Next step building adjustments

I build forges! How is it that all of you do not? Find an area with 2-3 iron, drop a city down and put mines on all the iron. Now you have a production heavy city. Build a forge and now you have 2-3 extra hammers and a +15% increase in production on land units. That has to be at least swordsman/infantry right? Build a barracks and armory there and you have a nice military unit producing city.

Sure a forge isn't useful or buildable in every city, but should it be? Does everyone build a granary in every city? If it's because of the +2 food granary always gives and no restriction, just give the forge a base +2 hammers and no restriction then. It will always be useful to those who can afford the maintenance and are running out of buildings, but still be really useful to those who capitalize on iron tiles; same as the granary.
 
I build forges! How is it that all of you do not? Find an area with 2-3 iron, drop a city down and put mines on all the iron. Now you have a production heavy city. Build a forge and now you have 2-3 extra hammers and a +15% increase in production on land units. That has to be at least swordsman/infantry right? Build a barracks and armory there and you have a nice military unit producing city.
Seems like a somewhat unrealistic scenario. Don't get me wrong, i build forges aswell when situation calls for it, but I've never seen a good citylocation with 3 sources of iron (which weren't on flat desert tiles).

Sure a forge isn't useful or buildable in every city, but should it be? Does everyone build a granary in every city? If it's because of the +2 food granary always gives and no restriction, just give the forge a base +2 hammers and no restriction then. It will always be useful to those who can afford the maintenance and are running out of buildings, but still be really useful to those who capitalize on iron tiles; same as the granary.
Great idea, except there is already a building doing just that, the workshop =D.
Just to make things clear the +production on iron isn't removed, it is just moved to another building. I think the unitproduction bonus is being moved aswell but I'm honestly not 100% sure.
 
I like to play my maps with random elements in them. That means a lot of times the resources are set to random. Locations with 2 workable iron is not that uncommon. Granted 3 is kind of rare, but I see at least one spot every few games. Though I also don't consider an iron deposit on a tundra bad; not when you're stacking mine and iron yield increases.

Huh, when you look at them side by side the forge is pretty much a watered down workshop. If anything the workshop should have the improved iron requirement and maybe the forge should just give a straight up +1 hammer to all mines. But the forge might be a little OP in that case.

At this point I think I am indifferent about the removal of the forge. Though I'd rather see the bonuses go to not the barracks. It doesn't really make sense to me how a barracks would increase production.
 
You should probably lower the baracks to make up for increases to the other ones, you can't have units spawning with that much extra experience. Also it totally makes the brandenburg gate look horrible. Something like 10/15/20 with bonus effect seems more reasonable. 10/15/25 could work aswell.

If the extra experience on the Armory/MA is too much than we can add another bonus. We can adjust the brandenberg gate as well.

I just can't agree with the logic of:

"The barracks is good...but because we are buffing other buildings later in the game we have to nerf it."

Lets not change buildings that don't need it. The general polling has said that the barracks is good. We have enough things that are broken and need changing, no need to "fix" the buildings that are already good!
 
I think overall people are in general agreement with the changes. It sounds like our primary disagreements are around these points:


1) Amphitheater: Still seems a little boring, what to do with it?
2) Forge: Keep it, drop it, move its bonuses elsewhere?
3) Barracks/Armory/MA: Sounds like some general buffing is warranteed somewhere in this line.


My thoughts on these issues:

1) Amphitheater: +3 culture, +1 culture for Silk.

2) Forge: My thought is to drop it and include part of its bonus later on. See #3

3) Barracks: Leave as is:

Armory: Garrison becomes free in this city. Seems like a decent enough bonus.

MA: Land Units gain +15% production. At this point in the game people often start using more upgrades instead of new unit production, so this just encourages them to build more units and get that XP bonus. Seems thematic enough.
 
Mystikx, can you post the specific hammer changes you have considered?

I know there is some discontent between the CEP stuff I have seen and your current version, so I would like to see what the latest version is. Then we can roll those in as a V1.2 for discussion.
 
