Ideas and suggestions to improve MoM Xtended

Psychodad

Chieftain
Joined
Feb 25, 2015
Messages
93
I don't like the hardcap for units for several reasons.

1. If i have a full army i can't spread religion.

2. The cap can be expandet by free units (e.g adepts from spell research), captured animals and Heroes.

3. I just don't like hardcaps.

I would like a softcap much better. E.g. reintroduce unit support, give a civ 15 free units and increase the free units just like the hardcap. Now let aditional units cost a ton of support, maybe 25 gold per turn for 1 unit, 50 for 2 units, 100 for 3, 200 for 4, etc.

I would like to hear some opinions on that.

Greets Psychodad
 
Hardcaps or not, it is not a cap and summoning or caputuring gets you above it. Which to me is wrong, either units count and respect the cap, or they dont.

And the cap is very easy to raise to a way to high number anyway, taking away most of the strategy and the hard choices for the player. But then again I think it's just way to easy to expand and win so I play with tons of house rules.
 
So everyone except CarnivalBizarre is happy with the cap? I can't belive that.

Another thing that is bothering me is the cost for improvements. Firstly i really disliked the idea of improvements costing gold and resources. Now i got used to it but still i think the system should be improved.

I like the improvement cost getting higher per number of improvements because this favours tall empires. The main problem i see is, at some point of the game improvements get so expansive that expansion is not an option any more. Still if a city is captured all improvements stay intact. So the only good option to expand for a big empire is to conquer, because building new citys with improvements is too expansive.

Im not sure how to solve this issue. Maybe destroy all improvements of a captured city or give every new city 2-3 free/cheep improvements?
 
I am neutral on military hard cap. It is a good concept, to reflect the ability of an empire in supporting military units but we can do it through other ways such as gold upkeep etc. It is also important to control the number of units, both to prevent Stacks of Doom that plaguing CIV4 games and also to increase late game performance in MoMana.

IIRC, Master of Mana previously had adopted various methods of military constrain (gold upkeep etc) and arrived at this iteration after listening to feedback from the community (at that time, it was a vibrant community). Because of this reason, I tend to stick to this approach but also welcome any well-thought suggestion on this issue.

I have the same position on the improvement system. MoMana had adopted various mechanic on improvement system, starting from "free improvements" system, which tends to lead to cottage spam or farm spam, "city has fixed number of improvements" which was considered by players as not flexible enough, to present mechanism. I found the present mechanism to be the most balanced. In one way it allows freedom to players but it also requires a careful thinking: whether spending resources to build an improvement now or using it for equipments/units/buildings or saving it for later. But again, if you have a proposal, share it with us. No promises here, but we appreciate your suggestion and will consider it thoughtfully.

On both issues (military and improvement), we should also consider the AI. At this moment, the AI knows what to do with these systems. Creating something new will require reworking the AI and I don't know how much work that will be.

Additional point on improvement:
If you capture a city, you will get its improvement for free BUT those improvements will add/increase the cost of building your next improvement. Thus, you need to think carefully whether you want to keep the improvements in a newly conquered city and increasing the cost of improvement in your empire OR destroy some of them to maintain the cost in your empire.
 
re-military hard cap: not really an issue for me.
I adapted. And there are means to increase this cap.

for improvements I'm a bit more bothered.
I think that improvement costs rising is nice.
However, after a time it becomes prohibitive to settle new cities.
Maybe the cost (or % increase) could max out ?
or new cities get a reduction on improvement cost (while city is less than size 2/3/5 ??, and 100%national culture ?)
or maybe have a district (or a national wonder / or a 1 per 3 buildings / or a civic / or a trait) that could reduce improvement costs nation-wise or the increase of cost (%), or only in the city.. (exemple: Metropolis District (from the Noble district): +2 specialists + improvements in BFC have no increased cost and they don't participate in the nation-wide increase of improvement costs)
 
The AI would not understand the military soft cap ( and has a hard time understanding the hard cap )
 
Unit cap is the main reason why i would never play this fantastic mod on multiplayer games. Unpossible to fight on two fronts with 15 units versus 2x15 units.

Ancient system with free units progression is far more logical and open more strategys.
 
Add : improvement cost is useless micro. The real cost should be the time and cost of each worker + improvements building time.
 
The two messages before were smalls because I written them with my phone. Now I got a PC so It will be more constructed.

