Proposal: "Reduced build times and improve tile yield mod"

Alexfrog

Warlord
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Mar 18, 2005
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I am working on a Mod which will fix some of the problems of Civ 5, specifically its slowness due to everything taking massively too long to build. Additionally, the weakness of many of the buildings of the game (which I feel are basically pointless to build due to high cost, small effect, and maintenance cost). For example, Garden at +25% GPP is rediculous, due to the mechanics of how great people work. Even stuff like Watermill is massively expensive for the return you get.

Regarding Tile yields, I want to get closer to Civ 4, where you could actually generate decent production (mines give 2 production for example), and in which bonuses are more special (not just lame +1s).

Since we cant actually make a mod effectively yet without the SDK, here are my proposed changes and rationale. In general, late game stuff was more overprices and got reduced more. Stuff I felt was quite useful such as science and happy buildigns have smaller reductions. Stuff that seemed bad got greater reductions. Maintenance is significantly reduced.

My primary consideration for choosing costs was "How much would this building have cost in Civ 4".


Buildings:

Seaport: 140 to 60, maint 2 to 0.
Stable: 100 to 60, maint 1 to 0.
Watermill 120 to 60, maint 2 to 0.
Circus: 150 to 120, maint 3 to 1.
Forge: 150 to 80, maint 2 to 1.
Windmill: 180 to 80, maint 2 to 1.
Hydro plant: 600 to 240, maint 3 to 2.
Solar plant: 600 to 240, maint 3 to 2.
Mint: 120 to 80.
Observatory: 180 to 150, maint 2 to 1.
Monastery: 120 to 80, maint 2 to 0.
Garden: 120 to 100, maint 2 to 1. Great people bonus from 25% to 100%!
Lighthouse: 80 to 60, maint 1 to 0.
Harbor: 80 to 60, maint 3 to 2.
Colosseum: 150 to 100, maint 3 to 2.
Theatre: 300 to 160, maint 5 to 3.
Stadium: 450 to 240, maint 6 to 4.
Monument: 60 to 40, maint 1 to 0.
Temple: 120 to 80, maint 1 to 0.
Opera House: 220 to 120, maint 3 to 1.
Museum: 350 to 160, maint 3 to 1.
Broadcast Tower: 600 to 240, maint 3 to 1.
Armory: 130 to 80, maint 3 to 1.
Military Academy: 350 to 160, maint 3 to 2.
Arsenal: 350 to 160, maint 3 to 1.
Walls: 100 to 60, maint 1 to 0.
Castle: 180 to 100, maint 3 to 1.
Military Base: 450 to 200, maint 4 to 2.
Granary: 100 to 60, maint 1 to 0.
Hospital 400 to 90, maint 2 to 0. (Cost is very low because city growth costs are now exponential. This really helps only moderately)
Medical Lab: 500 to 120, maint 3 to 0. (Cost is very low because city growth costs are now exponential. This really helps only moderately)
Workshop: 100 to 80, maint 2 to 0, Production bonus increased from 20% to 25%.
Factory: 300 to 150, maint 3 to 1.
Nuclear Plant 600 to 240, maint 3 to 2.
Spaceship factory 450 to 240, maint 3 to 2.
Market: 120 to 60.
Bank: 220 to 120.
Stock Exchange: 650 to 150.
Library unchanged (80)
University 200 to 160.
Public school: 350 to 200, maint 3 to 2.
Laboratory: 600 to 240, maint 3 to 2.


Wonders: Reduce endgame wonders and midgame wonders some. Reduce bad early game wonders some like Colossus and Pyramids. Increase good early game wonders like Great Library and Stonehenge slightly.

Unit Costs:

In general I would reduce unit costs somewhat, like buildings. Not sure how exactly. Worker and Settler probably stay the same. However, I dont think you have to reduce unit costs much at all, as you dont need a ton of them due to one unit per tile. Early game units would be mostly unchanged, late game would become cheaper as they are crazy right now.

I would also balance some unit stregnths, for example currently Horsemen are broken as hell (and Greek companion cavalry more so), I would reduce their strength somewhat, for example.



Terrain and Improvements:

Forest gives 2 production instead of 1. LIKE EVERY CIV GAME EVER.
Mine Gives +2 Production instead of 1 (needed to make reasonable production possible).

Since Mine is better, Farm needs to be better as well. (2 production is better than 2 food, and the 2 food requires tech). But 2 food base and 3 with tech would be too much imo. Therefore:

Farm Gives +1 food +1 gold! (One gold is much weaker than one food or production).
Yes I realize that this means you mine rivers and farm non rivers. Thats annoying. But I cant come up with something better. If you can, propose it.

Trading post is very weak and I want it to give science. It annoys me that there arent science improvements (not counting the great person).

Trading post gives +2 gold +1 science. This should bring it up to par with farm and mine.


Specialist Improvements:
In general, I am going to make these better by giving gold. They werent good enough, plus I made other improvements better so the opportunity cost is bigger.
I want these bonuses to be of similar size to Civ 4. They are now going to be about 4 'things' better than a standard improvement that gives +2. Note that 2 gold is around as valuable as one other thing, so 2 gold counts as a 'thing'.

Academy (Scientist): +5 science +2 gold. (Was 5 science). This is my trading post plus 4 science.
Manufactory (Engineer): +5 production +2 gold. (Was 3 production LOL). This is a mine plus 3 production and 2 gold.
Customs House (Merchant): +2 Food +8 gold. (Was 4 gold FACEPALM!). This is now a farm plus 8 gold.
Landmark(Artist): +4 culture +4 gold. (Was 4 culture). Represents tourism bonus.


