Next step building adjustments

mystikx21

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Continued from this thread, this would focus on adjustments of building value (or in some cases, what it does), and then costs/upkeep to balance those values.

For the time being, I would start with a nucleus of CEP changes for discussion as it appears those will be available quickest to work with.

These are CEP's buildings changes

Most of the "useless" buildings are either removed and merged, or otherwise generally improved or decreased in costs that they have some usefulness that there should be a choice which to build as a starting point. The one exception is espionage buildings, which are still a waste except in a couple cities per game.

These were removed
Recycling Center
Bomb Shelter (merged with Military Base)
Forge (merged with barracks line)


Things of high priority to discuss

1) Tile interactions (eg, the granary or stable or forge effects) Do we want these (I assume yes), and if so, which?

2) Happiness buildings effects under the new happiness system. Flat happy+ reduced levels, how to scale so the later buildings are better, etc? Will other buildings interact directly as well (reducing value?).

3) Upkeep/production costs
These are costs changes to buildings used by CEP as a baseline. That's using the 2x cost scale, which we can ignore for now as it relies on increased quantities of production and gold yields.

4) Espionage buildings, how to make them more useful. One idea was proposed that they could provide a temporary yield boost when a city increases in population to reflect the value of law and order. They could (also?) interact with the happiness system (defence or prosperity bonus?)

5) Culture building changes. Or tourism building changes, which were unaffected as yet (airport/hotel). As well as the lack of tiering being used for culture buildings. I'm much less sure this second change is needed versus a modest improvement to the amphitheater, opera house and possibly the museum (I think it is okay as is).

6) Specialist slot balance (I would also not raise the garden to 50% GPP, making it buildable anywhere or giving it some food or a tile interaction and making it a bit cheaper should be sufficient to make it worthwhile).

7) River/non river buildings? Use, balance?. I liked the idea of a wind plant to go with the hydro plant as a river/non effect, and it would mean we could remove the "windmill" building instead of the "forge", which I like because I don't like the "smith" name if we were to remove a building on those lines.
 
I've got the no freshwater point on 7. I figured it was worth bringing up.

Tile interactions could include either the resources or plots/features (hills, mountains, jungle, desert/tundra). CEP had aqueducts impact lakes for instance. Several could impact mountains or atolls. Things like that.
 
My thoughts from the CEP list:

1) Granaries impact sugar and spices (no longer deer or bananas).

The granary as a building is fine right from a balance standpoint. That said, I don't think this will effect the balance of the granary in terms of making it "stronger", it will just be strong "more often". Its rare you get wheat and sugar and spices in such quantities that the granary would give you super food.

2) Watermill provides less Food (1) but more Production (3) and cost less upkeep

I don't see a need to change the resource, +2 food/+1 prod is fine. I could see a cost reduction of some kind, but otherwise it doesn't need a big change.

3) Floating Gardens renamed Chinampa (more accurate local name). 0 upkeep.

As innocent as this is, I'm generally opposed to name changes myself. Its all about trade offs. A new person playing this mod is going to have some confusion. We are adding to their confusion by changing names, for what....a tiny bit more historical accuracy? I just don't think its worth it.

This is a balance mod, not a realism mod. Now, if we have a balance issue, and it can be fixed in a way that increases realism...than I'm all for it, might as well right. But changing things just to change is not my preference.

4) Hospitals: +8Food (was +5) and cost more upkeep.

The big thing for me is that hospitals need a lot of hammers, and there are so many things to build when they come online imo. Its not that the +5 food is bad, I just have other things to do with the hammers. And an upkeep change at that point in the game wouldn't mean a thing, I have plenty of gold generally.

5) Aqueducts improve bananas, citrus, salt, truffles, and lakes +1 Food. Cost 2 upkeep

I build aqueducts straight up, they are useful on their own. So this change to me would be more about terrain balancing.

In that respect, Bananas, Citrus, and Salt are fine to me. Salt especially, I don't know what they get in the base game but I always love to get salt! Truffels is the only one of the bunch I feel is a weak tile.

6) Lighthouse add +1Food.

Lighthouses are absolutely fine, they are power house buildings in coastal cities.

7) Gardens add +1 Food.

Gardens do tend to be a tad on the weak side for anything other than your GP city, so I'm fine with a small tweak.

8) Renaissance Workshops speed construction of buildings (replaces Windmill).

Another name that is not needed imo.

9) Barracks improve Iron, Coal, Aluminum, Uranium, Oil production and predate Steel (replaces Forge).

I am fine with the Forge getting a wider net of resources. I think it just makes sense, and give the building more overall utility.

10 ) Armories and Military Academies provide a land unit production bonus (10% on Armory, 20% on Military Academy)... Military training buildings provide a small amount of base Production Production, and experience gains become greater at higher tier buildings. (10 on Barracks, 30 on Military Academy).

