acluewithout
Deity
- Joined
- Dec 1, 2017
- Messages
- 3,470
Hello!
I’ve been thinking of trying to put together a mod to tweak R&F, pulling together a number of different thread and some of my own thoughts. The idea is just to flesh out / deepen / 'lean into' a few mechanics, and overall just tweak balance a bit.
Proposed changes listed below – feel free to post comments. I’ll update this list based on the comments I receive.
A few points to note:
1. I’m trying to keep any changes small, and try to avoid new units, buildings, civics etc. First, because I think the balance in the base game is basically right (the game just needs a few tweaks). And second, because my technical ability is limited!
2. I’m proposing to tweak some civs for balance. But the objective is not to make all civs the same power; just to make sure none feel underwhelming.
3. There are somethings I’m against changing, because they are clearly basic design decisions by Firaxis (many of which I like in any event). These include: unit movement rules; 1UPT; and the number and names of governments.
Proposed changes:
1. (Re-) Balancing Civilizations
· England. New UA, ‘Sun Never Sets’. England receives +2 Trade Routes at Mercantilism. UA continues to unlock British Museum at Humanism. [Essentially England get the +2 Trade Routes previously available through Merchant Republic.]
· Norway. Norway’s UA ‘Knarr’ also grants +1 faith to all sea improvements for the Ancient to Medieval eras, in addition to its other benefits. After the Medieval, Knarr instead gives sea improvements +1 gold. [This buff should help Norway get a Pantheon faster.]
· Egypt. Egypt’s UA ‘Monumentality’ now gives Egypt a free monument in its Capital City if it starts in the Ancient Era, or a free Granary in the Classical Era, in addition to its other benefits.
· Spain. Phillip’s LA ‘El Escorial’ now grants +1 charge to Missionaries in addition to its other bonuses.
· Cree. The Cree’s UA ‘ Nihithaw’ continues to provide +1 trade route at Pottery, and allow Traders to grab tilesd. However, the UA now: (1) does not grant a free Trader at Pottery, but instead provides a 5% discount to building traders generally, and (2) grants a free scout unit when you start in the Ancient or Classical Era.
· Khmer. Grand Barays grants a 15% discount to building aequducts, in addition to its other bonuses.
· Georgia. The Tsikhe faith bonus is increased from +3 to +4. Strength in Unity provides an additional relic slot in the capital.
2. (Re-) Balancing Units
· Heavy Cavalry. Heavy Cavalry units no longer benefit from +%production cards or mercenaries card; so, you will also have to build them at full production, and pay full cost to upgrade them.
· Berserkers. Beserkers only get -2 to defence, instead of -7.
· Ngao Mbeba. Kongo’s unique unit’s strength is increased to 40, the same as a Legion. [Kongo’s UU are currently weaker than Swordsmen, which I think is just an oversight. I suggest making them as strong as Legions, which admittedly is very strong, but I think makes for lots of fun and shouldn’t be overpowered when considering Kongo overall.]
3. Districts, Buildings and Wonders
· Stonehenge no longer grants a Great Prophet. Instead, you get +2 GP points, and +1 faith for every Monument in your empire.
· Walls. Walls always now provide additional housing per level to all civilizations when they slot the "Castellation" policy card (n.b. Monarchy now gives additional loyalty). [This should make walls more useful overall.]
· Forts. Forts now give all units in the fort +1 vision; all ranged or bombard units garrisoned in a fort exert ZOC. [Forts seem a little underpowered, so I've suggested buffing them with the above change, and changes to the Bastions.]
· Mines and Quarries. Improving a Mine or Quarry reduces the food yield from this tile by 1. [Reducing food from Mines and Quarries should hopefully encourage building farms and other food related buildings - see Villages etc. below.]
· Watermill and Granaries. Watermill provides +1 production, and Granaries provide +1 food, to all trade routes to this city.
· City centre. Your city centre provides major adjacency bonuses to all districts after you research Steam. [Slightly helps tall play, and hopefully makes the discovery of steam feel more important - think of it like trains linking the city with its districts.]
· Aqueduct and Sewers. Aqueducts and Sewers provides +5% growth for cities.
· Neighbourhoods. Neighbourhoods provide a major adjacency bonus to all districts. Markets provides +4 food instead of +3.
· New Unique Improvement: Village. Unlocks at Construction. Can be built on grasslands, plains or tundra, but must be built adjacent to two farms or two sea resources. Cannot be built within 3 tiles of another village. This improvement can be worked, and provides + 0.5 housing, +1 production, (after Replaceable Parts) +2 gold , and (after Feudalism) adjacency to other farms. Additionally, each Village provides +1 food to all trade routes to this city, and provides minor adjacency bonus to Commercial Hub, Harbour, and Industrial Zone.
