Feyd Rautha
Prince
**I have downloaded the SDK and decided to start this project myself though I could still use help. Please follow this thread if you are interested in this mod.**
A lot of discussion has been had the past week on the hammer cost of things and the maintenance required for various things. I am not one to simply jump on the "rebalance" wagon, but I've personally started to feel the tug of boredom in my games from start to finish (instead of just the beginning when production is SUPPOSED to be bad). Economy is another problem. I am not one that thinks I should be able to build everything in every city or have a unit on every square, but I think costs are a bit high (although I think maintenance is in most cases just right). On the opposite hand, I've felt that research comes a bit too fast as I typically am finding that I have
So, I am posting here to produce a mod that adjusts the game slightly (no +1 production to every tile) in order to simply make it flow better (hopefully not in an unbalancing way).
My current thoughts are as follows:
Reduce building hammer costs: I understand the desire to make buildings be a bigger investment, but when I can produce a wonder from two techs back faster than I can produce a building I just unlocked that's too long. Generally, barring a few oddities that cost more than wonders (Stock Exchange, I'm looking at you), the times seem about 2-5 turns too long for an average city. Maybe a 10% reduction in hammer cost would do the trick?
Reduce unit hammer costs: I'm just throwing this out there. I still think that overall a turn or more could be shaved off each unit (again for an average city), and things would remain balanced. The only times I've seen problems is later in the game, and I think those prices are much higher because it is expected that you have built arsenals and other unit production boosters. Epic speed in a strong production city and a fighter takes 17 turns? That's a problem because there are no aircraft production boosting facilities.
Building maintenance costs: I think this is the area where I'm most torn. Building maintenance is generally rather sound. I think some buildings have costs that make them silly to build (a Watermill for example), but generally the maintenance for the building itself is fine. I think there SHOULD be more than one maintenance cost reduction for buildings in the game. Here is my thought on a "fix"...
Unit maintenance costs: These are way too high. I think budgeting for at least some army is part of any nation, but the exponential nature of these costs is too restrictive to building an army that can even defend one's nation. I think a couple things could be done. First there could be a small stipend of "free units", but the main thing is to find the code for unit maintenance and tweak the curve so it is much more gradual.
Tech costs: Techs are coming too fast in my opinion. Research agreements are too cheap and research is too fast. I'd keep the ancient techs the same, but later techs need to go up by about 10-20% per era if not more. I like a slower game, but even on Epic and Marathon I'm getting techs faster than I can even upgrade units.
Anyway, those are my initial thoughts. Is anybody with modding experience on board with me on this or does anyone have input to refine this mod?
A lot of discussion has been had the past week on the hammer cost of things and the maintenance required for various things. I am not one to simply jump on the "rebalance" wagon, but I've personally started to feel the tug of boredom in my games from start to finish (instead of just the beginning when production is SUPPOSED to be bad). Economy is another problem. I am not one that thinks I should be able to build everything in every city or have a unit on every square, but I think costs are a bit high (although I think maintenance is in most cases just right). On the opposite hand, I've felt that research comes a bit too fast as I typically am finding that I have
So, I am posting here to produce a mod that adjusts the game slightly (no +1 production to every tile) in order to simply make it flow better (hopefully not in an unbalancing way).
My current thoughts are as follows:
Reduce building hammer costs: I understand the desire to make buildings be a bigger investment, but when I can produce a wonder from two techs back faster than I can produce a building I just unlocked that's too long. Generally, barring a few oddities that cost more than wonders (Stock Exchange, I'm looking at you), the times seem about 2-5 turns too long for an average city. Maybe a 10% reduction in hammer cost would do the trick?
Reduce unit hammer costs: I'm just throwing this out there. I still think that overall a turn or more could be shaved off each unit (again for an average city), and things would remain balanced. The only times I've seen problems is later in the game, and I think those prices are much higher because it is expected that you have built arsenals and other unit production boosters. Epic speed in a strong production city and a fighter takes 17 turns? That's a problem because there are no aircraft production boosting facilities.
Building maintenance costs: I think this is the area where I'm most torn. Building maintenance is generally rather sound. I think some buildings have costs that make them silly to build (a Watermill for example), but generally the maintenance for the building itself is fine. I think there SHOULD be more than one maintenance cost reduction for buildings in the game. Here is my thought on a "fix"...
- Unlocking Commerce gives -10% reduction in maintenance.
- Socialism changes to a -20% reduction in cost.
- Commerce and Order become mutually exlusive chains (Burgeoise vs. Proletariats and all) akin to Piety and Rationalism.
- Trade Unions in Commerce removes the cost for Harbors and Halves road/railroad maintenance. Finally it could halve the cost of a factory.
Unit maintenance costs: These are way too high. I think budgeting for at least some army is part of any nation, but the exponential nature of these costs is too restrictive to building an army that can even defend one's nation. I think a couple things could be done. First there could be a small stipend of "free units", but the main thing is to find the code for unit maintenance and tweak the curve so it is much more gradual.
Tech costs: Techs are coming too fast in my opinion. Research agreements are too cheap and research is too fast. I'd keep the ancient techs the same, but later techs need to go up by about 10-20% per era if not more. I like a slower game, but even on Epic and Marathon I'm getting techs faster than I can even upgrade units.
Anyway, those are my initial thoughts. Is anybody with modding experience on board with me on this or does anyone have input to refine this mod?