I could see perhaps giving the Military Academy increase XP, but I don't think a large change is needed. I don't build a barracks in every city...but I build them in several. The building is far from useless.

11) Smithies improve all production and are required for a Foundry (replaces Workshop)
Foundries are places for large-scale production of metal castings (replaces Ironworks).

I don't think a name change is needed. Further, this one was my least favorite change, it is VERY CONFUSING. I would get the old and new workshop confused myself, I can't imagine what it did for players not as intimately familar with the mod.

12) Stone Works is not restricted by plains cities.

Completely fine with this, I think it was a needless restriction.

13) Stable: 1Production and +15%Production for all mounted units (was 0, 15%, 0% on ranged mounted units). Stables improve all livestock resources. Stables also increase the production of all mounted units (only melee mounted units in vanilla).

Looks good.

14) Seaport speeds production of naval units 25% (was 15% on Seaport), adds 2 Production, no Productionbonus to sea resources. Upkeep to 4. Does not require a Harbor.

Seaport is currently the lame duck of the lot. I think these changes look good.

15) Hydro Plant does not require Aluminum, requires a Water Mill. Decreased upkeep cost to 2.

Looks good, hydro plants are pretty lame in the base game.

16) Spaceship Factory available at Computers (was Robotics).

I don't see a strong need for this change.

17)
Increased Productionproduction:
Seaport +2
Factory +15% (was +10%)
Solar and Nuclear Plants +25% (was +15%)
Iron Works +25% (was 0%)

I don't see the need to change these myself (except the seaport). Factories I build, Nuclear Plants I build (solar if I can find that sweet spot, which I rarely do). Iron Works I build.

18)
1Citizen Engineer:
Workshop
Castle
Smithy
Factory
Iron Works

I don't see any need to do a rebalance here. Castles now provide bonus to defense to help happiness, the other buildings are useful as is.

GoldEdit

19) Market: moved to Trade tech.

What is the need here?

20) Circus costs more (2 upkeep). Adds +1Gold for Horses and Ivory.

Circuses are great buildings as is. Horses are just fine, maybe ivory could use some love, but you could do that with the stable.

21) Mint: +2Gold, +1Gold on Gold, Silver, Copper, and Gems

I hate the base mint so much! I would be fine with these changes, it might also need a hammer reduction.

22) Stock Exchanges Available at Electronics (was Electricity).

Don't see the need.

23) East India gives 4Gold +15%Gold and +15%Trade trade route income (was 8, 0%, 0).

Don't see the need.

24) Seaport provides 1Gold on all sea tiles.

I'm ambivalent about this one myself.

25) Caravansary provides +1Gold and +1Gold on all luxury tiles.

I was thinking, if we do anything with early tourism, this building might be a good one for it. It would make sense that the early trade hubs would be where early tourism was, and it would the building a distinct bonus, instead of just slapping on more gold.

26)
1Citizen Merchant:
Caravansary
Market
Stock Exchange
East India
Bank

Don't see a need for a slot change myself.

27) Observatories: 4Science + 10%Science (was 0 + 50%), require a mountain within 2 tiles (was 1 tile).

I agree, the observatory is just wonky. Its hard to get, and crazy powerful in the right city.

28)
Maintenance increased for most science buildings (Laboratory costs 8)

I'm not a big fan of upkeep changes, as I don't think they are that effective. Bottom line is I want my science buildings, and I'm going to build them. Putting a bigger price tag on them isn't going to stop me from getting them. And that's okay to me, late game science buildings take a lot of hammers to build. I only get to put them in the big cities initially or rush them in the smaller ones.

29)
1Science on jungle tiles:
University (was 2)
Research Lab

I don't have any issue with this one, I don't know if the university is broken at all.

30)
1Citizen Scientist:
Library
University
Public School
Research Lab
Heidelberg University

The one I will agree with here is the move of a specialist from university to the library. Mainly because it takes a long time to get to university, longer than all the other initial specialists buildings.

CultureEdit

31) Amphitheaters with access to elaborate clothing for religious ceremonies provide extra Culture culture (Silk, Cotton, Furs, Dye).

These buildings definitely need something. I am fine with this, or maybe even +1 happy and their base +1 culture.

32) Opera House provides 3Culture.

Its more effective...but its just so damn boring. I think we can do better, I'll ponder it over.

33) Culture buildings do not tier and any can be built as soon as the tech is available.

Agreed.

34) Broadcast Tower provides +50% Culture and costs 4 upkeep.

Not needed, they are just fine in their base statement. Heck they are the first culture building after monument in the base game I actually care about.

35)
Temple does not require Shrine
Temple +1 faith on incense and wine
Temple upkeep decreased to 1

I wouldn't mind making this building sexier to. Perhaps reduce the faith purchase costs of things by a slight amount, like 5-10%?

