Improvement adjustments

[to_xp]Gekko;8466367 said:
a lategame civic and/or tech that greatly boosts the growth rate of cottage types would be useful methinks.
Is republic not enough?

@ Opera
True, they may use some extra. Liberty perhaps?

If you play a builder-like game you will pick scholarship anyway because of the +10% :science:
You will also pick guilds because of the +20% :commerce:
If there is one civic better than any else in all situations, then the civic is broken. I like guilds and scholarship but I have always thought that it is just me. Is serfdom with +20% :food: worse? I thought the opposite, foor is more valuable after all. Especially for specialist economy...
Or even caste system with +20% :hammers:
Maybe then guilds need some nerf in commerce bonus? Only +10% or +15% :commerce:?

If anyone thinks any of the civics are unbalanced, please let me know. I tried to make all good for different ocassions but I am sure I have failed now and then.
 
@ Opera
True, they may use some extra. Liberty perhaps?
Yeah. Not something in the same category as Agrarianism?

If anyone thinks any of the civics are unbalanced, please let me know. I tried to make all good for different ocassions but I am sure I have failed now and then.
Ha, this is for me! I think the possibility to have 2 free specialists per city (Aristocaste system) is too much. Also, +3:) from Aristocracy is too much too imho. But changing both would be a way too high nerf so I just suggest removing the +1 Free specialist from Aristocracy.
 
Yeah. Not something in the same category as Agrarianism?

Ha, this is for me! I think the possibility to have 2 free specialists per city (Aristocaste system) is too much. Also, +3:) from Aristocracy is too much too imho. But changing both would be a way too high nerf so I just suggest removing the +1 Free specialist from Aristocracy.
And here I was, almost sure I will remove free specialist from caste system...
But maybe I will keep it for aristocracy and remove some happy faces? Not sure if aristocracy should give that ;)
 
Yeah, it may be more logical to remove it from Caste System since it gives unlimited specialists anyway.

And yeah, I forgot to say that but :) for Aristocracy doesn't make sense I think. Except if everyone is an aristocrat... But then there's no more Aristocracy ;)

So, you remove the free specialist from Caste and drop the happy faces to 1? or 0?
 
uh, does Republic do that in Orbis? damn it, I should REALLY check my info before posting, I'm still not used to it :lol:

still, maybe the bonus should be increased even more? I don't see people saying that Republic is a good civic, so it's possible it's considered not as good as others. what do people think about it?
 
Maybe then guilds need some nerf in commerce bonus? Only +10% or +15% :commerce:?

No don't nerf it, it would nerf towns and we don't need a town nerf^^
I would rather remove/nerf specialists bonus (like many others said) and maybe move corporation maintenance bonus to antoher civic
 
[to_xp]Gekko;8466561 said:
still, maybe the bonus should be increased even more? I don't see people saying that Republic is a good civic, so it's possible it's considered not as good as others. what do people think about it?
Do not think so. Double improvement growth and elections giving extra trait (plus some minor bonuses)? I think it is powerfull enough :crazyeye:
No don't nerf it, it would nerf towns and we don't need a town nerf^^
I would rather remove/nerf specialists bonus (like many others said) and maybe move corporation maintenance bonus to antoher civic
But it does make sense... :cry:
Also, guilds are much better to town economy than they are to specialists. The +20% :commerce: does nothing to specialist output, only thing specialits get is +1 :science:

Serfdom - now that is a civic that powers specialist economy. Even more than agrarianism. The +20% from food applies to whole food produced, not just the bonus that makes cities growth. So size 20 city (consuming 60 food) gets 12 :food: (or more if it was getting a little extra) from just the civic ;)
And it applies to every food source, not just farms...

