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Potential Fix for Game Balance

WeaselSlapper

Prince
Joined
Mar 16, 2009
Messages
505
In the homepage article they had a really spot on review of the faults in Civ V.

http://www.bitmob.com/articles/the-bad-sequel-how-the-civilization-series-and-i-grew-apart

In this review they point out that the Devs completely nerfed production because if they didn't then mass production of units would completely break the 1 UPT. I agree with this assessment and have a potential solution and wanted to get some feedback.

Instead of nurfing production and making the game a complete bore they could make military (not civilians like workers and Great People) much more expensive to maintain and lower the limit of allowed military units. This way you can still produce units quickly and would help stop some of the steamrolling that's going on (once you lose your front line fighters there's no way to recover). This would also force a choice between a large army or more $$ for RA and bribing CS.

I think this would also allow the possibility of more peaceful games because people wouldn't need to always have a large army on hand. As Thomas Jefferson said a large standing army is a great threat of peace because when leaders have large standing armies they are more willing to use them.

This was just a quick thought I had and wanted to get some opinions.
 
Instead of nurfing production and making the game a complete bore they could make military (not civilians like workers and Great People) much more expensive to maintain and lower the limit of allowed military units. This way you can still produce units quickly and would help stop some of the steamrolling that's going on (once you lose your front line fighters there's no way to recover). This would also force a choice between a large army or more $$ for RA and bribing CS.

I think this would also allow the possibility of more peaceful games because people wouldn't need to always have a large army on hand. As Thomas Jefferson said a large standing army is a great threat of peace because when leaders have large standing armies they are more willing to use them.

Some of the existing mods already do this, to differing degrees. Check out TBM and PWM.
 
Some of the existing mods already do this, to differing degrees. Check out TBM and PWM.

There are mods to do just about anything, including adding a clock. But mods don't work in MP and break achievement completely. I'm talking about changes the devs should make to the core game to improve everyone's experience. On top of that if the core game continues to suck how long do you think the interest in mods will be?
 
I really don't know what the best way to get a balance is.

Right now, buildings take too long. That I know - even in my capital, I can't keep up. But I'm still not sure if that's as much "buildings take too long" as "research is too fast"
Units are too cheap to buy. As it is, based on costs, it's always worth it to buy units and build buildings. That makes the buildings like forges useless, since you never build enough units to really pay them off. So we need to either take the next step and make the military buildings maintenance-free, or make them useful. So if the forge gave +15% to unit production AND a 15% decrease to unit buying (unless if I'm mistaken and it already does), then it becomes useful. I'd do the same to buildings like barracks and armories. Give a barracks a 10-15% reduction in rush buying for "infantry" units, give an armory a 10-15% reduction in buying for siege units, etc... So I'd increase the base rush buy cost of units by maybe 33%, but give earlier bonuses to bring it down to what it is now or less.

But then you start doing that, and other things get imbalanced. Something is just a bit off in the balance right now. Maybe everything would be solved by giving an extra hammer on mines, or by rebalancing the specialists (maybe change everything to open up tons of specialist spots, but reduce the number of GPP they get, and reduce the strength of the great people?).
 
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