36)
Walls: 100 hitpoints (was 50)
Castle: 150 hitpoints (was 25)
Arsenal: 200 hitpoints (was 25)
Military Base: 250 hitpoints (was 25), -25% damage from aircraft, and -50% damage from nukes.

I think we have all agreed on a weaker attack, stronger hp defense building suite. Combing miltiary base and bomb shelter makes plenty of sense.

Should we consider decoupling these like we are discussing with the faith buildings?

37) Palace adds 100 hit points and +4 Defense.

The capital is almost always significantly stronger than the other cities, I don't thin it needs even more.

38)
Courthouse: 140Production cost, +10Production cost per Citizen population (lower base cost, but higher in later/larger cities). No maintanence cost, higher rush buy cost. (per population effect disabled)

Completely agree, one of my great pet peeves is that with current courthouses a conquered city will cost me more for ALL TIME. I want an over and done with it version of the courthouse.

39)
Garden : +50%GreatPerson (was 25). Buildable anywhere.

The boost is not needed. I am with buildable anywhere.

40)
+1Happy for each Colosseum, Theater, and Stadium. All cost +2Gold maintenance (was 1, 2, 2)

I say lets leave these happiness buildings alone for now. They are still some of the most commonly built buildings in the game.
 
Stalker, a lot of the production costs are detailed separately (different link, same post) so things like the hospital or mint costing a lot for what it does or how the courthouse costs could be adjusted that way. I think most buildings went down somewhat in cost, but the amounts are fairly small and balanced against that buildings have a high cost multiplier in CEP (2x) because of increases in yields and the like. We're not there yet, I'd rather look at whether a thing costs an appropriate amount first and then consider how much the cost ratio needs to go up based on other considerations.

National Wonders changes will be dealt with elsewhere, so I won't respond to those concerns here. I'll pop up a wonders thread later in the week as these mature and that should include the national wonders, but given the change in how those cost and requirements changes, I'd rather wait before making any substantial changes to them. The main balance concern is the National College is much stronger than most of the other yield providers (iron works, grand temple).

Ditto tech availability changes. I think we should look at the tech tree later once we know what we may need or want to move around and especially how we may want to rearrange the techs for something like consistency, make the science victory relatively expensive, put in some bottlenecks, etc. I have spent far less time looking at that than Thal ever did. I was mostly worrying about what a thing does and not necessarily what tech I needed for it (other than whether it was earlier or later in the game).

Rest beneath the jump.
Spoiler :

1) I don't follow the deer and bananas other than they're the other food bonus tiles. Thematically that's strange. It is more significant change since it is possible to go an entire game without seeing sugar or spices at all but if you do, you may have some cities with a large bonus. I could see leaving this as is and removing deer from a stables bonus as it currently has for some reason. It's fine just feels odd.

2) I think this one went back and forth several times in CEP. Historically the "mill" is a food building. I think the change was used to provide a balance in case there are few hills around to mine. Thal didn't like random starts much. Upkeep and cost adjustment down should be fine. I'm ambivalent about whether it should be production or food based.

3) I actually really like and prefer the name changes for those reasons. I dislike some of the boring or unflavorful/historic names ("Great War Infantry") and if we have good tooltips in place, the user can quickly determine "yes that's a floating garden", because it does the same things. The confusion suffered is trivial.

I don't know that these were that common of a complaint in CEP excepting the weird changes to the production line names. Which I agree were definitely a problem because the same names were preserved and moved around. The other one I hated was the swap for the frigate and galleon (privateer), which I always had to undo and did not provide any files that did it. ;) .

4) see cost changes, hospitals were about -33% discounted. I think the extra food and that makes them sufficiently interesting and the cost upkeep is minor to balance against it slightly as an overtime investment. But. I could also see it interacting with the growth effects for happiness as well or instead. Med Lab too.

5) I'd leave the lakes on aqueducts, just to give it something flavorful (assuming you see more than a couple lakes on the map). Or at least leave a lake effect in the game somewhere. I'd definitely bump their upkeep though.

The reason the truffles are weak is camps and the terrain are probably weak. I'd probably move these bonuses to the garden if anywhere.

6) I am not sure why this change was in the game. I didn't remove it because it was such a minor adjustment and I also don't recall why it was justified or when it appeared.

7) Not sure it really helps much but it's something. Maybe move aqueduct bonuses here instead. Another flavor option could be to add +1 food or culture to natural wonders.

Or if you were looking for a tourism option earlier, this would be one.

11) I am not a fan of keeping the name "smith" from CEP either. Though if pressed, I'd probably still move the names around a bit and call the early one the forge, the buildings one the workshop, and remove the "windmill" (replace it with a wind plant later on). The logic of windmills not working on hills just bothers me. ;)

9-10) I'd rather just consolidate the forge out. It really doesn't make it any better to add more resources to it for what it does. If you are building units, you are building a barracks line building anyway in that city. It makes sense to move that effect there to the higher end units rather than have this other building and give the bonus fairly early to unit production (I'd rather it be delayed). The stable is more precise and specific in what it does that widening its effects works. The forge, I'm not so sure.