Resources Tiles:
Strategic and Happy resoruces:
All strategic resource tiles requiring a mine give +2 production when improved instead of +1, because mines give +2 now.
Happy resources are already darn good, I didnt improve them further.
Marble I weakened to be like other happy resources instead of also giving production. Getting happy AND wonder bonus is already powerful enough.


Bonus Resources:
All bonus resources improvements yields changed to giving +2 things instead of 1.
Cattle: +2 production not +1.
Sheep: +1 Food +1 Production (not 2 food).
All the many things that gave +1 gold now give +2.




Potential Concerns:

I may be giving players too much gold, with various boosts to it from improvements, and reducing maintenance of buildings. I want you to get more to allow rush buying, culture buying, etc, and to combat the crazy endgame maintenance and high maintenance of puppet states.

I do think that city state alliances are too good and this makes them easier, so I would also recommend we increase costs to buy city state friendship. (I would also reduce city state friendship given for quests).

Utilmately this is mod is of course in a beta state and would require testing to become good, but I think its a good start at fixing some of the problems of Civ V. (Of course, we still have to tackle the larger issue of an AI mod to make the AI not suck, but I will leave that to others).


Secondly, I worry that giving more science output (trading posts) may make teching a bit too easy. However, I think this speedup will be needed since building costs would be reduced so much. (Really, I am chopping turns off the game length).
 
Looks good.

Regarding the trading post I believe one of the policies gives them a science bonus. I think that we should see if we can make them like Civ IV cottages during which they give increased gold over time (and then slightly expand the bonuses through technology). I fear that adding science bonuses to trading posts could kinda make some things worse. I also am unsure how this would represent anything realistically.

Maybe make the cattle similar to your sheep. I don't think cattle should increase production too much. Actually, with the recent McDonald's generations I'd say that cattle could LOWER production.

You may want to have a few resources that give science bonuses. For example, uranium could grant a +2 science (with either no production or gold bonuses) and the aluminum could grant +1 science. I'd keep this rare though to limit science output.

Regarding science, I suggest using one of the modded gamespeed options that increased research times by 25-50% to slow down tech advancement. This would counter the increased research output and production pace (which thereby increases research output).

Anyways, this sounds very ambitious. Best of luck! Look forward to seeing it progress.
 
I think adding that much production AND reducing building costs is likely to be too much of a good thing.

In my completely untested balance mod (:lol:) (which I just made) I did the following:

- Civil Service farm bonus split off into a separate tech (Code of Laws, Classical, req Writing and Trapping, leads to CS with Philosophy, slightly expensive), and it also gives river farms -1 gold.
- Fertilizers now boosts all farms, not just non-river farms.
- Lumbermill base boost is +2 production.
- Mines get +1 production with Metal Casting, and +1 with Dynamite.
- Trading Posts give an additional gold (making +3).
- Plantations give +2 gold with Civil Service.
- Pastures give +1 production with Physics.
- CITY STATES GIVE NO ADDITIONAL BONUSES FOR BEING ALLIED OVER FRIENDLY. (They "just" give you their resources, give you vision, join you in battle, and do other things with the Patronage tree.)
- Maritime city states now give 1 food per city, plus from the Renaissance on + 1 food in the capital. Previously it was 1 food per city + 1 food in the capital, and + 1 food per city from the Renaissance on.
- Watermill gives +2 production with Machinery.
- Forge requires Steel instead of Metal Casting.
- GP improvements improved.
- Base golden age length reduced by 1, to 9.
- Golden age length scales linearly with game speed instead of being overpowered at Quick and underpowered at Epic/Marathon.
- Unit upgrade cost changed from 10 + 2 per hammer to 10 + 3 per hammer.

The overall result is that the bonus food comes a little sooner, but you also get better production and gold improvements, and these bonuses come at different branches of the tech tree so you aren't forced to go down a specific one. Meanwhile you don't get ridiculous stuff, particularly food, from city states.

My suspicion is that even just increasing tile production will make many buildings viable. Once it's possible to actually compare them (instead of just knowing you won't build any) it might be worth changing some building costs, but I don't think it is yet. (Oh, I did make the Granary cost 80. Having Pottery be an empty tech is so silly.)

I also think the game was, in a weird way, balanced around production being really expensive. I'd rather not mess with that too much. IMO the more damaging things are a) Civil Service standing out as insane, b) City states, and c) Maritime City states. And the AI... but we can't fix the AI yet.
 
Since modding capabilities are now available, I published that (with a few changes). Any discussion of it should probably branch off to here, and this thread can continue on about the OP.
 
I like SevenSpirits proposed changes.

Its true, reducing build costs so much all at once probably breaks other things, and fixing tile yields and city state alliances might solve most of the problems.

I would like to reduce the costs and maintenance on some of the bad buildigns however, and make the +GPP bonuses higher. I'd like to see Granary cost 60 and reduced upkeep for example. Workshop cheaper and 25% not 20% to further improve production, etc. Maybe lowering upkeep is more important than lowering costs very much. If we can actually build buildings, theyre going to kill our income at the current level of upkeep.
 
I like SevenSpirits proposed changes.

Its true, reducing build costs so much all at once probably breaks other things, and fixing tile yields and city state alliances might solve most of the problems.

I would like to reduce the costs and maintenance on some of the bad buildigns however, and make the +GPP bonuses higher. I'd like to see Granary cost 60 and reduced upkeep for example. Workshop cheaper and 25% not 20% to further improve production, etc. Maybe lowering upkeep is more important than lowering costs very much. If we can actually build buildings, theyre going to kill our income at the current level of upkeep.

One idea I really liked about buildings was making them just a bit more effective in cute ways rather than cheaper. See this post here: http://forums.civfanatics.com/showthread.php?t=385316

Maintenance costs may be too high if you buff production yields and nothing else changes, but then players can just switch to more trading posts, right?
 
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