I like it. I use it even in sp. Well, the Balance/UI parts at least. The type of MP groups I play in are more "Immersion"/ builder type players so while there are wars, we don't have a lot of rushes until at least Medieval era. The coastal buffs alone are great, we actually do tend to have naval conflicts as more cities tend to be coastal. The only complaint I've heard are the settler cost increases. These guys like to have huge empires lol.
well uped settler cost was one of the parts i liked about the NQ mod while i disliked other parts
Not everyone is going to agree with changes. We made different changes to wide play to make additional cities have a negative.
We have a science and gold negative per cities now. We're in beta though, so all of these changes are TBD until we release.
One thing I noticed is pretty much not utilized are specialist slots in your cities to work on say your campus. Simply because the yield is judged too low vs working an actual tile. You can imagine a real fat city be able to man the specialist slots vs a small city not being able to or suffering more from doing it production and growth wise. Upping the yield from specialists in general I think would go a long way to fulfill the designers vision we hard about during development of "specialized cities". For the campus though you could make that yield increase based on the buildings present or even use the agency bonus as the base specialist yield and on top adding building bonuses.
I guess a big drawback on specialist is also they still eat 2 food, so you can also chuck in what's been done in past civs and make specialists also produce 1 food so they essentially only consume 1 food instead of 2.
One of the negatives with heavy specialist usage is it takes a lot more time in an online game. Turns take far longer, and we're about at the limit of time it takes to get through a game already. Adding a bunch more time is hard to stomach.
I was thinking of flat buffing specialists. The 1 food idea is intriguing, but at the same time I don't want cities to continue to grow at max, even while working specialists. I'm not sure that trade off really adds to this particular discussion. It's more the yields on specialists is just too low.
You can simply make specialists get stacking bonus (cooperation). The output of specialists = total specialists of a type in a city ^2. Then allow a city to have a specialist of any type available for every 5 population it has. Or you could also allow a city to build more than one if the same district, thus also allowing a higher stack count.
Hey man, awesome work. Any word on team settings ? I would love to play with friends and everone part of our alliance gets the W.Version 4 was released today on reddit.com/r/fruitymod
Hey man, awesome work. Any word on team settings ? I would love to play with friends and everone part of our alliance gets the W.