If it doesn't make sense to add the resources to the barracks, or say anything besides iron early on, I'd attach those effects to the factory to give it a small boost that way.

12-13) Agreed. Stable is also about -40% cheaper.

14) If we aren't using the gold on coast tiles for the seaport (which I'm leaning toward that we should not), I think it needs to keep production/gold on sea resources and maybe do something on atolls in addition to a boost to naval production and a small amount of production on the building itself. That would give it some flavorful uses.

The lack of a harbor requirement is probably optional. I'd be fine either way there and it seems ridiculous to have a "port" without a "harbor".

15) Agreed. Hydro is about -35% cheaper.
17) I build them but they all require resources (except the solar) and they come pretty late in the game. I'd rather they have a little umph in exchange for that. We can however find other ways to achieve that, particularly with the factory.

18) I generally hated the castle idea but there were few places to move it. There was one on the walls too before, which was completely ridiculous (especially with liberty giving free walls in CEP). I think it works fine with 2x on the factory, the default workshop, the windmill, and the iron works, and possibly the forge, if it is kept.

20) Agreed generally. I don't think the extra bonuses on ivory/stable are needed at all here. I'd be fine with seeing the building cost a bit more and leave it as is.

21) mint gets a 25% discount

24) Agreed. It's kind of meh as a change and adds a bit too much gold potentially (consider islands). I'd prefer to remove it and do something else. Gold and production on resources and atolls would be fine.

25) Luxury tiles were rebalanced as well that they all provide +1 by default and gold/silver others like that only add more with some investment in caravansary/mints. All this does is give the building a bit of flavor and put back roughly the same amount of gold that was already there but moves it around a bit from sources.

I'm not a fan of putting any tourism on it. It's a really early building. The garden makes more sense to me as a place of interest if there's a need for that.

26) Slot change helps the caravansary mostly.
27) Observatory will probably end up being some % of science in the city and science on mountains. Which is fine with me either way.

28) The point isn't to make you think twice about building them, it's to make them cost something roughly in line with the value they should provide by that stage of the game and provide a modest gold sink (I think there's about 15-16 upkeep increases on buildings potentially per city here, which is a lot). An alternative could be to raise the price of production costs, but upkeep is simpler, it provides the benefit sooner but at a higher ongoing cost which is more "realistic" when considering investment in sciences by countries (other than the US, it often takes up a substantial portion of a national budget on an ongoing basis).

29-30) University is a lot more valuable than most other buildings of its era so some minor adjustment down is warranted (move a spec slot, slight reductions in % yield, etc).

I think the main reason to split up the jungle bonus is to stretch out the period that jungles are a pain to develop and use (except for Brazil and maybe Iroquois or Indonesia).

31-32) Unless its a policy effect, I'd prefer not to add happiness to culture buildings. I agree those changes are a little boring but they are something. They can act as a placeholder until something more substantial comes about and is agreeable.

33) If the amphi/opera house are made reasonably useful then I think I'd be fine leaving the tiers as is. But I am not concerned if we want to remove it either.

34) slight upkeep bump is probably warranted even at 33%, for the reason you described. Again, this is adjusted with about a -20-25% discount to the upfront cost.

35) I think there's an interaction with the temple with the happiness mechanic. We could add something to it via the piety tree perhaps. The temple gets lots of bonuses there and that should be maintained.

36) The military base in particular seems like a distinction if it keeps the bomb shelter effects to avoid tiering these. I don't think the aircraft modifier works right now. We'd have to do something different for that.

I would not propose adjusting the building strengths. The city would be the part I would weaken via population, base strength, and tech adjustments. The investment in defence should count for something. Hit points and strength. If we have to come back to the strengths, fine, but I found that cities were weak enough to do damage to late in the game and the main value is really the hit point bonus anyway. Also I'd rather not mess much with the defence/happiness balance as yet.

37) Capital is significantly stronger mostly because of population in default as it is usually your biggest city. CEP changed the defense calculations somewhat that population isn't as big a factor (but still significant) so the capital won't be automatically super strong but just somewhat stronger.

The main reason for this change isn't a need for your own defence, but the AI capital and CS in particular would be stronger and harder to capture in a rush. I like it for those reasons. You can still cripple a rival with a strong rush to take out their secondary cities, resources/luxuries, but it takes a dedicated assault to capture a capital or take out a CS. The change is minor except early on so that technology and active defence (army) rapidly become more important. A hill city actually gets a stronger strength bonus than the capital.

Another basis is that it makes barbarians a threat because of pillaging and worker/settler/trade route protection but not a serious threat to your empire's survival despite other barbarian changes.

