CunningGabe
Chieftain
- Joined
- Feb 23, 2014
- Messages
- 72
Reformation is still around, but not signposted super clearly. If you build the National Wonder associated to your Founder belief, you get the opportunity to pick a Reformation ability.
OK, just started a new game with this mod. My only real concerns-so far-are when items like production to wealth & building of trading posts occurs. Mostly because you run the risk of making gold too easy to come by IMHO. If you're not keen to move the first one back to currency, then I'd probably suggest moving it to somewhere like Bronze Working or Iron Working. As for Trading Posts, I'd be inclined to move that back to Horseback Riding or perhaps Currency.
Also, I might have asked this before, but are there any plans to make courthouses available to be built by non-conquerors? Perhaps with slightly different abilities if built in your own cities? Not entirely sure what.
Last of all, I noticed this in the previous updates, but I am kind of disappointed that there is no Reformation in the game in this mod. Even if it's not part of the Piety Tree, is there any way to make it a 3rd level Great Prophet Ability? So your first prophet founds the religion, your second prophet enhances the religion, & your 3rd prophet reforms your religion. What effects Reformation might have, though, I'm not too sure, but it would be cool to have it back in the game, if only from an immersion point of view.
Aussie.
Tradition:
Aristocracy grants +1 Gold per 5 citizens in Capital (removed culture from world wonders)
Oligarchy grants +1 Culture per 5 citizens in Capital (removed production from pop and free food)
Landed Elite also grants +1 food in all cities
Legalism unlinked from Oligarchy (like old tree)
I totally agree with you, I was extremely confused when I saw how late you got the harbor normally and figured it was meant as a buff to Carthage but after reading this I just lost it. I can see the point of having harbors 3 eras before everyone else being way too strong but atm all the UA does is save you some hammers and some maintenance, which is complete garbage.Bla bla bla Quinquereme, harbors and so on
I suggested a %food bonus in the first place but it was voted down.While the "discounts" are definitly nice to have over the course of the game, the flat food bonus gives an instant rocket start for the tradition players. And this has an ugly snowballing effect. Rapid population growth generates a lot of science, allows fast settlers or a wonder/unit spamming super-capital. And so on.
So I would suggest to remove the flat food yields and add a growth modifier, allowing bigger cities over the course of the game, but not an instant super capital. So the openers would be more balanced against each other.
Problem 2 - super early engineer slot on palace
Early (classic) manufactories (0-2 food and 8-10 prod) are extremly powerful, but easy to get with an engineer slot on palace. Same problem as above, it's just too early and leads to immense snowballing effects.
I think the first four policies are very well balanced. I do a Nationalist approach, focusing on military, culture, and science at the expense of diplomacy, and I find it a difficult decision between Liberty and Tradition after taking Might right away. I really like focusing on Great People, Growth, but I also have come to realize that the Liberty tree makes the inevitable military campaigns and bringing in new cities a lot more affordable.
I think if I wanted to do a diplomacy, military, and science Imperialist game that it would also be hard to choose between Piety and Liberty for either a religion I can force down everyone's throat and dominate the WC with, or to save a lot of money and time as I expand with my military.
Keep in mind that Tradition will certainly make your capital great, but what does it do for your other cities for production? Liberty has your entire empire building infrastructure faster and it gets better over time as tech improves.
Being able to cross oceantiles(no idea why that would make sense historyvise however)
Liberty may give a nice prod bonus to buildings, but with Tradition I get a general boost (extra food leads to more pop which leads to more science and more prod), allowing me to build whatever I want earlier than the guy who takes e.g. liberty. And spamming settlers with my super capital allows a faster "wide" empire than liberty does. ("snowballing-effect")
For me tradition (opener and engineer slot) look more like a very powerful general early game boost and not like the balanced specialised boni which the other openers grant.
Reformations are in the game you have to expand your faith to 20% of global pop, and then build your religious NW.
Concerning improvements, I moved TPs earlier to help the AI if it is isolated. Smaller adjustments can be made in the future.
Regarding courthouses, I'm not really sure what role it would fill, as there isn't 'corruption' as in previous civ games. We can brainstorm, though.
G
Could also add gold to watertiles, like the cothon in civ4. The UA issue remains however, unless you make the Cothon a lighthouse(which makes somewhat less sense imho) and keep the old UA(but makes it give you free harbors at a more reasonable tech)http://en.wikipedia.org/wiki/Theory_of_Phoenician_discovery_of_the_Americas
I like the idea of unique harbors unlocked at optics. JFD in his Hannibal mod has given Carthage a Cothon which adds gold yield to sea resources and makes ships stationing inside the city increase the city's combat strength just like a land unit does. Other mod adds Breakwaters as harbor replacement which adds +1 production to all sea tiles (kinda like Dutch dike in Civ 4). Cothon was both a trade and a military port, so both naval unit production and naval unit XP are worth considering.
What about UA though? In JFD's mod Dido claims all water tiles in 3 tiles radius from the city and creates a sea luxury resource (in every city). It's interesting, but I am not the greatest fan of this solution.
National College does grant +1 science / 4 citizens in addition(?) to the +3 science. It just doesn't show up on any of the tooltips. If you click through to the 'pedia, it shows it in the "Strategy" section, and if you look at your "extra science from population" yields you sill see that it is included.Also, is it me or does National College not work? All it shows is +3 science. I haven't built it yet but that looks really weak.
Due to the lack of happy-producing buildings and the relative lack of unhappiness, Stupas are way too strong - basically one-shots happiness issues for all but the most overextended empires. Suggest changing the effect to GA points, or nerfing Stupas to +1 happyface. (Or +3/4 faith - a "superfaith" religious building seems good.)
You're doing a pretty poor job of explaining why you think that the city defense is too low. The defense scaling from pop was removed because you are supposed to need walls and armies to defend cities. A city without walls really can't handle a siege, which makes perfect sense. If someone rushes you before you get your walls up you better have an army defending infront of the city.City defense is still way too low. Either raise city defense or nerf ranged units attacking cities. The former is easier for the AI to handle.
Siege is supposed to be strong against cities, you're not supposed to let siegeweapons get in range.Siege is also a bit too strong against cities (beyond the issues with city defense being too weak).
Pretty sure it is coded as "When a city reaches a pop higher than it has been before" most other mods doing he same thing works that way, if not that is probably the way to go. Other than that this isn't really something the AI would abuse, so you could just choose not to abuse it yourself and you don't have an issue.The +x resources per new citizen is highly abusable, due to how smaller cities grow much faster than larger ones. Those bonuses should scale to city size.
Natural wonders are rare and hard to grab (and usually they spawn in citystate territory), grabbing them should be worth it, spain or not, just deal with it.One With Nature + Spain is ridic. I know it's already OP in the base game, but given OWN's buff, it should be specifically coded not to double up for Spain. 8 faith + 4 culture (or 16+8 with the Tolerance exploit) is so huge that it might as well be a cakewalk.
Tolerance exploit with pantheon (Where your pantheon is considered a "majority religion") should be patched over as well.
All Pantheons should be equally valid for all civs (no effects unique to the founder) - need to double check to see if all pantheons qualify.