1. Why it should be good to suppress the unit cap limitation and use the Civ 4 vanilla upkeep system ?

- Multi fronts is unpossible : In multiplayer, or versus two attacking A.I, the hard cap means you cannot handle two war fronts. Why ? Because with this limit of 15 units, the player A (attacker) tend to concentrate all his units in one stack, then attack on a point. In the same moment, the player D (defender), will send his own stack to the attacked point (if he is enough close to do it).

Then, the player A2 (the second attacker) will attack with his own 15 stack units, and easily own the other front. First because the defender's units will not be here but concentrated in one point, because if not, defender knows that he has very much chance to resist and to destroy a 15 stack units (unless you got a large military technology superiority).

- You often need to suppress your own units : When needed, for example barbarians are coming, or something, you CANNOT build new units (which is absurd) when you reach the unit limit. So, you need to suppress units and rebuild them. It is not logical.

- You cannot prepare a war by producing tons of units : One of the main phase of a war in Civ, it's too produce some units, which cripple your science, then send them to the attack to gamble a victory. Now, it is not possible, there is no difference between a pacifist or a warmonger. As there is no upkeep, there is no handicap to build an army (except the production cost). It's a bad thing, because one of the main pleasure in the game, it's too gamble : time where you don't build unit, then time where you rush etc. Now, all is equal.

2. Is there good points in the unit cap limitation ?

- Not really. We can say it fights again the doomstack, which certain players don't like. If you want to limit the doomstack, the most simple system is to put a limit of units by stack. 15, for example. But I know it is hard to script and to manage by A.I. In my opinion, there is no problem with doomstack, because there is no others system as the unit health system of Civ 5. So it is just better to have doomstack.

- Contrary to vanilla, we already have intelligent and natural system to limit the doomstack force : it's the spells. Cripple spells and mass spells can largely damage doomstack, so idiot doomstack, as mass horsemen, will be raped if opposed to few units, with mages inside. Again : our civ IV combat system make after one combat : one unit die and one unit live, it means doomstack are a necessity. If not, how would you take a city with have 15 units inside, like yours ? You need mage, and if you have mages too. So it means it is not possible to rush a war everybody follow the same paths.

3. Improvement cost should be removed and replaced by the ancient system

- Introduction : Civ IV is a very complex game compared to most of the games, even others 4X. FFH2 is even more complex, with all his feature as spells, which require micro each turn. FFH2 Master of Mana Xtended is a bit more complex too.

In this developments, Sephi tried to introduce new systems. I loved some of his new system and first, the magic, which is really more interesting, specialised and balanced than the FFH2 (and first, because each spell cost mana). I love too the equipment, and the new kind of improvement, which require metal, leather etc.

But in his creation, Sephi introduced things which in my opinion are not good : first the unit cap, then the improvement cost then, in his last build of Master of Mana, the health system of units. The health system were very bad (but still in alpha phase I guess) : it made the game too slow, for nothing interesting.

- The augmentation of improvement cost is illogical : There is no reason that the more a city or an empire, construct a farm or a mine, the more expansive the next farm or mine will be. I know the system have been changed : now the cost augmentation is at the city level only (I guess I remember well), and not at the empire level. Anyway, at the city or at the empire, there is no logic.

If the objective it's too favorise the "tall" over the "wide" (because having too much cities can be unpleasant to manage), there is simplers systems :


- Increase the dangerousness of barbarian & animals lands far than 10 hexagons of the foundation of the capital.

- Create new barbarians reaction when news cities are founded after the 4th city (barbarian could decide a massive invasion). It would demotivate players to colonise without a strong army.

- Reduce dramatically the proportion of fertile and attractable colonisable land in the map. It will force the players to build farer cities, but with more intelligent choice. No infinite city sprawl city.

The 3th proposition look me simple and fun. I would prefer have less city to plant and manage, but more distant and hard to defend, with wilder environment (or desert/moor land) between my cities, than any artificial improvement cost system. That would look like a fantasy world city, more than any improvement limit could do.

- The improvement cost is a painful micromanagement : It's already enough hard to manage your units and cities, we don't need a new factor : calculate if I will have enough wood or herbs in X turns, to build a farm or a plantation. It's just better to have the workers to manage : you need to build them, make them coming, think about the best improvement to build first, then build the improvement.

