New Beta Version - October 10th (10/10)

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Or simply dropping it. We don't necessarily need that many beliefs if faith is just too hard to balance in such a model.
I really think this would be the best option. If Veneration is throwing a wrench into the "profoundly delicate balance", just drop it and balance faith costs accordingly.
 
Or simply dropping it. We don't necessarily need that many beliefs if faith is just too hard to balance in such a model.
We do need something to replace it, though. I think we have 16 follower belief currently. Dropping one means that 8 enhanced religion would no longer be possible.
 
We do need something to replace it, though. I think we have 16 follower belief currently. Dropping one means that 8 enhanced religion would no longer be possible.
I think the biggest map enable only 7 religions, or? Or do you think about gigantic custom maps?
Most simply solution = 1 Faith per 2 Follower, capped at 10. It needs a long time to get 20 follower in your city. Till you have reached that point, the cost for faith purchases have drastically increased. (Around industrial era and later, at this point of the game, the missionaries and inquisitors cost already 600+ faith) A maximum of 10 more faith in a city isnt that game changing. And dont forget, unlike the other yield beliefs, faith dont help with fighting needs.

If you want to replace it with something other, here are some suggestions which are faith related:
-10% faith purchase cost for everything
+1 Faith for every building which generates a flat science bonus (Without unique buildings 5 at end of classical, 7 in rennaissance, 10 in total for every city possible. The option to get more by unique buildings or policies could create an interesting interaction)
+1 Faith for every great work slot in city (5 at end of renaissance, total of 9 in modern era for every city possible. +9 by national wonders and +4 if tradition, more possible by wonders. This would create a good balance between tall and wide play in first place, cause the options to increase the faith generation early is bigger by tradition and wonder play than by wide)

Other non-faith related:
-5% need treshhold, scaling with era
diplomatic units are 15% cheaper, get a promotion with +15 influence for mission
Villages get +1 faith/culture, towns get +2 faith/gold/culture (villages could need some buff, they have only one option to get improved, and its a kinda poor buff)
every 2 worked coastal/ocean/sea tile generate X yield
 
-10% faith purchase cost for everything

This idea was on my mind as well. Could be a good synergy and gives the belief some longevity (as opposed to now where its a faith sprint and then its basically pointless).

Are there any hokey Theodora abuses with that idea?
 
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I support -10% faith purchase cost for veneration, plus another small-ish bonus on top. As it stands now, I'm never taking it.
 
I think the biggest map enable only 7 religions
theodora-byzantine-empress.png

*blocks your path*

on another note, I do wish 13 world religions was possible, but I simply can't come up with enough beliefs to add (so far I've only added religious buildings for Confucianism, Shintoism, Sikhism, Tengriism, and Zoroastrianism.)
 
theodora-byzantine-empress.png

*blocks your path*

on another note, I do wish 13 world religions was possible, but I simply can't come up with enough beliefs to add (so far I've only added religious buildings for Confucianism, Shintoism, Sikhism, Tengriism, and Zoroastrianism.)
I believe that we both agree, that it is quite seldom the case that someone plays a game on huge and Byzantium is the last one to found a religion.
But by the way, you forgot her UA, able to pick already chosen beliefs, so even this case doesnt count. :bump:
 
on another note, I do wish 13 world religions was possible, but I simply can't come up with enough beliefs to add (so far I've only added religious buildings for Confucianism, Shintoism, Sikhism, Tengriism, and Zoroastrianism.)
You could start adding religions, like the Historical Religions mod by Tomatekh.

Then you could add Sweat Lodges from Plains Indian religions, Pagan Hovs from Proto-Germanic/Gothic Paganism, Continae from Slavic Paganism, Pyramids from Mayan Religions (which already have an icon), Intikancha from Incan polytheism, Potlach houses from Pacific Coast from Tlingit/Haida/Salish traditions, etc.
 
no cuz it means coming with complex ideas.
 
I believe that we both agree, that it is quite seldom the case that someone plays a game on huge and Byzantium is the last one to found a religion.
But by the way, you forgot her UA, able to pick already chosen beliefs, so even this case doesnt count. :bump:

Does Theodora's religion count against the total founded?
 
Don't remove religion beliefs, I always play with 8 religions(without Theodora, cause she can pick one more belief and block eight religion enchance)
Better to add 2-3 beliefs :)
 
It would be really cool if a Gurdwara religious building could be added. It could have the current Mandir bonus, and something else could be done with the Mandir instead.
 
God-King sometimes goes first, other times not. Just depends on how the AI is feeling. All of the pantheons should get some more play now, even if sometimes the AI makes a bad guess as to what the best one will end up being. Having the AI pick the same 8 pantheons over and over is boring.

G
I really enjoy seeing this changed.

I have a question. Currently, the AI chooses only the best decision on immortal/deity. On lower difficulties it chooses from the best 2 or 3 choices, right? How would I change that, just for a personal game to see if its different.
 
Or simply dropping it. We don't necessarily need that many beliefs if faith is just too hard to balance in such a model.

I'd prefer for us to add follower beliefs, not remove.

I really enjoy seeing this changed.

I have a question. Currently, the AI chooses only the best decision on immortal/deity. On lower difficulties it chooses from the best 2 or 3 choices, right? How would I change that, just for a personal game to see if its different.

(2) Community Balance OVerhaul/Balance Changes/Difficulty/DifficultyMod.xml

Under whatever difficulty you wish to change, change the number to 1 to make it choose the best choice, or 2 to consider 2 alternatives, etc.

<CityProductionNumOptionsConsidered>2</CityProductionNumOptionsConsidered>
<TechNumOptionsConsidered>2</TechNumOptionsConsidered>
<PolicyNumOptionsConsidered>2</PolicyNumOptionsConsidered>

For instance Emperor has it at 2, so to make it have Immortal-tier choices, just change those 2s into 1
 
Veneration is for those who want to pick bonuses on spreading actions. There's some culture and tourism to gain. That could work for a holy sites strategy too. I don't think I'd use it
Mainly 3 reasons, perma spam of missionaries to trigger other aspects of religion (tourismn, food), spam prophets for prophecy+ holy land and GP purchase by Glory of God.
In my current game with this version, there irokese are the religious powerhouse, they already converted 60% of the continent (pangäa), but didnt have any belief which would give too much faith.
AI is simply bad to counter the early religion founders, nothing to do with veneration in special.
 
I really enjoy seeing this changed.

I have a question. Currently, the AI chooses only the best decision on immortal/deity. On lower difficulties it chooses from the best 2 or 3 choices, right? How would I change that, just for a personal game to see if its different.

I'd prefer for us to add follower beliefs, not remove.



(2) Community Balance OVerhaul/Balance Changes/Difficulty/DifficultyMod.xml

Under whatever difficulty you wish to change, change the number to 1 to make it choose the best choice, or 2 to consider 2 alternatives, etc.

<CityProductionNumOptionsConsidered>2</CityProductionNumOptionsConsidered>
<TechNumOptionsConsidered>2</TechNumOptionsConsidered>
<PolicyNumOptionsConsidered>2</PolicyNumOptionsConsidered>

For instance Emperor has it at 2, so to make it have Immortal-tier choices, just change those 2s into 1

This is accurate, however note that if the top choice is significantly higher in value (worth more than the other two combined) than the other x in the set, the top one will always be chosen.

G
 
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