ElliotS
Warmonger
Taking this from another thread to make it more visible, and enhancing it:
I'm wondering if the 7% culture/science increase on standard isn't too high. It seems to really favor tradition and taller play. (which we see at least among the AI doing much better)
Between that and the very punishing empire happiness modifier I think peaceful wide is in a really bad spot and warmongering is in the same spot it's always been: Good because the player does war better than the AI.
Players can win as a wide warmonger, but rarely to never do I hear about players winning wide as a science victory or anything else. As a player I tend to feel like unless I'm warmongering cities past 4 to 6 are often a liability, even if I have a ton of room and especially past the first hundred turns.
The bottom line for me is that new cities are bad to get in most cases past your first few. The fact that by taking advantage of really nice spots to settle you often actually slow down your science and policies even with tons of investment, seems like a big problem to me.
Settling a new city isn't easy. It's not risk-free. It shouldn't slow you down more than it helps you.
I think our goals (and the reasons the modifiers are where they are) are as follows:
I would like to test putting a 33% (give or take) yields malus on courthouses, reducing the culture/science increase to maybe 4%, and reducing empire unhappiness modifier by some amount. (and maybe giving a better way to counteract it globally.) It would buff raze and replace, but that's always been the weakest option in 90% of cases so I don't mind.
I haven't played for a while, so maybe I'm off base, but in the 5ish games I've played this patch this seems to have been very clear to me. It also seems like a lot of threads have proven how detrimental new cities are recently. (I think much of the issues with pioneers and colonists is because of this, and not necessarily the units themselves.)
Finally I'd like to add that in my mind the goal is that settling new cities is an advantage, but not such an overwhelming advantage that Tall cannot win or compete. There are added issues and struggles that come with more cities, and a lot of other advantages to seek to compensate.
So if my recommended tweaks don't get there, the numbers should be adjusted again. I just think they're too high right now.
I'm wondering if the 7% culture/science increase on standard isn't too high. It seems to really favor tradition and taller play. (which we see at least among the AI doing much better)
Between that and the very punishing empire happiness modifier I think peaceful wide is in a really bad spot and warmongering is in the same spot it's always been: Good because the player does war better than the AI.
Players can win as a wide warmonger, but rarely to never do I hear about players winning wide as a science victory or anything else. As a player I tend to feel like unless I'm warmongering cities past 4 to 6 are often a liability, even if I have a ton of room and especially past the first hundred turns.
The bottom line for me is that new cities are bad to get in most cases past your first few. The fact that by taking advantage of really nice spots to settle you often actually slow down your science and policies even with tons of investment, seems like a big problem to me.
Settling a new city isn't easy. It's not risk-free. It shouldn't slow you down more than it helps you.
I think our goals (and the reasons the modifiers are where they are) are as follows:
- Discourage settling of many low-value cities (Infinite city spam was the reason the modifiers were added to vanilla)
- Allow a peaceful tall civ to compete with a wide civ, so as to avoid "whoever has the most cities wins"
- Temper the gains from warmongering, so as to not make warmongering the only game in town.
- Building new cities is often a negative action, especially into the game. That seems really counter-intuitive and wrong in a civilization game.
- Warmongers can largely bypass this malus with puppets.
I would like to test putting a 33% (give or take) yields malus on courthouses, reducing the culture/science increase to maybe 4%, and reducing empire unhappiness modifier by some amount. (and maybe giving a better way to counteract it globally.) It would buff raze and replace, but that's always been the weakest option in 90% of cases so I don't mind.
I haven't played for a while, so maybe I'm off base, but in the 5ish games I've played this patch this seems to have been very clear to me. It also seems like a lot of threads have proven how detrimental new cities are recently. (I think much of the issues with pioneers and colonists is because of this, and not necessarily the units themselves.)
Finally I'd like to add that in my mind the goal is that settling new cities is an advantage, but not such an overwhelming advantage that Tall cannot win or compete. There are added issues and struggles that come with more cities, and a lot of other advantages to seek to compensate.
So if my recommended tweaks don't get there, the numbers should be adjusted again. I just think they're too high right now.