· Petra and St Basil's Cathedral provide +3 food to your city centre in addition to their other benefits. [This is to slightly off-set the reduced food yields from Mines and Quarries.]
· New Building: Court House. Court Houses unlock at Mathematics, and cost 300 to produce, maintenance 3. Can only be built in cities with at least 5 population. A city with a Court House and a Governor receives an additional +1 loyalty, which increases to +2 after you research Divine Right. [Court houses are expensive to produce, but become cheaper later through policy card.]
4. Governments, Government Plaza, and Government Buildings
· Oligarchy. Legacy Bonus for Oligarchy is now "Combat victories provide Science equal to 10% of the Combat Strength of the defeated unit". [This change means you can no longer 'stack' the combat bonus from Oligarchy, and makes this bonus harder to get overall (see "Warlord's Throne" below).]
· Monarchy. The Legacy Bonus for Monarchy is now +1 loyalty for each level of walls, and an additional +0.5 loyalty for each fort in your territory. [This makes Monarchy government the go-to government for dark ages and for boosting loyalty generally]
· Communism. Effect includes increased science per population (up to +0.7 per population), and no maintenance cost for Encampments or Industrial Zones or their buildings in addition to its other benefits. [I’ve suggested buffing this government, because Communism’s production bonus is weaker than Democracy’s, and the latter government gets better cards and other bonuses. My logic for this bonus is that Communist countries historically have had very strong maths and science education, and strong science research overall (although smarter more knowledgeable people can of course correct me on that if I’m wrong).]
· Audience Chamber. This building is now renamed "Altar". Building provides +2 loyalty to all cities with an established Governor, -2 loyalty to all cities without a Governor, and +1 Governor Title. Unlocks "Tradition Legacy" Policy Card (Wild Card), which gives +4 Housing and +1 Amenity to all cities with an established Governor.
· Ancestral Hall. This building is now renamed "Forum". Building reduces maintenance for all cities by 1, provides +1 loyalty for all cities on a foreign continent, and grants +1 Governor Title. -1 loyalty to all cities if you take the Autocracy, Monarchy or Communism governments. Unlocks "Liberty Legacy" Policy Card (Wild Card), which provides 50% increased Production towards Settlers and a free builder when you settle a new city. [I’ve suggested giving Audience Hall a negative to loyalty for certain governments so it parallels the negative loyalty the Audience Chamber gives for cities without a governor (ie so both buildings create trade-offs).]
· Warlord's Throne. This building is now renamed "Throne Room". Maintenance for land melee units reduced by 1, and +1 Governor Title. Unlocks "Honour Legacy" Policy Card (Wild Card), which provides +4 combat strength to all land melee, anti-cavalry, and naval melee class. [Conscription etc. policy cards have also been tweaked - see below.]
· Foreign Ministry. This building an additional trade route in addition to its other benefits.
5. Economy
· Self-determination. From the Renaissance Era onwards, the maintenance cost of all colonial cities is increased by 1 and, from the Modern Era onwards, all colonial cities receive -2 loyalty (colonial cities being cities on a foreign continent). Improved luxury resources in colonial cities receive an additional +1 gold. [This change and the change under "Bureaucracy" below are intended to make it get harder to keep your empire together as you progress through the eras, but not so much harder that it's not fun. The increased cost of Colonial Cities is slightly off-set if you build the "Forum" government building and change to Colonial Offices card.]
· Bureaucracy. City and district maintenance costs increase +1 gold once you select a second tier government, and +2 gold once you select a third tier government.
6. Additional Policy Cards
· Dark Age card “Star Chamber”, +X loyalty to all cities with a Court House (even if they don’t have a Governor), but -1 amenity in all cities (unlocks in Medieval and Renaissance eras).
· Economic Card, “Rule of Law”, receive 50% discount when purchasing a Court House (unlocks at Urbanisation).
· Economic Card “Charter of Rights”, +1 amenity to all cities with a Court House (even if they don’t have a Governor) (unlocks at Opera and Ballet).
· Military Card “Castellation”, each city receives +1 housing per level of walls; wall maintenance reduced by 1 (unlocks at Divine Right, obsoletes at Urbanization). [This should make walls more useful overall because you don't need Monarchy to get the bonus, and place a bit more pressure on which Military Card you slot. Castellation should also still synergise with Monarchy, as you can slot this card in one of Monarchy's extra military card slots.]
· Economic Card “Carta Mercatoria”, all Villages provide +1 gold [per adjacent bonus or luxury resource] and a major adjacency bonus to any adjacent district (unlocks at Guilds, obsoletes at Urbanization).
· “Colonial Offices” policy card now provides +1 culture from all colonial cities with either a market or a lighthouse, in addition to its other benefits.