38) I'd much rather have higher upfront costs as well (to represent the cost of cultural/legal assimilation) than the permanent cost. Which is silly. So anything we can do to move that needle that way, good. The other justification for it is it encourages only annexing larger productive cities that could quickly get a courthouse and puppeting or razing other conquered towns.

39) Agreed. "Gardens" were essentially large terraforming projects engaged in by rich people for their estates as it is. The freshwater aspect doesn't make sense if you are busy making artificial lakes. There's also no need to make them that strong on GPP if they may be otherwise useful for other reasons.

40) There is a needed change in relation to the happiness system being changed here. I would not propose porting over the CEP happiness buildings changes.

Having said that I would propose making sure the later versions still are more useful or "feel" potent enough to get them for the cost and the later stage of the game. That should be relatively easy to do, either by adjusting the cost or providing a strong benefit for taller cities.


Other things to consider, in light of tile feature effects
1) Add some other bonuses to mountains besides observatories. Maybe +1-2 production from something (factory? industrialization tech?), +2 science from observatory, and maybe +1-2 of one of gold/culture/tourism from hotels or broadcast towers to turn those into a marginally useful tile later on with some investment.

2) Add some lake bonuses (besides +1 food). Possibly from the garden? Assuming lakes are somewhat more frequently distributed.
 
And I will now spoil your spoilers!:)

Spoiler :

2) I think this one went back and forth several times in CEP. Historically the "mill" is a food building. I think the change was used to provide a balance in case there are few hills around to mine. Thal didn't like random starts much.

--I think the concept of balanced starts is something we should discuss for this project. I think Thal's opinion of this was stronger than many of ours, and I would like to know where people stand.

Personally, I think current starts are balanced enough...but I'm not an MP guy.

3) I actually really like and prefer the name changes for those reasons. I dislike boring or unthematic names ("Great War Infantry") and if we have good tooltips in place, the user can quickly determine "yes that's a floating garden", because it does the same things. The confusion suffered is trivial.

--I think you and I are just going to have to disagree on this one, and see what the rest think. Every time we do a round of these balance mods, we always push the envelope of changes to correct "issues" vs changes to correct "preferences". This one to me falls 100% in the second camp, and I just can't get on board with change for change sake.

5) I'd leave the lakes on aqueducts, just to give it something flavorful (assuming you see more than a couple lakes on the map).

The reason the truffles are weak is camps and the terrain are probably weak. I'd probably move these bonuses to the garden.

--Both of these I think make sense.

9-10) I'd rather just consolidate the forge out. It really doesn't make it any better to add more resources to it for what it does. If you are building units, you are building a barracks line building anyway in that city. It makes sense to move that effect there to the higher end units rather than have this other building and give the bonus fairly early to unit production (I'd rather it be delayed). The stable is more precise and specific in what it does that widening its effects works. The forge, I'm not so sure.

If it doesn't make sense to add the resources to the barracks, or say anything besides iron early on, I'd attach those effects to the factory to give it a small boost that way.

--One way to look at it is this...if the forge isn't built very often...then its bonuses aren't that needed. I get along just fine without a +10% bonus to building my land units, so there is no need to shoehorn this in.

If the community wants to remove the forge...I'm not strongly opposed. That said, I think we need a stronger argument that the barracks or armory are too weak before we add that production bonus back in.

14) If we aren't using the gold on coast tiles for the seaport, I think it needs to keep production/gold on sea resources and maybe do something on atolls in addition to a boost to naval production and a small amount of production on the building itself.

--I have no issues keeping the original resource bonuses, and then honestly a strong bonus to naval ship building can be its definitive feature.

17) I build them but they all require resources (except the solar). I'd rather they have a little umph in exchange for that.

--Again, don't think it is needed. I build these buildings now. I don't care that Factories cost me coal...I want those factories. I get coal to get those factories.

Once strategic resources are rarer...maybe I could see that point of view. But I don't see the need to strengthen buildings that are already commonly built.

20) Agreed generally. I don't think the extra bonuses on ivory/stable is needed. I'd be fine with seeing the building cost a bit more and leave it as is.

--What is so wrong with just leaving the building alone? Why do we need to change it?

26) Slot change helps the caravansary mostly.

--But also changes GP balance. The building definitely needs help, but I think we can look at other ways.

28) The point isn't to make you think twice about building them, it's to make them cost something roughly in line with the value they should provide by that stage of the game and provide a modest gold sink.

--If we feel the need to increase the gold sink I would agree this is the way to do it. So that is a question for the community, do we want less gold in the late game?

34) slight upkeep bump is probably warranted even at 33%, for the reason you described.

--I feel this is change for change's sake. The building is a nice strong lategame building. And that's okay.

35) I think there's an interaction with the temple with the happiness mechanic. We could add something to it via the piety tree perhaps. The temple gets lots of bonuses there and that should be maintained.

--I want to ensure that a building is worth building regarding of policies. Even with a bit more faith, I don't know if the temple will meet that criteria.

