Next step tile balance and general economy

Quick thought: we have the ability to increase plot yields via policies now. What if we gave the exploration tree bonuses to 'bad' terrain like mountains or snow? Would fit with the theme of exploration. Just tossing that out there.
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I like that a lot. Exploration is a bit of a boring policy tree at the moment. Improving bad terrain rewards you for settling difficult/bad/far-away terrain, which is exactly how policy trees should work, in my opinion (reward you for following the theme instead of just making you better at it).
 
Also, small addendum I forgot before, regarding strategic resources:

Instead of fiddling with the amount you get, we can also change the amount needed. There's precedent in vanilla with varying resource requirements (e.g. the nuclear missile).

Bumping up some units to 2 iron and setting a few to 1 iron will make iron a lot rarer and allows for some graduation between units. For example, I think it could sense if the "big" units capable of bombardment, like frigates and battleships, need 2 iron or 2 oil, respectively.

Another advantage of this approach seems to be that there's no need to fiddle with AssignStartingPlots.lua, and therefore the Community Balance Patch would be compatible with mods that change this file -- first and foremost, More Luxuries.
 
Another advantage of this approach seems to be that there's no need to fiddle with AssignStartingPlots.lua, and therefore the Community Balance Patch would be compatible with mods that change this file -- first and foremost, More Luxuries.

Errr... I already use "More Luxuries" with CP / CBP it seemed to work fine. "Trade Opportunities" doesn't include the new luxuries though... What is the problem between CBP and More Luxuries ?

Great mod by the way. It's so boring always playing with the same old luxuries.
 
Errr... I already use "More Luxuries" with CP / CBP it seemed to work fine. "Trade Opportunities" doesn't include the new luxuries though... What si the problem between CBP and More Luxuries ?

Great mod by the way. It's so boring always playing with the same old luxuries.

Totally agreed, it should be integrated into the basemod imo.
 
Me. I don't want it on by default. As long as it is compatible, that's good enough. We are in the same boat with CSD. It's recommended, it's probably better or more fun, but it changes the base game play significantly in a non-balance related way. So it may be integrated, but not turned on.

We may have to figure out some other means of adjusting (strategic) resource distributions then from the sound of this as a compatibility question?
 
Errr... I already use "More Luxuries" with CP / CBP it seemed to work fine. [...] What is the problem between CBP and More Luxuries ?

Right now, there's none (as I should have stressed). The potential problem *if* CBP adopted the Communitas Enhanced Gameplay (CEG) mod feature of reducing the availability of strategic resources is that CEG modified AssignStartingPlots.lua to do so, which created a conflict with the More Luxuries mod.

We may have to figure out some other means of adjusting (strategic) resource distributions then from the sound of this as a compatibility question?

I think so (unless someone creates a version of AssignStartingPlots.lua that contains the modifications of both "More Luxuries" and CEG). That's why I like the suggestion to tweak the no. of strategic resources *needed* for certain units instead.
 
I think so (unless someone creates a version of AssignStartingPlots.lua that contains the modifications of both "More Luxuries" and CEG). That's why I like the suggestion to tweak the no. of strategic resources *needed* for certain units instead.

I wouldn't have an issue with just doubling the cost of all strategic resources. So swordsman cost 2 iron, factories 2 coal, etc etc.

Would the AI handle that alright?
 
^ That is a good question. Trades for odd numbers of strategic resources would also become strange and more difficult to evaluate (marginal value of 1 more being way different than 1 and 1)

So far as I know the start locations balance for strategic resources was a different balance question than changing the spread of resources itself. Would just changing the spread (and by extension the deposit sizes) impact "more luxuries" at all? I'll have to look at it some this weekend to see if this is possible.
 
Ressurecting this thread to keep discussion going.

Last talk was about just doubling the cost of all strategic units and buildings instead of messing with the amount given on the board.

If we can ensure the AIs trading flavor for strategics factors this in appropriately I have no issues giving this a try.
 
FYI, I fixed the railroad bug a while back (connection to another city gives the bonus to the capital now as well. I don't think I documented it, but it is fixed.
G

Hello,

Just a quick question: will this fix give the bonus in One City Challenge?

Doesn't seem so...

Thanks for the awesome work!
 
Apologizes since it's been a while and also a tad off the current discussion, but I vote Yea on keeping jungle tiles when having a plantation. It's one of those things where the few resources that show up in Jungle tiles make it debatably worse, you either have to pick science or a resource.

One of things I liked about CEP was that, it didn't make it feel like a punishment to improve a tile.
 
I don't know if it's been brought up but I had an idea while I plopped down a Great Engineer on a 'undiscovered' coal hill (I used IGE to see if a resource was on the hill.). Strategic resources get connected via GP but not Luxury resources; what I think is that this should be allowed for the Great Merchant via Custom House. I don't know if it's already in or not honestly, I figured I'd make a point of it.
 
Doubling resource cost for units seems like a perfect solution. I don't think you can run out of resources even if you tried with double the cost. If it actually does make the resources more important then that just makes the rest of the game more interesting. You need to interact more with the game in order to get the resources you need for units or buildings.

Keeping jungle with plantation is an idea but if you do that then it only makes sense to keep jungle when you put down a lumber mill as well, just as it works with forests. It doesn't make any sense logically to not be able to put a lumber mill on a jungle. Jungles can be logged without destroying them the same way forests can.

Giving useless tiles bonuses with the exploration tree is really an exceptional idea. This could include adding science to ocean tiles for coastal cities with a later game tech as well as a policy further down the exploration tree.

I really like the 10% for stone and marble with overlapping eras as well on the wonder production. Definitely go with the later game production on salt as well. Right now I am not using the CP so I am using the super advanced start up to add three sets of fish to the map which makes a lot of coastal cities worthwhile. Using random placement with maximum distance it spreads out the fish very well. I won't need to do that when playing with the CP so I really excited to see it get game play ready.

Is there somewhere in the CP group of threads that gives a standard set of mods to use for play testing the patch? I do already use CSD and will be using Civ IV diplomacy since it seems to work well with it but what else should I use during to test the CP?

Ingolenuru on Steam
 
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