- The limitation of the number of improvement is useless and painful too :As improvements are slows to build, as the city environment can be dangerous until you clean the principal barbarian threat, and as you have a limited number of free workers, the full building of improvement will take some time to be done in a city. So it's not useful to artificially limit the number of improvements. And, again, limiting the number of improvement don't truly increase the impression of wildness, doing that require to work on the distance between each city, the possible reactions of the barbarians etc.



Guys, Evasth, what is your opinion about these critics, and few propositions ? I guess it would not need some work, and the A.I can manage the unlimited number of units, because it already do it in Vanilla.
 
Giving the +1 hapyness per units to others regims than the Social Order

- Another suggestion : I think it would be good to free the "Monarchy regim" bonus (ni fact here, the Social Order regim, which give +1 happyness per military unit in city) from the Social Order specificity. It could open the way to very interesting strategies, based for exemple on slavery + Monarchy (as in Civ IV).

- The Social Order should give a stronger bonus than this, because a non slaver civ tend to don't have a good avantage with units which boost the happiness. Social Order could give +1 happyness per city, per tribunal, half the city maintenance cost and half the unhapyness due to culture difference (I think it feat a bit more with the idea of a very lawfull but just good governement, more accepted by conquered strangers than the Calabim culture for exemple ^^).

- Each unit cost upkeep per turn, so it is not really something which can be exploited (building are still usefull, and have others bonus than happyness). Moreoever, when you move your units, you loose the hapyness bonus.

- The +1 happyness per unit should be easy to access in late early-game (I don't know where, maybe at several regims, as Nations, or God-King, or slavery I don't know where to put it), but the best regim should not give it (as the regims which boost science, or republic).


What do you think of it ?


Edit : I did not thought about the problem of the Garrison units. Garrison units (4 maximum) mean zero upkeep, so 4 free happyness. That's a bad thing. I think in this conditions, with garrison system + the unit limitation number, my suggestion should be abandonned in Master of Mana.
 
I was wondering why the mod progression did not carry the great person generation or the unit HP points change from the Alpha, Alpha.
 
Oh I forgot that I haven't replied this thread. Thanks for reminding me, Jojo_Fr, and also thank you for your efforts to write down such detailed feedback for the game.

Now, my opinion on your feedback:

1. Why unit supply instead of gold maintenance like in vanilla BTS/FfH?

Because gold is easy to get and that will lead to Stack of Dooms, which is boring since you just need to produce military units and do not need to pay attention to strategic choices of building which unit and of movement (where you should move the units?). Also, SODs will make late game become more unstable than it is now with hundreds of units moving all over the map.

2. Why not limiting unit stack?

Sephi had tried to do that but AFAIK, the AI was worse with the system than with current system of unit support. Stack limit also introduces unnecessary hassle when moving units, just like how it is in Civ V.

3. Spells as the counter of SODs

Yes, true, direct damage spells will counter SODs and the spells will do even better work if they can target all units in a stack.

But don't you think this will make direct damage spells even harder to balance? Give them [target all units in stack] and high damage, and your spell casters can obliterated many units at once. Give them [spell only target a small number of units] and spell casters might be not useful enough to stop the SODs. This is precisely why Chalid is considered OP in vanilla FfH, because his Pillar of Fire can kill many units in a SOD.

So, what is the solution?

I propose that magical summons cost no supply value. Thus, the unit support value is exclusively for units built in cities.

This will provide a flexible option to increase your military might but at the same time still manageable since summons are already controlled by mana (they need mana cost and mana upkeep, and mana is not as easy to get as gold). You also can't mass produced summon; only one summon is produced at a single time in one civ, unless you have very high mana income.

We need to test this first but it is easy to do. I just need to change several lines in one xml file to make summons do not require unit support.
 
4. Improvement

I think we are in agreement that:
  • Encouraging players to think where they should put improvement and what type of improvement is good. It adds depth to the game.
  • Improvement spam is not good to the game since it makes the game landscape less "fantastic" and wild. And, it might encourage city spam, which is boring.
  • There are ways to limit improvements, you have mentioned some.

Now, I don't know whether you were there during these phases, but we did have the time where improvement mechanic changed with each game version, sometime changed radically to the point of a later version was a totally different game than the previous one. This version was considered the best since:
  • It limits the number of improvements.
  • It connects improvement system with global yields in two-ways (you need improvements to produce yields and need yields to build improvements).
  • It offers strategic choices on how to use yields: for equipment, for improvement or for building?

