Numbers!

Do the numbers matter?

  • The low values are important to keep.

    Votes: 7 58.3%
  • The values don't matter.

    Votes: 5 41.7%

  • Total voters
    12

Thalassicus

Bytes and Nibblers
Joined
Nov 9, 2005
Messages
11,057
Location
Texas
Say something is overpowered at 1 yield (food, culture, etc), but we don't want to remove it. Without decimals we can't solve this problem.

Compare yields to other things in the game with larger numbers. These are easier to make minor adjustments with:

  • 2:c5moves: - Lowest movement speed
  • 4:c5strength: - Lowest unit strength
  • 25:c5production: - Lowest production cost
  • 38:c5science: - Lowest tech cost
One solution is to increase yield numbers by a factor of 2. A similar change was made between Civ4 and Civ5 to unit strength.
  • 1:c5gold: from trading posts with 1:c5gold: maintenance for X buildings
  • 2:c5gold: from trading posts with 2:c5gold: maintenance for X buildings (similar doubling for everything else)

Do you care what the actual numbers are, or is it not important to you? Would an increase in yield numbers still feel close to vanilla Civilization for you?

Advantages

  • More balanced gameplay
  • ...?
Disadvantages

  • Can take a moment longer to read
  • Some formulas can be more complicated to adjust
  • ...?
 
Also, your statement that doubling these numbers wouldn't alter gameplay just isn't true. There are quite a few areas of the game where things include an exponential factor; city growth, culture costs of policies, unit maintenance costs, city-state bribery costs, and so on. In many of these, it would be impossible to simply double the final value due to how the coefficients are set. You might be able to get something that's fairly close, but there'd still be an effect.
 
@Spatzimaus
Well, that's the reason I'm thinking about this now, when we know for sure they intend to give us access to the core game. :)

After all, x^y = 2(x^y)/2
 
I like the simplicity of 1 of something. I wouldn't be opposed to introducing a new half of something yield, though, if balance required it. But only use it by itself, not one and a half etc.
 
While I don't have a problem with raising the numbers, could a similar balancing effect be achieved in most cases by rounding, then adjusting maintenance?
 
I also like the 1/2 solution, and it would be easy to comprehend with a visual half of a resource icon like
05gold.png
. We'd need capability to add new fonticons for that, though.
 
I also like the 1/2 solution, and it would be easy to comprehend with a visual half of a resource icon like
05gold.png
. We'd need capability to add new fonticons for that, though.
And depending on how they've architectured things, that's not guaranteed to be something we can fix with the DLL...
 
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