The_Reckoning
Prince
First off I'll say this is an excellent thread. There are few things I dislike about Civ4:
- AI isn't perfect [the best strategy AI in a game to date, IMO, but still not perfect]
- A few interface annoyances [grouping system mainly]
and, relevant
- The dominance of a few strategic options.
People are really thinking on how to balance out the strategy options, which is great.
I've read the entire thread so far.
Like.
Like.
Totally agree. If I have several monastaries in each city, the hit of obsoleting Monastaries is too hard, and I put off SciMeth till I have nothing left to research.
Few more ideas:
- Remove the 10%
bonus from Monastaries, replace with a fixed +X of beakers [scaled to speed+map?].
- Remove the 10%
bonus from Monastaries, let Monastaries give +1
per priest.
- Remove the 10%
bonus from Monastaries by default, but add it back in with the Religion civics, but have Free Religion not give that bonus. [So Monastaries give no
bonus, but having Paganism, Org. Religion, Theocracy or Pacifism gives +10%
per monastery, FR still gives +10% overall].
- Make the GL obsolete with a later tech.
- Have the 10%
bonus from Monatstaries halve with an earlier tech, such as Paper.
I like the idea of just moving it.
If you want to nerf mass chopping I agree. What I think would be fun is to change what techs affect hammers-per-chop:
So initial no. is changed to +10
per forest [it's currently 20
]
IW is +50%
[5]
MC is +50%
[5]
Maths is +100%
[10]
Replacable Parts is +50%
[5]
So after IW it's 15
per chop, after Maths it'd be 25
per chop, after MC it'd be 30
, and after RP 35
. By that point, it's generally worth a lot more to keep forests for mills.
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More ideas:
- Remove the free tech from being the first at Liberalism, give the first at Liberalism a free great scientist.
- AI isn't perfect [the best strategy AI in a game to date, IMO, but still not perfect]
- A few interface annoyances [grouping system mainly]
and, relevant
- The dominance of a few strategic options.
People are really thinking on how to balance out the strategy options, which is great.
I've read the entire thread so far.
What I would suggest is reducing their cost to 35.
Still, at this stage I reckon I'll put +1 first strike on the marine in v0.2.
What do you think of +1for farms under serfdom?
Like.
- +1on a jungled tile
Like.
I've read of concerns regarding Scientific Method. It's a prerequisite tech for important ones (i.e. communism, biology...), yet its effect is overall negative on the short run. For instance, losing the power of monasteries & The Great Library is just a too big blow for a tech that's supposed to represent more advances in science/research! How about giving it a 10%bonus in all cities? That would be attractive for those not wanting Free Religion as a civic, & for those who want to win either by space, late domination, late conquest or perhaps time. I do know that the late game research might get too accelerated by that bonus, but in later era starts that bonus would be balancing.
Totally agree. If I have several monastaries in each city, the hit of obsoleting Monastaries is too hard, and I put off SciMeth till I have nothing left to research.
Few more ideas:
- Remove the 10%

- Remove the 10%


- Remove the 10%



- Make the GL obsolete with a later tech.
- Have the 10%

At the moment, I'm thinking move slavery to Masonry which sounds fairly sensible, but at the same time increase the cost of Masonry ever so slightly.
I like the idea of just moving it.
If you want to nerf mass chopping I agree. What I think would be fun is to change what techs affect hammers-per-chop:
So initial no. is changed to +10


IW is +50%

MC is +50%

Maths is +100%

Replacable Parts is +50%

So after IW it's 15




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More ideas:
- Remove the free tech from being the first at Liberalism, give the first at Liberalism a free great scientist.