I agree that increasing the cost for each improvement built is illogical and we might remove that buf then we need to adopt one or more of these to avoid improvement spam:
  1. The cost of improvements is higher than now, making building improvements more expensive and early game is slower than it is.
  2. Makes barbarians more aggressive (CarnivalBizarre has been working on this for some time but has not achieved the expected result yet. Coding AI is tricky.)
  3. Limits improvement only on tiles with bonus. This means, less farms, pastures, plantations, mines, camps. But at middle game, we'll see more cottages, trade posts, workshops, windmills, etc in tiles without bonus. This requires total rework on improvements, yields and bonus to acquire balance but at least I can mod it through xml (easier than modding the AI).

Options 2 and 3 require much work, so I need more voices from the community before we can commit for such changes.
 
I was wondering why the mod progression did not carry the great person generation or the unit HP points change from the Alpha, Alpha.

I personally do not like the health system change in the latest alpha. It made combat too slow.

I understand the similar system is implemented in, say, Age of Wonders III (and I love the game :goodjob:). However, AOW III has separate combat screen where units battle each other until they died. In the latest alpha, combat was done at the same level with city/empire management, in strategic map, making the combat takes too long for my taste.
 
4.Improvements

Nice summary. I suggest combining two systems.

1. Improvements have konstant ressource cost.

2. Number of improvements per city has a soft cap. Building more improvements cost double ressources. The cap can be raised by
  • city culture level
  • size of a city
  • bought with empire culture
  • technology
  • traits
  • politics
  • guilds
  • palace, wonders, districts, buildings
 
Corruption system

I don't like the additional upkeep for size 10+ citys. It makes me often turn of groth in citys becouse more workes don't copensate the high upkeep. Maybe some kind of corruption system would do better.

For exaple every city has a percentual corruption score witch hampers everything (culture, research, gold, produktion, spellresearch, food,...).

Base corruption is maybe ((#cities + city size)*2)% and can be altered by technology, traits, politics, guilds, palace, wonders, districts, buildings, events
 
Evasth,

Oh I forgot that I haven't replied this thread. Thanks for reminding me, Jojo_Fr, and also thank you for your efforts to write down such detailed feedback for the game.

Now, my opinion on your feedback:

1. Why unit supply instead of gold maintenance like in vanilla BTS/FfH?

Because gold is easy to get and that will lead to Stack of Dooms, which is boring since you just need to produce military units and do not need to pay attention to strategic choices of building which unit and of movement (where you should move the units?). Also, SODs will make late game become more unstable than it is now with hundreds of units moving all over the map.

- Easy to have, it's not sure. If you increase the upkeep to 2 or 3 gold per unit (after the maximal limit of free units supported), sustaining an extra force of units will not be easy.

- The problem with the maximum number it's the impression I have it's hard to increase it by buildings or regims, and due to that it's hard to plan a defense of two fronts point. How can you defend a front point if you divide your stack of 15 units into two stacks of 7 units ? If you are with the natural system, you can prepare yourself to this kind of war by buiding units in everycity, and trying to reach the same military power than the two civ which are coming to you.

- But if you cannot overproduce your ennemies, it can be frustrating to have a strong nation but cannot build the required units.

- But ok, I abandon this conservative idea I have. I would need to explore the buildings and regims to sustain more units on the field, in this case of dangerous situation.

2. Why not limiting unit stack?

Sephi had tried to do that but AFAIK, the AI was worse with the system than with current system of unit support. Stack limit also introduces unnecessary hassle when moving units, just like how it is in Civ V.

3. Spells as the counter of SODs

Yes, true, direct damage spells will counter SODs and the spells will do even better work if they can target all units in a stack.

But don't you think this will make direct damage spells even harder to balance? Give them [target all units in stack] and high damage, and your spell casters can obliterated many units at once. Give them [spell only target a small number of units] and spell casters might be not useful enough to stop the SODs. This is precisely why Chalid is considered OP in vanilla FfH, because his Pillar of Fire can kill many units in a SOD.

- It's good that the spells only touch few units. I don't like the mass spells.

- In my mind, I don't really make a difference into an infinite stack of doom and a limited number stack of doom (of 15 units or more). Fundametaly, we use them as a stack of doom, not something different. And it's stack of doom at offensive vs stack of doom at defensive. But techniquely you have right, if stack of doom create OSS or slow down the game, it's very bard.