36) The military base in particular seems like a distinction if it keeps the bomb shelter effects. I don't think the aircraft modifier works right now. We'd have to do something different for that. I would not propose adjusting the building strengths. The city would be the part I would weaken via population, base strength, and tech adjustments. The investment in defence should count for something. Hit points and strength. If we have to come back to the strengths, fine, but I found that cities were weak enough to do damage to late in the game and the main value is really the hit point bonus anyway.

--I think this one comes down to our decisions around sieging...and final decisions regarding city attack going to range 3 or not. Likely that will have a big impact in the final numbers. With that in mind, I'm fine going with CEP numbers for now, and tweaking for that.



Regarding discussion of Espionage Buildings...I think a removal of vulnerability unhappiness makes a lot of sense. Even just a reduction of 1 would give the building greater overall utility.
 
3) From talking to Gazebo, I would guess these were more popular features than you believe they are. Or will be more desirable. If done correctly they are entirely cosmetic but they add a lot of value to the game by making it more immersive and historically relevant. When done poorly (as with the workshop change) they are needless and confusing. I would consider UU type changes of this style to be immersive, and a few other name changes (dragoon/arquebus), but I will concede many were not as well executed as those.

At worst we should consider making it a mod-mod that you can ignore (because it is purely cosmetic) but it should be discussed. Primarily because of any impact it may have on changes to wonders changes or adjustments for leaders effects when those topics are discussed. I don't understand an objection to adding historically relevant things to the game in all honesty, particularly if they are cosmetic in nature.

5) Sounds like that's settled then.
9) I could live with removing the land unit bonus or moving it later in the game (military academy?). I'd still like to see an iron bonus early though somewhere preserved to go alongside the horse bonus on the stable (move it to the workshop?) and a bonus on the other mineral strategics somewhere (factory?). This just is not a sufficient reason to have an entire building in the game.
17) I'm probably used to strategic resources being rarer and settling a few islands just to get coal and occasionally some oil for my mainland empire. (as a corollary, I would avoid doing policies that increase the # of strategic resources available).
20) It's extremely cheap for what it does. It's the same cost as a stoneworks, but adds more happiness (as much as a stadium) and doesn't cost any upkeep. I'd at least bump it's cost up. It doesn't need upkeep or a gold advantage. It could cost more and have a gold advantage late game from a tech, but I don't think this is needed.

26) If we are okay with moving the scientist to the library, I don't see how this objection should carry over to a merchant being moved. I could see that we may have some other way to make the caravansary useful in more than one or two cities per game, but sometimes it doesn't make sense to over think it and overcomplicate it.

35) The temple presently interacts with the happiness mechanic by adding faith to a city which reduces the unhappiness from other religions. The reason to add some value from piety is that there's likely going to be a policy in piety that reduces that unhappiness anyway, which will make the temple paradoxically less useful. I can see that we may want to add something to the building in general, but there will have to be a good "piety makes good temples" component involved too.

36) CEP doesn't change city building strengths. GEM did. CEP never has that I can tell. That change wasn't activated. Maybe on purpose or maybe on accident. I am not sure (I think it was on purpose left out). The change instead was to the base city strengths coming down and increasing the value of garrisons and building defenses as a portion of city strength.
 
At worst we should consider making it a mod-mod that you can ignore (because it is purely cosmetic) but it should be discussed.

--The second I read this a lightning bolt went off in my head! You are absolutely right, a goal of this project is to be as modular as possible.

We could have a setting that turned "more immersive naming" ON or OFF. Everyone's happy. In that case, I vote to change happiness to stability!

26) If we are okay with moving the scientist to the library, I don't see how this objection should carry over to a merchant being moved. I could see that we may have some other way to make the caravansary useful in more than one or two cities per game, but sometimes it doesn't make sense to over think it and overcomplicate it.

--If the caravansan is gaining a merchant, what is losing a merchant slot?

35) The temple presently interacts with the happiness mechanic by adding faith to a city which reduces the unhappiness from other religions.

--I will have to play around with how much happiness the temple faith actually contributes to, but its a good point.
 
"Tourism" to "prestige" would also fall under that. A large number of potentially tedious debates over names of game features and units and buildings can begin and be moved elsewhere... quietly. ;) I think we still need a different name for the GWB while we're on the subject of names (early bomber doesn't really cut it either, perhaps dive bomber?).

The relevance of an general cosmetic preference though does matter to leaders and wonders changes. It will surface again as a topic. It would submit it would even matter to policies changes depending on how much thematic and aesthetic design matters to how coherent the trees feel versus making gameplay changes for balance.

26) Stock Exchange. That can be compensated in some other way if needed (gold boost to late game strategic resources (oil/uranium/alum)? or move all or part of a luxury boost here. But it's basically fine as is. I rarely think people are building it for the 2x spec slot.

35) Agreed there. If it doesn't interact much, it should interact a little more but only via the religious component.

