New Hotfix Version (12-15)

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It is just a point of view what is "faster" or "slower" and "easier" or "harder" because of that. Everyone is just used to 500 turns as normal. If "normal" was 750 turns, everyone would be saying that 500 turns (quick) is too difficult (no time to level up units!)
Firaxis just made 500 turns as standard from simple "playability" and thus revenues PoV. If 1500 turns (marathon) was a "normal" speed, the game without QuickCombat and QuickMoves would take, idk, 60+ hours? Not many would like to repeat the experience, except for fans. 500 turns gives 20+ hours game, enough to try again, and maybe again. And if you have QuickCombat&Moves, you can squeeze to 10-15h. Replayability... more copies sold... money...

Have you noticed the super-speed in Civ6 that is like double-speed? Can you imagine playing VP in 250 turns?

The more units / buildings / features is there on the tech tree, the less time you have to actually use them, have fun with them. VP is quite loaded with them and many of us would like more (hence the mods). And don't forget that Eras usually take 50-60 turns. Sometimes it takes 10 turns to actually prepare for war and get to enemy (big maps, naval attacks). It really doesn't leave many turns for actual fight and suddenly you have unlocked new units. I personally find Epic the optimal speed for that reason. It gives that 100-150 turns more to actually have fun with all the units and buildings and I don't feel "hurried" by the turns quickly passing and techs unlocking every 5-6 turns in late game.
I also feel like epic is a better speed, but the replayability and better balance of standard have pushed me away from it.

This is a move towards fixing one of those things, so it's welcome imo.
 
I also feel like epic is a better speed, but the replayability and better balance of standard have pushed me away from it.
It means that there are features used or parameters that do not scale properly with game speed. I mean if extending the game length (and many other things alltogether) by 50% breaks the balance - it is bad. I wouldn't be surprised for Marathon - 3x factor is really a huge difference.
Maybe some of balancing work and discussions could address that area, not focusing exclusively on Normal speed.
 
bah, i always hated unit xp system in civ v. feels so strong for humans and weak for AIs. i actually would love to try playing with it turned off, or at least capped to 3 promotions max. since there is a way to cap barb and city-state xp, is there a similar variable for all xp? although i guess AI will still get their handicap promotions, correct?
 
bah, i always hated unit xp system in civ v. feels so strong for humans and weak for AIs. i actually would love to try playing with it turned off, or at least capped to 3 promotions max. since there is a way to cap barb and city-state xp, is there a similar variable for all xp? although i guess AI will still get their handicap promotions, correct?

It would probably be easier to replace every promotion by a promotions "+10% CS".
 
Does the XP scaling with gamespeed affect the AI starting promotions?

Can the XP gamespeed scaling be made an advanced game setting option?

(Where would one have to edit which file to shut it off manually??)
 
It would probably be easier to replace every promotion by a promotions "+10% CS".
Thats exactly what civ beyond earth did to try to change this human favored xp leveling system, and about every single human on the beyond earth forum on this site put it on the "bad thing" list of the changes made.

@Infixo : Perhaps the problems come from the fact that late game the science yields are to big and the tech tree is being completed way to fast, even on cities whit absurd amounts of production its impossible to build every single building, you just unlock new ones way to fast, rather than a game speed issue, I dont really see a problem in slowing down tech by about 15%(1-2 turns) overall.
 
I just won a SV on Immortal with Carthage using ilteroi's hotfix of this version. The details are that I got little use of the quinquereme and expanded slowly, but did get a religion with four civs on my continent all open to conversion. I added three cities with cannon and frigates, and stayed at nine cities until near the end. I had a close call where the Iroquois were on the verge of a DV, but allowed me to decolonize them (a blunder no matter how you rationalize it). Otherwise I would have had to nuke CS, etc, in order to try to keep them under. At the end the other contenders (Russia and India) attacked me and the Iroquois along with lesser nations to slow us down.


But the bottom line is that I beat the Iroquois by 2 techs, and Russia and India by 5, despite having less cities and many less citizens, and actually built a small tech lead in the late stages. The point is that the current balance looks relly good to me.
 
I also feel like epic is a better speed, but the replayability and better balance of standard have pushed me away from it.

This is a move towards fixing one of those things, so it's welcome imo.

Doesn't Epic have better replayability by virtue of uniques being more useful/important?
 
Games are almost always won by that point. Same on Normal, no?
On standard the smithsonian can be very relevant, I will occasionally be racing an AI to a victory condition, I'll win faster with that UU in play. Panzers matter if you are losing but want to make a last ditch attempt to knock out the leader. I've never had an epic game even approach these eras, even renaissanc era UUs weren't relevant in my opinion (they can be really good in standard)
 
On immortal/marathon, I can regularly get a level 5 pathfinder by turn 15 and level 6 by turn 29 with no skill other than moving them around.

That is basically cheating.

With two of them and their ability to heal ancient age armies with long range vision makes it a sure win.

Please change this if you can so that scouts level up at the same pace as other units.

Cheers and happy new year.
 
Would it be a solution, to hard cap the maximum lvl of units, based of the era?
Like, 3 + 1*era ?
I rarely go warmonger, and its up to you guys that play warmonger on immortal/deity, if this would be a acceptable solution.
 
Is the Great Person from National Treasure (Artistry policy) free? It doesn't mention it, but the Great Prophet I picked didn't seem to increase the cost of my next one.
 
Is the Great Person from National Treasure (Artistry policy) free? It doesn't mention it, but the Great Prophet I picked didn't seem to increase the cost of my next one.
In VP, I think all great people chosen in situations like that are free (don't raise the cost of additional ones)
 
In VP, I think all great people chosen in situations like that are free (don't raise the cost of additional ones)

Correct. We also de-linked GP buckets a long time ago (so that merchants don't increase the cost of engineers, etc.).

In other news, I'll be back in town next week. I know many of you have been busy over the holiday, however - for those who have been civving lately- how's it feel? I know there are still some bugs (ilteroi has been hard at work!), but - balance-wise - what's it looking like right now?

Generally, I've got a few things I want to look at (based on playtests I did before the break, and feedback over the past month):

- Imperialism needs a better scaler
- Great Engineer hurrying is OP relative to manufactories
- Pastures, as a tile improvement, may need an earlier buff
- The difficulty handicap curve is still not quite right at higher levels, primarily because of Great People
- Production v. Gold purchasing is imbalanced from Industrial-on - possibly need to refactor gold cost algorithm (to make them more expensive relative to upgrades).
- CS bullying is unsatisfying/impossible to complete.
- Shift unit XP from experimental to optional - will be a CBO define value (not an in-game option).

Anything else I've missed?

G
 
Correct. We also de-linked GP buckets a long time ago (so that merchants don't increase the cost of engineers, etc.).

In other news, I'll be back in town next week. I know many of you have been busy over the holiday, however - for those who have been civving lately- how's it feel? I know there are still some bugs (ilteroi has been hard at work!), but - balance-wise - what's it looking like right now?

Generally, I've got a few things I want to look at (based on playtests I did before the break, and feedback over the past month):

- Imperialism needs a better scaler
- Great Engineer hurrying is OP relative to manufactories
- Pastures, as a tile improvement, may need an earlier buff
- The difficulty handicap curve is still not quite right at higher levels, primarily because of Great People
- Production v. Gold purchasing is imbalanced from Industrial-on - possibly need to refactor gold cost algorithm (to make them more expensive relative to upgrades).
- CS bullying is unsatisfying/impossible to complete.
- Shift unit XP from experimental to optional - will be a CBO define value (not an in-game option).

Anything else I've missed?

G

Great Merchant's village versus bulbing balance (former being too weak).
 
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