"The barracks is good...but because we are buffing other buildings later in the game we have to nerf it.!

The logic is more like "The barracks are extremely good atm, and we are adding more experience to the later buildings, so to avoid increasing the overall experience units get by too much we could move remove some of it from the baracks"
 
I don't see a problem with later game units having 60 XP to start. Brandenburg added 30 in CEP globally and as a military academy, so it wasn't like it wasn't useful still. If you've been waging wars, it isn't difficult to have units with over 100XP by that stage. So fresh units at 60 would be appreciated versus those at 45 (3rd promotion free). The only change that actually requires XP wise is the military academy getting bumped to 30xp. It can also get a land unit bonus if desired to help it out.

I haven't looked over the exact hammers in while. I'd have to adjust for some of the CBP changes to happiness and function as well, but use what's on the CEP wiki as a baseline for now as that's what I'd be using. (divide everything by 2. I wouldn't be raising it to the 2x scale).

Cost-wise these would be the themes to look at:
Science buildings would be generally unchanged, as would most gold buildings.
Happiness buildings would cost a little more upkeep but might be slightly cheaper to build up front.
growth and science buildings might cost a little more upkeep (hospitals and med labs might be cheaper without some kind of happiness modifier)
military buildings later on would be cheaper.
Culture and Production buildings would be modestly cheaper (some would be cheaper than others).

The most significant decreases in cost on that list
Stable (40%)
Caravansary (50%)
Windmill (50% and no hill)
Hospital (42%)
Hydro (39% and no alum)
Military Base (40%)
Stadium (36%)
 
The logic is more like "The barracks are extremely good atm, and we are adding more experience to the later buildings, so to avoid increasing the overall experience units get by too much we could move remove some of it from the baracks"

Which is saying:

"The barracks is good...but adding more XP to units overall is too strong".

If that is true, then the answer is to add something to the armory and MA instead of more XP.
 
Which is saying:

"The barracks is good...but adding more XP to units overall is too strong".

If that is true, then the answer is to add something to the armory and MA instead of more XP.

That would be another solution, yes
 
Mystikx, I'm having trouble finding the CEP hammer changes. The one page I found has most of the hammer costs as double what they were, so I know that is not right
 
Yeah that's the right page. Just divide them in half and compare them to the original. The CEP changes were to 2x the costs of buildings, and then were reduced individually within that framework. So a market costs 15% less, mint 25%, or a stable 40%.

If a change is less than 10-15%, or there are changes to the building that make it more worthwhile than it was in CEP, then it will probably stay the same in cost without any change at all. The main ones that I highlighted were around 40% or more in reduced cost, so they'd be the ones to look at first.
 
Buildings V1.2

Most changes here is hammer reductions for certain buildings

Granary - No change
Watermill - Maintenance reduced from 2 to 1.
Aqueduct - +1 food to Lakes, Oasis
Garden - +1 food to Citrus, Wine. No terrain prereq. 100 hammers (was 120, 16.7% reduction)
Hospital - -1 maintenance. 210 hammers (was 360, 42% reduction
Medical Lab - 350 hammers (was 500, 30% reduction)

Shrine - No change
Temple - +1 faith on incense and wine, -1 maintenance. Shrine no longer a prereq

Amphitheater - +1 culture to Dye, +2 culture
Opera House - +3 culture, +1 culture with Silk. Amphitheater no longer a prereq
Museum - Opera House no longer a prereq
Broadcast Tower - Museum no longer a prereq

Barracks - No change
Armory - No change
Military Academy - No change

Colosseum - +1 happy, -1 disorder
Zoo - +1 happy, - 1 illiteracy
Stadium - +1 happy, -1 poverty. 320 hammers (was 500, 36% reduction)
Circus - +1 maintenance.

Stables - Add +1 production. Now all mounted units gain +15% production.
Forge - +1 production to Iron, Aluminum, Coal, Uranium, Oil.
Stoneworks - No longer has a terrain prereq.

