition, this is to try and reduce the reliance on RNG map luck a bit. Civs are most likely to have ~3 of a resource instead of extremes like 0 or 6. It's relatively easy to add more to this by finding a citystate with a large iron/horse node and purchasing it.

I've been thinking about removing the iron requirement from siege units however... this is something that's been suggested several times and might make sense.

Thanks for the link Txurce.
 
^@Thal

When that first iron deposit came online I wanted to get under the hood of your mod and change (i.e., raise) the resource amounts since I didn't see any mention of what you had done in the readmes. But now I'm halfway through my first immortal game (std, continents) using the new dev release and I must say that, after playing out a long war of attrition, I think you've hit on a very intelligent and fair method to seed strategic resources on the map and now I don't want to change a thing.

I ran into a capital city very well-placed and impossible to conquer without kamakazi-ing longswords and cannon, and the rate of attrition pretty much matches the build times, but more to the point, the number of units I can field is pretty much all I could effectively use. Perhaps a bit more iron sprinkled about would be nice though, and/or deposits that have a bit more in them, since it is very difficult early-on (with scarce workers with lots to do spending all that time to get to and build a mine for 1 iron resource) to build siege units and this can create a drawn-out stalemate where weak units just go to the slaughter turn after turn. But overall the "balance" here is definitely living up to its name.

From what I've repeatedly witnessed, the vanilla game does not at all spawn strategic resources randomly at immortal-level play, particularly iron, and this just feels like an unnecessarily cheap, "game-y" and insulting exploit/handicap. Your "less, but more" solution is in the end very satisfying because it is challenging, but fair. Excellent work, I'm really liking this.
 
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