Edit: What have I done, I can see complains regarding serfdom coming
 
lol. well, guilds could lose the bonus to specialists I guess, since it encourages a cottage economy that bonus is kinda wasted it seems.
 
maybe its my bad english because I don’t understand why the problem isn’t obvious to anyone.

and yes the problem IS mostly about civics. If you ignore them, there isn’t much of a problem. ( least not between farms and towns… )

So lets assume we re NOT running any of these SE boosting civics like Guilds, Scholarship, Agrarianism and Vassalage. Neither did we built the great library.

then a farm (as of patch H ) is suddenly only +1 commerce (from taxation)
and either +2 science (2/3 feeding a sage) or +2 gold (2/3 feeding a merchant),
i.e. the total “commerce equivalent” would be 3.

meanwhile a cottage/hamlet/village/town is +2/+3/+4/+5 commerce and +1 hammer

Pro´s of cottage economy in this situation:

-once fully matured, a town has almost twice the commerce output of a farm along
with 1 hammer (as of patch H)

Con´s of a cottage economy in this situation:

-a cottage is slightly worse than a farm, a hamlet draws equal in commerce output
but without providing GPP, so until we re talking at least villages there s no advantage until some time has passed.

-no GPP, so while farms have less commerce output in the long run …. they make up with providing GPP and thus later great persons that can be settled , used for golden ages, bulbing a tech or founding a corporation.

I d say in this situation I d definitely go for a balanced mix of specialist and cottage economy.

…...


but this situation is one I rarely find myself in.

in the orbis I m playing we have civics like vassalage and agrarianism which greatly improve farms & SE economy and don’t have any viable alternative because the others civics in their respective branches are either useless in 95% of situations (city states & isolation ) or at best situationally usefull or not as good as vassalage / agrarianism.

in the orbis I m playing we have the branch that includes guilds, serfdom and caste system which are all 3 viable great choices and guess what ? all 3 (guilds of them the most though) benefit specialist economy somehow.

in the orbis I m playing we have scholarship and the great library ….


here s the stats for the orbis I m playing:




town = 5 :commerce: 1 :hammers:
no civics, no wonders, no nothing ever improves that
(aside from the religious / CoE civic “shadow court” )


farm = 2 :food: 1 :commerce:

vassalage : +1 :commerce:
agrarianism: +1 :food:
scholarship: +1/3 :science: per :food:
guilds : +1/3 :science: + 1/3 :gold: per :food: (feeding a specialist)

end result if running all those civics and feeding a specialist

merchant
+2 :commerce: +4 :gold: +2 :science: i.e. short version: the equivalent of 8!!!! :commerce:
sage
+2 :commerce: +1 :gold: +5 :science: i.e. short version: the equivalent of 8!!!! :commerce:
sage with great library built
+2 :commerce: +1 :gold: +7 :science: i.e. short version: the equivalent of 10!!!! :commerce:


What farms provide over towns:

-instant equivalent of 8 :commerce: vs 2/3/4/5 :commerce:, when the farm is built it has FOUR times the :commerce: of a cottage and even when that cottage finally becomes a town after many turns, the farm still wins 8 to 5. (or 10:5 with the great library )

-did I mention GPP, you know these points which net you a nifty great person that can be settled, used for a golden age, used to bulb a tech, found a corporation ? you wont get those from running cottages….

Whats towns provide over farms:

-good money when pillaging them ;)


Summary:

Of course if we assume that the player doesn’t use any civics or uses inferior civics then there s a balance between a cottage economy and a specialist one.

Of course you ll not always want to run vassalage, scholarship, agrarianism and guilds together….. but just one of them is already enough to tip the balance in favour of SE, every further of those civics is merely dancing on the grave of the cottage economy.
 
EDIT: fair enough, the guilds civic also boosts cottage enemy with its +20% commerce, but i could swear its +1 gold / +1 science for all specialists not just +1 science , correct me if m wrong. anyhow that then boils down to +1 commerce for towns and +0,4 commerce for farms (with vassalage) so it doesnt really change that much.

EDIT2: oops quoted instead of editting.
 
Ok, if I must.

As I said before, you should take whole picture into account.
Civics giving bonus to :commerce: give much bigger boost to towns than to farms

As ricolikesrice agreed, guilds make each town provide 6 :commerce: and 1 :hammers:
There are some other civics that increase :commerce:
city states +5%
Republic +10%
So it is +35% total, making each town produce 6,75 :commerce: and 1 :hammers:
Quite comparable to an equivalent of 8 :commerce: (I already explained why I do think great library is less important here)
Well, 8,7 to be exact as farm :commerce: are increased, too. And yes there are GPP left. On the other hand, specialist commerces can't be changed to suit your needs (more science in science city, wealth in commerce one - you still get +2 :science: +1 :gold: - it is not gamebreaking, but there)
There is also a building that enhances raw :commerce: output - market with another +10%. But true, it also increases food output.
So, while I agree some balancing is needed, it is far from the dark picture presented above.

