Rekk
Deity
- Joined
- Dec 9, 2017
- Messages
- 2,725
Which we just made an attempt at in 2.4but lobby for a more general buff to early warfare for the AI (lowered city defense and more aggression, most notably).
Which we just made an attempt at in 2.4but lobby for a more general buff to early warfare for the AI (lowered city defense and more aggression, most notably).
I agree that all my late game tourism changes do is shift atomic era bonuses more into information era, and make things cost more. If you are getting influential before then nerfing airports doesn’t address that. It is a piece of the puzzle though, and just because a fix doesn’t solve everything doesn’t mean it won’t help.I said yes to the national parks but for the supermarket and late game culture buildings i don't see them as the core issue. I would love tourism to go back to being more late game focused so these potential changes might be more interesting but tourism is so OP at the moment that it is usually over before the proposed tourism changes come in to play. Getting dominant with other civs is generally so easy that it even wastes tourism modifiers in ideologies as the leader or even leaders are usually dominant before they are available and their just counting down the tenants needed to build the wonder.
Yes, it's more in VP logic, still my personal problem with too warlike civilizationsI would say your Songhai rework in particular totally re-focuses the civ onto a different playstyle, and I don't think we've discussed what it is people want Songhai to do. For now I've just tried to keep his focus the same, but I think he is more balanced without his river roads movement bonus than he is with it. I think it's better than what we have, and it's better than what I have proposed here, but I am focused on being conservative and incremental with these changes.
Korea should, it's already incentivized to work GAP, and it will already plant GPTIs in favour of use them for instant yields.I'm on the fence about Civilization tweaks. All suggestions are well justified, but what I'd really like to know is how they affect the AI, does it perform better with the tweaks? It'd be great if people who have been playing with pdan's tweaks can comment on that.
You're arguing against a proposed change by arguing for new code. I said this with the Songhai changes and I will say it here, I am not proposing any new code outside of a single new ability attached to the supermarket. If you want to discuss new code then the sky is the limit, but the Brazil thread is a better place for such theorycrafting.
As I said, I would happily also raise theto
conversion to something like 50% (currently 30%), but having the 25%
As it Exists Now is repetitive, both with itself and with another civ, and makes the UA less focused than it could be if the other aspects of the UI and UA were made stronger.
Removing it doesn't change how Brazil plays:: Brazil has a 2nd, more unique bonus during Carnival, which basically eliminatesNeeds on empire. Having the extra culture on top of that doesn't affect what you focus on, because there is already another powerful reward for getting Carnivals
- Brazil's UA has bonuses to both offense and defense for CV:: The other big component to Brazil's UA is the conversion of
GAPs into
Tourism when a Golden Age begins. This is an offensive weapon for cultural victory. Raw
Culture generation, in the form of a massive % modifier is a defense against CV. I personally don't like how the UA looks omnipotent in this regard; it should pick sword or shield, and focus on that.
- Brazil has another powerful
Culture bonus:: The Brazilwood Camp is primarily a large culture battery. Having both the UA and the UI pointed at the same yield focus is allowed, but not necessary, and it's not terrific design to have 2 components accomplish the same thing. It would be more sleek and well-designed if the UA lost its
culture bonuses, and the UI was made stronger to compensate
Looked through git history. It doesn't look like TRAIT_CARNIVAL ever had something like that. There is a column called GrowthBoon in Traits, but I don't see anywhere TRAIT_CARNIVAL had it, and it refers to food now, not growth, anyway. I don't see any way to reduce growth during WLTKD using SQL alone. Maybe you know where, or could link the conversation you had with Gazebo / find the patch notes that gives/removes Brazil's growth bonus so I can get a better idea on the date.Old code. Brazil already had its WLTKD's growth set to 0, and even a custom message popup explaining that. Even if nobody has the old files anymore, I'd expect someone to still remember how Carnival's growth modifier was set to 0.
100% new dll code. Culture and Food are the only WLTKD yield modifiers available to traits. You've also just suggested removing the only bonus that isn't static yields from Paper Maker with no replacement.In fact, that gold part could as well be moved to the UA alongside the food, instead of having to wait for the Paper Maker, which would leave for an elegant UA description: "gain +1food and
gold in all cities, and gain WLTED in all cities for an extra +10 %
food and
gold modifier, whenever you create great works or gain cities
From what I've seen in my AI-only tests, the results are unfortunately not very satisfying. AI offensives seem to only conquer walled cities starting the Renaissance : before, it seems far too difficult, mostly because it do not protect its siege units correctly and so loses a lot of time trying to attack cities without much result (I even saw that with the Ottomans failing to land a single shot with their Great Bombard against a city, for they always went back and forth with it). Field Gun really make AI agression much more potent if there is even a little bit of rough terrain around.Which we just made an attempt at in 2.4
Maybe you can add to the GitHub report about AI retreating behind its own city.From what I've seen in my AI-only tests, the results are unfortunately not very satisfying. AI offensives seem to only conquer walled cities starting the Renaissance : before, it seems far too difficult, mostly because it do not protect its siege units correctly and so loses a lot of time trying to attack cities without much result (I even saw that with the Ottomans failing to land a single shot with their Great Bombard against a city, for they always went back and forth with it). Field Gun really make AI agression much more potent if there is even a little bit of rough terrain around.