One way to get around that too could be that the same policy that impacts the religious tolerance effect could also grant temples (and probably cathedrals/pagodas/mosques, but not shrines) a happiness effect of some kind of their own.
 
I'd move name discussions to a separate thread, as they're really cosmetic. I can't read all that you've written here (not enough time), but I wanna say I appreciate what you're doing. Two general points:

Avoid moving too many bonuses too early. Some things are allowed to come up in the later stages of the game.

I'd first look at the effects wanted and then in a second wave look at production/gold and upkeep costs. After all, it has to be fun to build those things foremost. (If something's overpowered, increase the costs, don't decrease the effect strength).

But I guess these have been clear to you all along ;)

And one last thing: Temples/All later culture buildings should be considerably stronger than Shrines/Monuments.
 
Chinampa, Smity, Renaissance Workshops? Really not a fan of those name changes in particular. I'll look at the balance bits soon!

I agree with taking away the 50% bonus on observs, and maybe making them just give +science on mountains and a smaller % increase.
 
As said in the other thread about tile/economy, I haven't played CEP, I like the basic BNW experience but think it could be better, not different. Usually, I play single player on King, so that might influence by comments.

I'll leave flavour comments at the door, too, that's better discussed in a different thread.

As with the other thread, I'd like to keep yields small(ish), especially gold, as I like how trade routes shape and influence the play (reliance on international relations) - and that going back on that breaks with Civ5's design pushes compared to other Civ games.

So, here's the point-by-point list:
Spoiler :

Removed buildings... I'd rather make them more useful somehow than removing them:
  • Recycling centres address a need (late game makes expansion/resource grabs hard, let's not punish peaceful players). If we scale down the amount of strategic resources, just have them grant less aluminium and add another effect.
  • Bomb Shelter are one of the few buildings in the last era. They are niche, but... that's fine, I think. With the happiness changes, they could help with vulnerability unhappiness - fitting and useful. If it was possible, I'd say: let's have all units stationed in the city have a 75% survival chance, too...
  • Forges are only out because of the barracks removal. Do we want to change the barracks line? If not, keeping forges is fine.

1) Tile interactions: neat idea, I think there's some value to it, I'll only note the ones that are worth adding, I think:
  • Aqueducts are good enough, but I think lakes are thematically and mechanically a neat buff to either.
  • Caravansary give too much gold if they buff all luxuries, but interesting way to make it more interesting. It could buff furs (making tundras better) and incense (making deserts a bit better).
  • Amphitheatre giving more culture for dyes and silk is a neat way to even out the slow culture increases.

2) Needs a better look at it, ask later.

3) I think the current costs are fine if we manage to keep the yields in the current ballpark.

4) Espionage buildings already help with poverty/vulnerability unhappiness at the moment, that's thematically and mechanically neat.

5) Mostly okay as it is, especially with the amphitheatre giving bonus culture for dyes/silks.

6) Specialist slots are mostly fine, I'm just in favour of removing one scientist slot from the university and moving it elsewhere. Observatory is a good spot (and yes, leave it mountain-only, science and scientists, in general, are powerful enough).

7) I'm in favour of adding the river-lite buildings from the initial balance patch proposals, i.e. weaker versions of the river buildings. Means rivers are still favourable spots... but not as much. I also think that the hydro plant replacement, the wind plant, could give a bonus to coasts, that'd be a neat way to raise the value of non-river coasts.
 
'Weaker' buildings can be made stronger by allowing them to interact with the new happiness system– Barracks, for example, could reduce vulnerability by 1.

I'd be in favor of making Caravanserai annul the penalty for isolation - it wouldn't give you a city connection, but it would eliminate that rather nasty isolation penalty for empires that have cities far apart. Plus, we could help out the Ottomans by giving them free Caravanserai in their first 4 cities or so – that's both thematic and a nice buff for their play style.

G
 
I find the recycling center doesn't really address a need, it just imbalances an existing need. Why just aluminum works this way? Why not iron or horses be capable of spawning from a building? Seems strange as a design option. I could conceive of keeping it to do something else, but my main objection was to the provision of a resource. I don't recognize this as a need that players should be able to satisfy in this way for this one resource. (I think of alum as "rare earth metals" anyway, rather than easily reproduced aluminum). If the problem is a lack of aluminum for a space race, you should have plenty of time to prepare for that and acquire what you need through conquest, expansion, trade or CS alliances.

Bomb shelter is way too niche (nuclear warfare isn't that common). I'd definitely propose rolling the effects into another building line for this one.

The forge is too weak to keep with its current effects also. Rolling a resource interaction into other buildings would be fine if we get rid of it. If we want to keep it, it needs to do something else.

1) I think "we" decided on moving the aqueduct's effects to the garden, but I agree the lake is more interesting on it. Doesn't matter to me which building has that effect, but I'd like to keep it.