Lighthouse - No change
Harbor - No change
Seaport - +2 prod, 25% bonus to naval production. +1 gold to sea resources. Harbor no longer a prereq.

Market -+1 gold spices and sugar
Mint - +2 gold, +1 gold to copper, silver, gems, gold
Bank - No change
Stock Exchange - No change
Caravansary - +1 gold, +1 gold to truffles, cotton, fur. 50% hammer reduction

Library - 1 scientist slot (was 0) , no increase in maintenance
University - 1 scientist slot (instead of 2), +1 science to jungles (was 2), +1 maintenance.
Public School - +1 maintenance
Research Lab - +1 science to jungles (was 0), +1 maintenance.
Observatory - +4 science, +25% science. Can be built on a city within 2 of a mountain tile

Workshop - No change
Windmill -125 hammers (was 250, 50% reduction)
Factory - No change
Hydro Plant - Requires watermill (no aluminum). -2 maintenance. 225 hammers (was 360, 37.5% reduction)
Nuclear Plant - No change
Solar Plant - No change
Recycling Center - No change
Spaceship Factory - No change

Constabulary - -1 discontent, poverty
Police Station - -1 discontent

Hotel - No change
Airport - No change

Courthouse - 140Production cost, +10Production cost per Citizen population. No maintanence cost, higher rush buy cost.
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.
Bomb Shelter: Removed from game.
 
Quick notes on these
1) I still think we should get rid of the Forge and spread out the bonuses.
2) I don't know if the per pop production cost for the courthouse is available and active. It's a good idea, but it may be simpler to just make it a high base price with no upkeep to discourage annexing small cities. The AI should know how to do that to manage happiness already.
2a) I also don't know if the air modifier for defense works for cities. Firaxis changed that function to add air units via the airport. We'd have to do something else with it.
3) I think I'd reduce the observatory a little further or add some upkeep to it.
4) Stable probably still needs a cost reduction.
5) Still need to sort out the armory/military academy digression.
6) I think the windmill was agreed to remove the hill restriction?
7) The med lab and or the hospital could do some kind of growth related happiness as well and that would make them more worth the cost.
8) I think the caravansary was also to add a bit more to land trade routes (say +3-4).

I intend to go through the github and see if I can modify files to match what we have so far. It sounds like the lua is mostly done, so it's just a matter of plugging in numbers and integrating.
 
Looks pretty good overall. Don't forget that you also have the ability to make buildings produce a lum sump of a yield when completed (i.e. building a bank could give the player 100 gold, etc.), or, using the CSD buildings as a reference, to give x yield when a city grows (that might be a good fit for the growth buildings, like the hospital).

Lastly, I think we should remember the Well and Wind Plant, the corollaries to the Water Mill and Hydro Plant for cities specifically without access to fresh water. If we raise the cost for them, it makes non-river cities viable (if less so, marginally, than river cities).

G
 
X yield(s) when the city grows might be good for the hospital/med lab yes (good synergy).

Lump sums I'd probably save for UBs in the leaders stage. I'm not sure there are default buildings that need it but I'd be willing to discuss it if someone has a good one. (Med Lab could give +1 population as a "lump sum" too)
 
Comments on comments.

Quick notes on these
1) I still think we should get rid of the Forge and spread out the bonuses.

--There is a proposal to put the bonus on either armory or MA right now, might be able to kill two birds with one stone. I've already made plain my thoughts around more strategic resource bonuses:)

2) I don't know if the per pop production cost for the courthouse is available and active. It's a good idea, but it may be simpler to just make it a high base price with no upkeep to discourage annexing small cities. The AI should know how to do that to manage happiness already.

--I'm fine either way here...as long as the courthouse has no continuous cost.

3) I think I'd reduce the observatory a little further or add some upkeep to it.

--I could see a nerf to the output...considering that I don't get an observatory in nearly every game I play, a more flexible observatory is basically a science inflation.

4) Stable probably still needs a cost reduction.

--It currently costs as much as a market or temple, and its got a pretty solid bonus now. Not convinced it needs a cost decrease as well.

6) I think the windmill was agreed to remove the hill restriction?