I voted yes on all unit changes, which I have been playing for a while and they feel pretty good. Especially the skirmisher change, which is somehow the least popular one on the poll, the VP version is just clunky.
For tourism buildings I remain a fanboy of Milae's tweaks, which replace instant yields with per turn. That said, I welcome any change to tourism, as the current version is one of the weakest points in VP.
The previous skirmisher tweak is just this one plus a dll-required promotion. This change would get move them partway there.I voted against the skirmisher changes, because we've already had a fairly well-received proposal for skirmisher changes right before this one. I'm personally hesitant on supporting any new proposals on the same topic until we've worked through the older ones first. A new poll to choose between them, perhaps
You're playing a civ with noI also think you're overestimating the -50%need part of Brazil. This civ is often mentioned to work best with Tradition due to it being the only Ancient Era policy that grants
GAP, as well as Tall gameplay being generally better for tourism victory than Wide. This means that Brazil's cities tend to have low unhappiness outside Carnival anyways due to Tradition's nature; you usually get only a single digit point of happiness in the whole empire from Carnival's need reduction.
Brazil also tends to have an easy time withgold, as every unique in the civ grants gold, even the UU. Because of that, Brazil tends to have a solid infrastructure to address city needs regardless of WLTKD.
My experience with the civ is that the -50%needs on Carnivals is actually the weakest part of the kit, since the civ's gold and tall playstyle already minimize unhappiness from needs really well on their own. This bonus was meant to support wide gameplay, so the civ isn't locked to Tradition. For now, it is more about flexibility than about an actual reward.
In fact, if you remove the culture modifier from Carnival's, you may as well remove the whole unique WLTKD Carnival part, since Brazil already achieves the need reduction really well with its extra sources of gold and the CV's preference for tall gameplay.
I guess this means I should do these polls more often? We haven't had almost any balance changes in almost a year.A fair amount of the tweaks feel like I wouldn't mind them in part, but the end-result that they come packaged with is just too much.
You're playing a civ with noGreat Person bonuses and very high
Culture on tiles as a small empire in order to milk this 25%
culture modifier and maximize
GAPs. This is making a strong case for why the 25%
Culture should be removed; that bonus is forcing Brazil into a bog-standard tall GP-focused playstyle where you ignore all other parts of the kit just to go Tradition -> Artistry for every scrap of GAP in the policy trees.
Wider play with Brazil would make more use of the UI, because more land = more Brazilwood. It would also make better use of theNeeds reduction, because more cities means more total
happiness on empire, which can convert into more
GAPs, since they aren't being sapped by
Unhappiness. There is a chance to make Brazil a more interesting wide-CV civ, but the way the policies are designed, it's better to just ignore everything that is unique in the kit and focus all attention on a mundane % yield modifier, just because it's really big.
I think your comment also points to a failing of the policy trees as they currently exist: Why do Ancient and Medieval both have a tree that focuses tall,Great People, and
Golden ages? That's 3 of the same focuses in sequential policy trees. The way that Tradition and Artistry stack up shackles a civ like Brazil -- with lots of GA bonuses, but no direct GP bonuses -- to a small, tall empire, because the civ's wide bonuses are swamped by the power of two full policy trees that push tall. As you say, that makes you play as if the
needs reduction doesn't even exist, and you don't question that?
I guess this means I should do these polls more often? We haven't had almost any balance changes in almost a year.
Looked through git history. It doesn't look like TRAIT_CARNIVAL ever had something like that. There is a column called GrowthBoon in Traits, but I don't see anywhere TRAIT_CARNIVAL had it, and it refers to food now, not growth, anyway. I don't see any way to reduce growth during WLTKD using SQL alone. Maybe you know where, or could link the conversation you had with Gazebo / find the patch notes that gives/removes Brazil's growth bonus so I can get a better idea on the date.
100% new dll code. Culture and Food are the only WLTKD yield modifiers available to traits. You've also just suggested removing the only bonus that isn't static yields from Paper Maker with no replacement.
It looks like there's enough wide components: spammable UI with high culture, unhappiness reduction which will give more GAP at high empire population, and lots of gold to invest in lots of satellite cities. If you're easily winning without utilizing these components to the fullest (and instead just focusing on the components that work specifically with Tradition->Artistry), I think there might be something wrong.
Looked through git history. It doesn't look like TRAIT_CARNIVAL ever had something like that. There is a column called GrowthBoon in Traits, but I don't see anywhere TRAIT_CARNIVAL had it, and it refers to food now, not growth, anyway. I don't see any way to reduce growth during WLTKD using SQL alone. Maybe you know where, or could link the conversation you had with Gazebo / find the patch notes that gives/removes Brazil's growth bonus so I can get a better idea on the date..
- Brazil:
- UA: no longer replaces growth in Carnaval with culture - you get both
- Bandeirantes: can now also build mines, quarries, and brazilwood camps.
- Brazilwood now a culture monopoly - UI yields +1 Gold, base resource yield +1 Gold (tied to Hexxon Refineries Corp)
I guess this means I should do these polls more often? We haven't had almost any balance changes in almost a year.