Also, what you describe is a situation when you actually run these civics. Really, there are other options and to get better specialists, you have to give up another bonus. The key is to specialize - if you do that, you should get some bonuses and some drawbacks.
Is caste system worthless? Serfdom? Is scholarship only viable values civic?

I will take a look at vassalage though as it makes farms produce too much commerce and benefit from town enhancing civics... But still, I can leave it as it is.
And yes, I consider changing guilds to either +1 :science: or +1 :gold:. But not sure I should do that.
 
I think civics are important in this picture, but they should not be taken into account here.

considering just the improvements themselves, if we are to compare cottage types to farms the most important thing imho is the fact that they are substantially different. farms are a short-term investment, they would be needed anyway even in a cottage economy and they are not vulnerable to pillaging.

cottage types are the opposite, juicy targets for pillagers, need time to grow and I dare say that you can play without ever building a single one, since in Orbis there are lots of buildings giving specialist slots and a specialist economy is viable early.

I think that the most important thing in these is the cottage growth issue. cottages should be worse than farms, but towns should be better, without taking into account civics and wonders. you took all that time and risk, so it's obvious that they should be better imho.

wonders and civics should be considered later, you gotta decide if it's intended that they can change the balance of the game, and then tweak them into being a good choice that doesn't overcome the others. I don't think wonders have any outstanding overpoweredness issue here, so all that's left is civics and those are in fact currently ( constantly :) ) getting tweaked I think. Isotope's civic rework is very interesting imho, and it should be considered. :D
 
[to_xp]Gekko;8473112 said:
cottage types are the opposite, juicy targets for pillagers, need time to grow and I dare say that you can play without ever building a single one, since in Orbis there are lots of buildings giving specialist slots and a specialist economy is viable early.
Without caste system the SE isn't viable early In my opinion.

[to_xp]Gekko;8473112 said:
Isotope's civic rework is very interesting imho, and it should be considered. :D
It isn't up to date so it isn't working, is it ?
 
Well, Civics Rework only changes civics iirc, so it basically replaces the CivicInfo file... It shouldn't cause a lot of issue if Isotope didn't change anything else.
 
umh. sorry for being kinda OT.

am I the only one who thinks Agrarianism is the only viable choice in its column, especially after the nerf to farm base yield?

food was already the best yield, and the 3foodperpop thing makes it pretty uber. which makes grassland even better and other terrains even worse, and in fact you NEED grassland for a decent city. and still, a farm on grassland without sanitation and/or agrarianism does not give any food surplus.

one thing I like about agrarianism in Orbis compared to base FFH is that it is also viable on plains-heavy areas, and in fact it's basically NEEDED there. however, since food is so very vital in Orbis, I really don't see how anyone will ever adopt anything else during the entire course of the game.
 
As sad as it is I have to agree Gekko. With my curent LENA Game Agrarianism simply is the best Civ in this colume. The only time when you maybe can cose a other Civ in this line is when you have a loooot of Food resources around your Citys. Maybe if Survival gives Camp and Forester Log +1 Food it might becomes a alternative.
 
Hmmm...

I don't think Agrarianism should reward the player with health. I know, it's very healthy, blah blah. But diseases spread fast when there's numerous people (hence the +1:yuck: per pop point), so I think that a civic producing so much food, thus feeding so many people, should give +2:yuck: instead.

Also, maybe Survival could be increased to +3:health: and +1:food:, +1:hammers: for Forester's Lodge.

While I'm at it, Mercantilism sucks bad imho. What about giving it +4:gold:/specialist and unlimited merchants? Or maybe +4:gold:/Merchant, Prophet, Engineer (will be doable soon!).

And finally, Foreign Trade should be +50%:commerce: from :traderoute:, +25% being too low for trade routes, since they are rounded down.
 
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