--Agreed. The restriction never determined much early game anyway. Getting that extra hammer from a hill settle early is always worth it.

7) The med lab and or the hospital could do some kind of growth related happiness as well and that would make them more worth the cost.

--They are both getting pretty significant hammer reductions. The hospital is a good building, I want to build it, it just was hammer expensive. The medical lab....I could potential see another bump here, that 25% growth isn't as good that late in the game.

8) I think the caravansary was also to add a bit more to land trade routes (say +3-4).

--I'm ambivalent on +3, I wouldn't go to +4.
 
Comments on comments.

Quick notes on these
1) I still think we should get rid of the Forge and spread out the bonuses.

--There is a proposal to put the bonus on either armory or MA right now, might be able to kill two birds with one stone. I've already made plain my thoughts around more strategic resource bonuses:)

I always build forges when I can but if we get rid of them then the bonuses need to be kept and spread out. I see the bonuses for all production resources as something beneficial for the AI. It needs the help in late game when we are pushing towards our victories. It makes things a bit more even in MP too IMO.

2) I don't know if the per pop production cost for the courthouse is available and active. It's a good idea, but it may be simpler to just make it a high base price with no upkeep to discourage annexing small cities. The AI should know how to do that to manage happiness already.

--I'm fine either way here...as long as the courthouse has no continuous cost.

3) I think I'd reduce the observatory a little further or add some upkeep to it.

--I could see a nerf to the output...considering that I don't get an observatory in nearly every game I play, a more flexible observatory is basically a science inflation.

I think the observatory should be down to 15% although I would not mind a +1 bonus to other mountain tiles in the city. The bonus tiles would give you a reason to build it earlier if it was available. 15% is not much if you are not producing much to start and the few extra science at +1 per mountain won't be OP in the late game.

4) Stable probably still needs a cost reduction.

--It currently costs as much as a market or temple, and its got a pretty solid bonus now. Not convinced it needs a cost decrease as well.

The rationale for a reduced cost for the stable is that it is an early Classical building as opposed to the late Classical temple and market. Horseback Riding is only 2/3 the cost to research compared to Philosophy and Currency. There is a significant jump between late and early in both Ancient and Classical eras because they are so short. Emphasizing the differences in the early game is very important since it is already so short. It is simply logical that the Stable should cost less.

6) I think the windmill was agreed to remove the hill restriction?

--Agreed. The restriction never determined much early game anyway. Getting that extra hammer from a hill settle early is always worth it.

7) The med lab and or the hospital could do some kind of growth related happiness as well and that would make them more worth the cost.

--They are both getting pretty significant hammer reductions. The hospital is a good building, I want to build it, it just was hammer expensive. The medical lab....I could potential see another bump here, that 25% growth isn't as good that late in the game.

IMO it isn't about whether or not to build them. If you are really looking at balance issues then you want to go past something deserving to be in the game. You want to look at whether the building is attractive enough to cause someone to hesitate on the decision to build this building or another one because they are both actually good to build. That sounds like balance to me. Giving buildings multiple uses moves them out of the niche or specific need category into a part of the strategy category. If the Medical Lab could use a bump then I think it stands to reason that the Hospital could use one too. It is also good to remember that the late game really needs to be picked up and every advantage put in to help with the happiness system is going to help the AI. I really think we need to make it easy for the AI to avoid happiness issues.

8) I think the caravansary was also to add a bit more to land trade routes (say +3-4).

--I'm ambivalent on +3, I wouldn't go to +4.

I think that +4 is good here unless you can just extend the length of the trade routes instead. +3 and making the trade routes scalable in length or just longer in general if that is all that can be done would be okay. Playing on huge maps, which I always do, means that caravans are almost entirely useless for money unless I make roads to other civilizations myself. Even then it still isn't that great so that is why I am for going to +4.

The blue is my suggestions on the current discussion. I have not been active on the forums in a long time but I have been playing Civilization since the board game from Avalon Hill and then moving to Civilization I when it first came out. I play with a very large number of mods but I love what is going on with the Community Patch. This could turn Civilization V into the best iteration of the game by far. I have been away form the game for a very long time but I have over 2000 hours of game play.

