If they scale from 25 then OMG, pretty much wrecked the game, CS are OTT but you can temper a game by removing the right ones, pillaging with the raid card would just be stupid and you know it. I hope to hell it does not work like this.
My suspicion as well. This lands at 250 end of trees.I'm quite sure the senior dev team (Beach + Shirk) said in the Sweden livestream that they looked at pillaging and thought it needed a boost, and that they wanting pillaging to be as strong throughout the game as it is at the start, where the science / culture yield equals about 1/4th of the a new tech / civic. Further, I believe they indicated that it will use the same scaling system as chopping to increase the pillage yield continually throughout the game.
I really hope so. I just don't see daring raids to haul off stones and bananas as the key to imperial power in the industrial era. Improvements would mean mounted just gets even better.Or maybe they can make district pillaging scale but improvement pillaging stay fixed. That to me seems more balanced - pillaging a campus seems like it should reward a lot more than pillaging a mine anyways.
We checked the recent videos and found that the clearing overflow bug may already fixed in GS, and that means pillage will be far more useful when you have overflow science. Daw & Gal will be more valuable too.a 1000 science pillage is certainly better than 4*250 because they reset each other, maybe they will change Daw & Gal
Pretending something doesn't exist is not a solution. How will you tell your opponent to not use it? By your logic, if building a scout crashes the game, that's perfectly acceptable if you don't build a scout. And you can't stop the AI or other players from doing that.
Prevention is much better than the cure and the game hasn't been released yet. Not to mention that many players already pretend some mechanics don't exist to enjoy it. Let's not add more. The game already assumes the player is a fool for not going to war; this will just make it worse and closing your ears and going "lalallalala i can't hear you" is simply out of touch with reality.
Pillaging should work as a catch up mechanism and should not turn into a snowball effect. Therefore I agree with your thought. Turning this thought into numbers I suggest a change for science and culture yields from pillaging in the lines of:I think it's a bit weird if pillaging would be a super effective way of getting science/faith/gold/culture from neighbors who are equally developed. Why can't you pillage your own tiles then, we use the same technology?
It would be cool with a system where the yields dependent on the differences between you and your victim. Pillaging your culturally superior neighbor for culture would be lucrative, while pillaging someone who is hopefully left behind because of a war they lost to you 500 years ago would yield very little.
This is not the case with pillaging and your comparison makes no sense
Pillaging scaling is a good thing since it was practically useless before and the policy related to it were too.
Only min maxing players looking for easy ways to get ahead of the ai would spam scouts or light cavalry to pillage and easily pull ahead of the AI and if it is your friends on multiplayer that play like this perhaps you should change friends.
Well, I mean, it doesn't matter if it's not broken or not, because we can just ignore it right?
Pillaging is very powerful, and so is that policy for quite a while. But nobody said pillage scaling by itself was bad though, if you actually understood the discussion. Considering you think the raid card is useless, you probably don't.
Oh no, God forbid people play to win the game. I mean, I could make baseless statements about people too, like maybe only people that don't care about mechanics balance just like to hit random buttons and have no standards as long as there are pretty colors would ignore something as blatant as this. Why are these people even playing a strategy game?
Also, I'd love to change the AI, but.... you think you can ask them not to pillage you or each other?
It is not about balance, there is nothing wrong with the mechanic of pillaging if people do not abuse it.
It could be a thing that they're still balancing out. In a general sense though, it's nice to see more/better options for wars that aren't all-out conquest wars.
If you got to use exploits to win the game lower the difficulty.
It is not about balance, there is nothing wrong with the mechanic of pillaging if people do not abuse it. It is not broken.
lol so basically, developers shouldn't fix their game as long as we pretend problems don't exist.
speeding up a Science Victory by war.
His point is that just because an option exists doesn't mean it should be exploited if one is concerned with gameplay health.
When it flips my troops will get more XP and I will get 50 culture 25 science and 25 faith before I capture it... and let it flip.... meanwhile I am building another builder to come and help with the farm.
And the Irony is Shaka does not mind any of this.
Pillaging was already pretty useful and scaled well.
Yep, this has been brought up before Rise and Fall release.
https://forums.civfanatics.com/threads/pillage-and-fix-for-rise-and-fall.625724/
But of course as it turns out stuff that was thought to be broken actually ended up broken.... who would have known.