- To me, the best advantage of the MoM unit cap system, it's the players (human players) have not to make a hard choice between military production and civ developpement. I like this in multiplayer, because in multiplayer there is often a point in the game, where a player only make units, then the second player only make units too, until the final confrontation where one stack will be wipe out, and the others will triomph and conquest the civ. These two phases : civ developpement, then full military preparation, has ceased to exist. Now you need to grow your military power and your general power at the time, it's more fluid, more strategical, and that is good in multiplayer !

So, what is the solution?

I propose that magical summons cost no supply value. Thus, the unit support value is exclusively for units built in cities.

This will provide a flexible option to increase your military might but at the same time still manageable since summons are already controlled by mana (they need mana cost and mana upkeep, and mana is not as easy to get as gold). You also can't mass produced summon; only one summon is produced at a single time in one civ, unless you have very high mana income.

We need to test this first but it is easy to do. I just need to change several lines in one xml file to make summons do not require unit support.

I am agree with this idea. As you said, invocations have already a mana limit. You can have potential some invocations, but in this case you don't have the spells. At the contrary, as gold can be mass produced (by reducing the science slider) it's still possible to have some units extra upkeep. With mana it's not possible because it's a non directely controlable ressource.

Evast,

4. Improvement

I think we are in agreement that:
  • Encouraging players to think where they should put improvement and what type of improvement is good. It adds depth to the game.
  • Improvement spam is not good to the game since it makes the game landscape less "fantastic" and wild. And, it might encourage city spam, which is boring.
  • There are ways to limit improvements, you have mentioned some.

- Encouraging players to think where they should put improvement does not need any special system like that. A good player put the right improvements, at the right time, then he won worker timer, he does not need as much worker as a more mediocre player. His developpement is faster, and that is a suffisant reward to encourage the performance. It's the bit as the difference between the free market and the controled market : in free market you are punished by the market (the game) if you do bad choices. In Civ, that is the same thing.

- What if a player wants to build farms first, to optimise his growth, then want to replace the farms by cottages ? It's not possible because it's too expansive -> no flexibility. Without cost system, the player still would have a cost : the cost for his workers to come and to change the farm to cottages. Each worker is crucial, it's not nothing as cost.

Now, I don't know whether you were there during these phases, but we did have the time where improvement mechanic changed with each game version, sometime changed radically to the point of a later version was a totally different game than the previous one. This version was considered the best since:
  • It limits the number of improvements.
  • It connects improvement system with global yields in two-ways (you need improvements to produce yields and need yields to build improvements).
  • It offers strategic choices on how to use yields: for equipment, for improvement or for building?

- Yes I understand. But I am still not agreing with the advantages you see into a cost for each improvement. First, I am not convinced that a fully improved city is a problem for the fantasy ambiance. I think the infinit city sprawnl is a really more important problem for the ambiance. To counter the infinit city sprawnl, the solution to me would be to create more crap unfertile land bands, in random shape, to the world.

If we put more deserts, more moors, more unfertile land like that (it needs to be concentred in several small land, not clustered into fertiles lands), the players including the A.I, will naturally only colonise the fertile lands, and let the others to the barbarians and monsters (unless there are important ressources to grab).

- I think that there is already enough choice between equipement and buildings. Buildings in particular, drain a very big amount of ressources, and the decison making is high enough into the building choice and units equipement, no ?

- If you really prefer for the ambiance (I don't understand why but ok) a system with improvement limit per city, I would prefer to revert to the point where the improvement had a number limit per city, but not a cost. I don't know for the others (where are their opinion ?) but to me it was more fun to not have to calculate each turn the ressources I would need to build the following improvement. Moreover, it tends to create some turns where your workers have nothing to do except building roads. Which is not fun.

Ah, and I don't like too the hasard when it's too much : now we can won some gold (300) when we just build one improvement (farm for example). I don't like because it impacts much the developpement. To my taste FFH2 MoM has largely enough hasard factors, we don't need big hasard events like this. Too much hasard tend to transform multiplayer games as a hasard game, and I prefer it's stay very founded on mastery of the game, personnaly.

I agree that increasing the cost for each improvement built is illogical and we might remove that buf then we need to adopt one or more of these to avoid improvement spam:
  1. The cost of improvements is higher than now, making building improvements more expensive and early game is slower than it is.
  2. Makes barbarians more aggressive (CarnivalBizarre has been working on this for some time but has not achieved the expected result yet. Coding AI is tricky.)
  3. Limits improvement only on tiles with bonus. This means, less farms, pastures, plantations, mines, camps. But at middle game, we'll see more cottages, trade posts, workshops, windmills, etc in tiles without bonus. This requires total rework on improvements, yields and bonus to acquire balance but at least I can mod it through xml (easier than modding the AI).