I haven't learned how to make mods myself but I can edit them some and I am learning pretty quickly now that you all have sparked my interest. I want to thank everyone for all of the work leading up to where we are now. I am intending to look into everything for the CP to see if I can offer my perspective.

I do want to point out that I am in agreement with the 10/20/30 XP bonuses for the military buildings. Late game units without promotions are nearly useless because of the way city size and building bonuses are for taking cities and if you are tall facing wide it helps to be able to have promoted units defending your territory. I always have ancient era units upgraded throughout the whole course of the game in the information age. That is a lot more experience by far than what the new units would have. We need more strategy and more tactics both in the later game so I like the 10/20/30 spread of experience. There is nothing wrong with adding other bonuses to the buildings as well, seeing as how they are fundamental parts of domination strategy.

Ingolenuru on Steam
 
+2 on mountains I believe was acceptable (there isn't much point to working them instead of scientists slots otherwise). I still think some other late game building could interact with mountains to make them worthwhile. Not for food or production, maybe tourism though.

Otherwise, it looks like we're in rough agreement on the necessary changes. I'll be working through the github files later today and tomorrow night to see what is to be done.
 
Alright V1.3.


Buildings V1.3


Granary - No change
Watermill - Maintenance reduced from 2 to 1.
Aqueduct - +1 food to Lakes, Oasis
Garden - +1 food to Citrus, Wine. No terrain prereq. 100 hammers (was 120, 16.7% reduction)
Hospital - -1 maintenance. 210 hammers (was 360, 42% reduction
Medical Lab - 350 hammers (was 500, 30% reduction)

Shrine - No change
Temple - +1 faith on incense and wine, -1 maintenance. Shrine no longer a prereq

Amphitheater - +1 culture to Dye, +2 culture
Opera House - +3 culture, +1 culture with Silk. Amphitheater no longer a prereq
Museum - Opera House no longer a prereq
Broadcast Tower - Museum no longer a prereq

Barracks - No change
Armory - Garrison costs no maintenance
Military Academy - 15% bonus to land unit production (aka the forge bonus)

Colosseum - +1 happy, -1 disorder
Zoo - +1 happy, - 1 illiteracy
Stadium - +1 happy, -1 poverty. 320 hammers (was 500, 36% reduction)
Circus - +1 maintenance.

Stables - Add +1 production. Now all mounted units gain +15% production.
Forge - removed from game.
Stoneworks - No longer has a terrain prereq.

Lighthouse - No change
Harbor - No change
Seaport - +2 prod, 25% bonus to naval production. +1 gold to sea resources. Harbor no longer a prereq.

Market -+1 gold spices and sugar
Mint - +2 gold, +1 gold to copper, silver, gems, gold
Bank - No change
Stock Exchange - No change
Caravansary - +3 gold for land trade routes, +1 gold to truffles, cotton, fur. 50% hammer reduction.

Library - 1 scientist slot (was 0) , no increase in maintenance
University - 1 scientist slot (instead of 2), +1 science to jungles (was 2), +1 maintenance.
Public School - +1 maintenance
Research Lab - +1 science to jungles (was 0), +1 maintenance.
Observatory - +4 science, +15% science. Can be built on a city within 2 of a mountain tile

Workshop - No change
Windmill -125 hammers (was 250, 50% reduction). No Hill Prereq
Factory - No change
Hydro Plant - Requires watermill (no aluminum). -2 maintenance. 225 hammers (was 360, 37.5% reduction)
Nuclear Plant - No change
Solar Plant - No change
Recycling Center - No change
Spaceship Factory - No change

Constabulary - -1 discontent, poverty
Police Station - -1 discontent

Hotel - No change
Airport - No change

Courthouse - 140Production cost, +10Production cost per Citizen population. No maintanence cost, higher rush buy cost.
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.
Bomb Shelter: Removed from game.
 
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