This should also have been mentioned up front, but CEP also reduced the value of all luxuries to all be at 1 gold by default on the tile itself, then increased by a building or two, constructing the necessary improvement, and so on (so gold gets more gold, but only if you built a caravansary and a mint). It's actually not "adding" very much gold. The caravansary will usually add an average of 2-3 gold at most in most cities from luxuries and in some cases, none at all. It was probably over-engineered to make it "useful".

Scaling down the amount of resources per building may be fine. There are several with numerous adjustments (the stable for example). I'd say a max of 4 resource bonuses should be applied from any one building and that could mean that other buildings could be included in order to impact other resources as desired instead of just having the caravansary do all the luxuries for example (markets, banks, or stock exchanges could do some instead, things like that).

For the caravansary The trade isolation issue described could also help (harbors could fall into the same category), but I don't think this would be sufficient to make it "useful" (if not a high priority building) since you could just build roads or harbors and gain benefits from doing so instead of just reducing a malus. I would have it add a significant amount to land trade route value, and maybe some default gold and a couple of "early" luxuries could be impacted.

3) It does not need to be perfectly set that every building has a precise cost-benefit ratio position but there are some that are way off. Adjusting building costs is easier than significantly altering the yields provided, which has its own balance issues.

5) I think the opera house could use some help if the amphitheatre is getting some. I'm not as fond of the tiering change if they both "work".

6) I'd actually prefer the observatory as well to the library. It fits with the occasional absence of an engineer slot for the windmill (hill cities). We should however make the observatory buildable within two spaces of a mountain. If we are continuing in that vein of a flavorful spec slot move, moving a merchant slot to the mint (and expanding it to the other mineral luxuries, copper and gems), would be acceptable as well and help the mint out.
 
1) I think "we" decided on moving the aqueduct's effects to the garden, but I agree the lake is more interesting on it. Doesn't matter to me which building has that effect, but I'd like to keep it.

I know I didn't:) I think the aqueduct is fine...but as I said a lake benefit is fine on it or the garden. Actually maybe it would be better on the garden...I think the aqueduct has fine strength...so the goal is to make lakes a little cooler. Since the garden is a tad on the weak side, that seems a good fix.

Recycling centres address a need (late game makes expansion/resource grabs hard, let's not punish peaceful players). If we scale down the amount of strategic resources, just have them grant less aluminium and add another effect.


Ultimately I am fine removing the recycling center, but that is a style preference. I think the game is more interesting if your win condition gets shaken up a bit. If I'm going for a science victory...and I have no aluminum...then I have a choice:

1) I can trade for it
2) I can conquer for it
3) I can go for a different victory conditon (like diplomatic)

I personally like that, but my opinion is not strong. I will default to "ain't broke don't fix it" if people want to keep it in.
 
Regarding the recycling centre. Personally, I wouldn't miss it too much if it was gone, as you both say, you can always trade/CS for it. I think it's beneficial to the AI, though, since it gives it a direct "prerequisite" building for a science victory, since it's less likely to (peacefully) aim for an alternative aluminium source. Personally, I think the science victory needs a bit of an overhaul in general, but this might be outside the project's scope.

I somehow have a fond spot for the bomb shelter, though. I'd rather buff it (vulnerability happiness as said above makes a lot of sense). After all, if it's relatively useless and you think there won't be a nuclear war... just don't build them. *shrug*

I like the idea of dropping luxury gold in general and compensating with the caravansary bonus. Gives the building more use, makes it feel like you "earned" that gold by actively pursuing it, I like that.
 
Maybe a crazy idea, but what is the caravansary increase the production speed is building caravans?

That way you can put it in a city, and crank out the trade a bit faster.
 
Currently caravans are dirt cheap in the unit setup anyway. Not sure that's a major consideration that you need to crank them out rapidly. The AI may benefit from it if its routes are pillaged more than we would. It sounds like we'll have to have a thread on the resource interactions after all though overall.

I think addressing the weaknesses of different victory types is within the scope of the project to make each possible within a reasonable time frame and provide good incentives to pursue it (eg, the cultural or diplomatic victory should give you choices and minor rewards along the way the way acquiring techs or cities does). But the easiest way to address the science victory is to meddle with the tech tree and move things around. The aluminum requirement is typically a small factor even with reduced resources in CEP.

The bomb shelter I think my issue is just that it is way too small of a role to justify a complete building of its own and we would be shoehorning it in essentially to give it something to do. At least with the constable/police station there is a valid reason to build them, just not in most cities. The forge is the only other building remotely like it and it at least has a specific effect (a bonus to strategic resource) worth keeping around. Some anti-nuclear war effect is worth having, but I don't find nuclear wars that frequent that I've ever built one, in any game. MP may speak differently.
 
I've found nuclear wars to be quite common in some multiplayer games as a "oh user A is gonna win with science/culture in X turns, lets all nuke them" system!
 
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