Options 2 and 3 require much work, so I need more voices from the community before we can commit for such changes.

1) No please, don't slow the early game. ^^ it's already too slow. Keep in mind in multiplayer the time is limited, players tend to play classical era start because the early anciant game is too slow.

2) I think the barbarians are enough aggressives. Coming from their lairs they can do heavy damages, especially in high savage lair (giants, haunts etc.). The true threat must be the others civs.

3) I don't agree with this idea. It would create too liner and railroaded city developpement because everybody would only build the food improvement fist, then the other thing etc.

Again, if you want to limit the infinit city sprawnl it's enough to work on creating more unfertile land : with more "bands" of unfertile lands / small deserts, you will cancel any infinit city sprawnl. The fertility will severly limit the size of potential founded city in these regions.

In a logical term, I don't see why a fantasy kingodom would not build improvements to his cities, and build news city in good lands. But I fully understand he does not build city in a land of moors, mountains, mangrovian forest etc. Barbarians would not be enough to limit the size of a kingdom to a certain regions, because you can always kill the barbarians and reclaim their fertile land. But you cannot do this in any region with too much bad squares.

To me, it would be good to cancel any improvement cost or number limit. The limits need to be into the natural mechanisms : a slower developpement if you use badly your workers or plant badly your cities, mean you will be punished by another player because soon or later he will use his tech\faith etc. advantage or more city advantage versus you !

But, if you still want to keep the cost of improvement, please suppress the cost increase. Workin and others factors (the fertilty of the lands) would be better.



Psychodad,

4.Improvements

Nice summary. I suggest combining two systems.

1. Improvements have konstant ressource cost.

2. Number of improvements per city has a soft cap. Building more improvements cost double ressources. The cap can be raised by
  • city culture level
  • size of a city
  • bought with empire culture
  • technology
  • traits
  • politics
  • guilds
  • palace, wonders, districts, buildings

It would be a better system to have a soft cap for sure. But why do you want a cap ? As I said you always have the workers to manage, it puts some times to builds improvements, and replace them if needed. Do you really feel more the fantasy ambiance when a city has less improvements than fully improved, or do you think 90 % of the problem come from seeing close city, in a ICS way ? If it's the proximity of the city, the work should be done on the squares of the map.

Psychodad,

Corruption system

I don't like the additional upkeep for size 10+ citys. It makes me often turn of groth in citys becouse more workes don't copensate the high upkeep. Maybe some kind of corruption system would do better.

For exaple every city has a percentual corruption score witch hampers everything (culture, research, gold, produktion, spellresearch, food,...).

Base corruption is maybe ((#cities + city size)*2)% and can be altered by technology, traits, politics, guilds, palace, wonders, districts, buildings, events

- I did not known this special corruption system. I agree that it should be removed. It's never good to have a diminish return system, unless you got serious reason to do it.

- Base maintenance with empire size (number of cities) + distance to palace + building maintenance + regim upkeep + cost of improvement and cost of units equipement are not enough ? Why ?
 
Since there has been many different opinions stated in this discussion, Im just gonna put down my opinions without directly answering to anyones post.

ICS...
I always hated that you can expand all over with all civs. But since the starting positions code was so bad that it was sort of required. I am working on a new map concept that might help with that, and with it, perhaps we can make it so that civs cannot just pop cities whereever they want...

Doom stacks and Unit cap
The less units the better, the more strategy you need and the more interesting the upgrading and management of units becomes.
Units should never cost money because civs that make tons of money are not the ones that should have big armies...
The hardcap is good for AI to understand. But the cap is way to easy to raise now. But the cap works wierdly now, you can build 15 units then capture 100 animals or summons, but cannot do it the other way?

Improvement cost is something to make player think well about building improvements and make it harder for people who overexpand. This is good. But there should be other punishment for overexpanding, lot's of them I think, so that focus changes from taking cities and building cities asap to doing your epic goals and living in the world, fighting for survival.

Barbarians should be tougher and more aggressive, you should live in fear of death and some parts of the map should be deadly all through the game I think. When Rise of Erebus by misstake made the barbarians kill off most players was the only time I felt they were to powerful. The focus in the first 100-200 turns should mostly be about survival from these and developing your units and cities and skills etc etc.

