Charles555nc
Prince
- Joined
- May 3, 2010
- Messages
- 522
-Increased penalty for having multiple national wonders in the same city.-
Could you explain this change?
Could you explain this change?
It just refers to the way the AI chooses where to put its nations wonders. The AI understands that it can only have two national wonders in each city; but unlike a human player, it has not memorized what all of the different national wonders do or when they are unlocked. The AI has no heuristics for deciding which national wonders should go together. It just calculates on-the-fly which city would be best for each national wonder when the national wonder is available... and so the problem is that the AI is inclined to build all of its national wonders right away, in their best cities - and this is bad because it often blocks those cities from building even better national wonders. ... To reduce the effect of this problem, the AI basically just reduces the value of national wonders in cities which already have national wonders, to encourage other cities to build them instead. This way, cities will only build their second national wonder if the wonder is still worth more in that city even with the penalty.-Increased penalty for having multiple national wonders in the same city.-
Could you explain this change?
And yet somehow it is still far easier to defend in an overseas war compared to a land war. ie. Defensive land wars tend require more resources, and carry a greater risk of being defeated than defensive cross-continent wars. Wouldn't you agree? -- And when you're on the attack, it's far easier to conquer a land neighbour than to conquer an overseas civ; right?I don't like that ships can declare war and sail in and launch an amphibious invasion on the same turn, it just doesn't seem right.
And yet somehow it is still far easier to defend in an overseas war compared to a land war. ie. Defensive land wars tend require more resources, and carry a greater risk of being defeated than defensive cross-continent wars. Wouldn't you agree? -- And when you're on the attack, it's far easier to conquer a land neighbour than to conquer an overseas civ; right?
You seem to be saying that amphibious assaults are too powerful; but the flip-side is that offensive naval wars are very hard. If amphibious assaults were nerfed, or if ships were given greater defensive ability, then naval warfare would be even harder...
One more angle that's perhaps worth mentioning is that it could be considered a good thing that it's possible for enemies to bypass your navy and do some real damage to your empire. If wars were always won by the largest army, then the game probably wouldn't be as fun; and I think it's pretty clear that if the enemy had no choice by the fight your ships to get to you, then it would basically just be a battle of numbers rather than tactics.
For potential changes like this, I like to ask "is the new system definitely better?" "does the new system introduce new elements of interesting strategy" "does the new system remove existing elements of interesting strategy?" -- And in this case, from my point of view, the answers are no; maybe; yes - which isn't a good enough. It might be good for a new mod with new combat rules; but it isn't good enough for K-mod where part of the modus operandi is to maintain the general flavour of the unmodded game.



. But Im sure alot of other civs need help with their UB as well.
to great people. I don't think that is a fitting bonus. I haven't really thought much about +1
, but I suspect it might be a lot more powerful than it seems. It would certainly have a big effect on early-game strategies when
are quite rare; and it would turn the (already viable) great-merchant pump city into a real monster. At the moment, I'm inclined to just leave the super-specialists as they are (that's my default position for all balance suggestions); but if I had to change them today, I might do something as simple as just giving them +1 more of their natural commerce type. ie. +1
for scientists & engineers, +1
for merchants & priests, etc.
I think alot of people would dontate with big smiles, if they were just reminded occasionally.And yet somehow it is still far easier to defend in an overseas war compared to a land war. ie. Defensive land wars tend require more resources, and carry a greater risk of being defeated than defensive cross-continent wars. Wouldn't you agree? -- And when you're on the attack, it's far easier to conquer a land neighbour than to conquer an overseas civ; right?
You seem to be saying that amphibious assaults are too powerful; but the flip-side is that offensive naval wars are very hard. If amphibious assaults were nerfed, or if ships were given greater defensive ability, then naval warfare would be even harder...
One more angle that's perhaps worth mentioning is that it could be considered a good thing that it's possible for enemies to bypass your navy and do some real damage to your empire. If wars were always won by the largest army, then the game probably wouldn't be as fun; and I think it's pretty clear that if the enemy had no choice by the fight your ships to get to you, then it would basically just be a battle of numbers rather than tactics.
For potential changes like this, I like to ask "is the new system definitely better?" "does the new system introduce new elements of interesting strategy" "does the new system remove existing elements of interesting strategy?" -- And in this case, from my point of view, the answers are no; maybe; yes - which isn't a good enough. It might be good for a new mod with new combat rules; but it isn't good enough for K-mod where part of the modus operandi is to maintain the general flavour of the unmodded game.
I'd be more than willing to show you some tips if you are having problems.
per whip; and it's key to realise that it's per whip, not per population. So if you're whipping for 1 population each time, you're effectively getting double the penalty compared to if you're whipping for 2 population each time. It's ok (or even good) to whip when something only barely costs 2 population; because the whipping will still produce the full amount of
and the overflow will be counted towards the next thing you build.
required to grow the city's population increases as the population increases; therefore whipping effectively costs more food in bigger cities. This is essentially what makes whipping obsolete in the late game – cities get big, and so whipping loses its effectiveness. (This is why I generally don't aim for more than 2-pop whips unless I've got more food than I can use.)
progress towards the thing you're whipping, the whip only gives 2/3 of the normal
/ pop. (If I want to whip an axeman, I sometimes deliberately reduce the productivity of the city to be < 5
for the first turn so that I can still get a 2-population whip on it after working on it for one turn.)
on towns it would essentially be the late-game civic to use. Here's another little strategy tip: when you're deciding which civics to use, check the stats screen to see how many of each type of plot improvement you have. -- The number of farms you have may surprise you. (Those stats are also helpful for estimating the town bonus from Universal Suffrage and Free Speech.) Serfdom is particularly useful for spiritual leaders, because they can easily switch in and out of slavery when they need to build some stuff quickly...