Unrelated, raising Armageddon Counter is now really easy for ashen veil players, too easy for me.

Unrelated, I wish the capital had a 100 % defence bonus so that civs were really really hard to wipe out.

And I wish I was a little taller, I wish I was a baller, I wish I wish....
 
A critic of the Tall lobby (lol), made by an amateur of the Wide strategies

- I globally agree with your reflexions. But there is one thing where I have never been agree with the people who think it. Lets quote :

Improvement cost is something to make player think well about building improvements and make it harder for people who overexpand.

The players always think well when they are experimented. In BTS of FFH2 there is no cost of improvement and there is a huge difference of level between a good and a mediocre player. Using well the workers to put the right improvement at the right time is the natural system to make players thinks well. When I began to play multiplayer, I learn nearly 80 % of how being good at Civ, how to well manage my workers to have a better developpement.

That's why I will never being agree with this argument of "we need this system to make the player take good decision".

- I want to say something about the wide & tall subjet : in multiplayer, being wide (building some city as fast as possible, and with improvements) give a long term reward, if you can secure your empire from the A.I and human punishements.

There is no conflict between the rewards of the wide/tall in multiplayer (I mean in FFH2 EMM). If you are near a dangerous player, you tend to be tall. You can try developping your back land if you want to gamble it. But all of this choices are made by natural reflexion and natural selection : being greedy with too much city mean being vulnerable (for a long moment) to an attack, and you cannot have units on all sides of your empire. Being too much conservice and tall, and you take the risk to be outproduced by a more bold rival.

- As multiplayer player, I would not like that much expanding would be not rewarded. Currently, improvements are very expansives, limited, with a growing price with their number. The big cities have more maintenance. Etc. To me MoM is largely enough hostile to any fast expansion strategy. Everybody tend to follow the same curve now. Before, it was possible to being wide and rewarded. Now, being wide at early game is clearly not rewarding, principally because the improvements are very expansives. And planting city without improvement is a waste of energy.

In my view of the things, contraigning more than now the players to a restricted construction of city is good, but only if it's based on map conception and generation, not on new features limitation (as the improvement cost, which force the players to have a very slow expansion).

- To give an exemple : as I said in others topics, I would like to see the concept of "colonisable valley", which would be a band of lands, a region, less or more discontinue, in any shape. These regions would be naturaly made for colonisation with good ressources, much food. Outside these regions, we would have some unfertile\desertic\too savages large bands. But the idea, to me, it's not to make unrewarding the early expansion strategy as it is now, it's to preserve from early to end game, at least a ratio of 1/3 of the map for any map size, which would not be colonised.

I think it's really more important and usefull for the fantasy atmosphere, to keep this objectif of 1\3 of big unclaimed regions all over the world. This would be really more efficient for the fantasy ambiance, than to limiting the number of improvements or small things like that. Moreover, I dont find logical that a city cannot build another farm in a grass land because it's becoming unpossible to support, or too expansive. I don't see the logical in that blocage. But if there would have natural savages forest, moors, dispersed, inside the city radious, we would not need any artifical blocage system like that ! :eek:

These large bands of unfertile\uncolonisable regions (uncolonisable because some grouped mangrovians land, mountaigns, moors, new kind of squares, and nearly no food ressources (and high barbarian activity). Mana or strategic ressources could be found in these wild regions, but a city would have to stay very small here.

Back to the question of the wide vs tall strategy

- To return to the question of wide vs tall strategy, I would not like the amaters of tall, concentraded cities, impose their view of the things of people like me, who like to manage some cities, taking risk, and having reward by doing it.

I think if we would have a system of Fertile Valley & Wild and larges lands very difficult to live, you CarnivalBizzare and others people would be less interested by the idea to articially restrict the wide expansion strategies. The wide players would plant more cities, but in fertile vallleys, so without "harming" the fantasy atmosphere by spreading everywhere. :)
 
A critic of the Tall lobby (lol), made by an amateur of the Wide strategies
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I think if we would have a system of Fertile Valley & Wild and larges lands very difficult to live, you CarnivalBizzare and others people would be less interested by the idea to articially restrict the wide expansion strategies. The wide players would plant more cities, but in fertile vallleys, so without "harming" the fantasy atmosphere by spreading everywhere. :)

Yeah, I would agree that would lessen the need for this. I will look into something since I am working on map generation atm, but I am progressing slowly due to so many things changing the map everywhere (mapscript, python and dll all fiddle around several times)
 
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