· “Bastions” policy card provides +2 ranged attack bonus to all ranged and bombard units garrisoned in a fort, encampment or city centre, in addition to its other benefits.
· “Conscription” , and “Levée en Masse” policy cards only reduce maintenance costs of anti-cavalry, ranged and bombard units.
· See also additional Legacy Policy Cards described above.
7. Governors, Other Changes
· Settlers. Settlers now turn into builders when captured.
· Pantheon: Goddess of the Harvest. This now only gives faith equal to 75% of any resource you harvest.
· Military Tactics. Support bonus now unlocks at Military Tactics, not Military Honour.
· Magnus. “Groundbreaker” now provides +30% yields when you harvest a resource, and a flat +2 production. “Vertical Integration” extends the range of a factory in this city to 12 tiles, and the Industrial Zone in this city receives +gold equal to its adjacency bonus.
· Victor, Moksha. “Redoubt” and “Bishop” both provide +2 loyalty in addition to their existing benefits. [This should make Victor and Moksha stand out from the other governors more, and make them a bit more useful.]
[Edit: 25.02.18; 26.02.18; 27.02.18; 03.03.18; 05.03.18; 07.03.18; 08.03.18]
I’ve been thinking of trying to put together a mod to tweak R&F, pulling together a number of different thread and some of my own thoughts. The idea is just to flesh out / deepen / 'lean into' a few mechanics, and overall just tweak balance a bit.
Proposed changes listed below – feel free to post comments. I’ll update this list based on the comments I receive.
A few points to note:
1. I’m trying to keep any changes small, and try to avoid new units, buildings, civics etc. First, because I think the balance in the base game is basically right (the game just needs a few tweaks). And second, because my technical ability is limited!
2. I’m proposing to tweak some civs for balance. But the objective is not to make all civs the same power; just to make sure none feel underwhelming.
3. There are somethings I’m against changing, because they are clearly basic design decisions by Firaxis (many of which I like in any event). These include: unit movement rules; 1UPT; and the number and names of governments.
Proposed changes:
1. (Re-) Balancing Civilizations
· England. New UA, ‘Sun Never Sets’. England receives +2 Trade Routes at Mercantilism. UA continues to unlock British Museum at Humanism. [Essentially England get the +2 Trade Routes previously available through Merchant Republic.]
· Norway. Norway’s UA ‘Knarr’ also grants +1 faith to all sea improvements for the Ancient to Medieval eras, in addition to its other benefits. After the Medieval, Knarr instead gives sea improvements +1 gold. [This buff should help Norway get a Pantheon faster.]
· Egypt. Egypt’s UA ‘Monumentality’ now gives Egypt a free monument in its Capital City if it starts in the Ancient Era, or a free Granary in the Classical Era, in addition to its other benefits.
· Spain. Phillip’s LA ‘El Escorial’ now grants +1 charge to Missionaries in addition to its other bonuses.
· Cree. The Cree’s UA ‘ Nihithaw’ continues to provide +1 trade route at Pottery, and allow Traders to grab tilesd. However, the UA now: (1) does not grant a free Trader at Pottery, but instead provides a 5% discount to building traders generally, and (2) grants a free scout unit when you start in the Ancient or Classical Era.
· Khmer. Grand Barays grants a 15% discount to building aequducts, in addition to its other bonuses.
· Georgia. The Tsikhe faith bonus is increased from +3 to +4. Strength in Unity provides an additional relic slot in the capital.
2. (Re-) Balancing Units
· Heavy Cavalry. Heavy Cavalry units no longer benefit from +%production cards or mercenaries card; so, you will also have to build them at full production, and pay full cost to upgrade them.
· Berserkers. Beserkers only get -2 to defence, instead of -7.
· Ngao Mbeba. Kongo’s unique unit’s strength is increased to 40, the same as a Legion. [Kongo’s UU are currently weaker than Swordsmen, which I think is just an oversight. I suggest making them as strong as Legions, which admittedly is very strong, but I think makes for lots of fun and shouldn’t be overpowered when considering Kongo overall.]
3. Districts, Buildings and Wonders
· Stonehenge no longer grants a Great Prophet. Instead, you get +2 GP points, and +1 faith for every Monument in your empire.
· Walls. Walls always now provide additional housing per level to all civilizations when they slot the "Castellation" policy card (n.b. Monarchy now gives additional loyalty). [This should make walls more useful overall.]
· Forts. Forts now give all units in the fort +1 vision; all ranged or bombard units garrisoned in a fort exert ZOC. [Forts seem a little underpowered, so I've suggested buffing them with the above change, and changes to the Bastions.]
· Mines and Quarries. Improving a Mine or Quarry reduces the food yield from this tile by 1. [Reducing food from Mines and Quarries should hopefully encourage building farms and other food related buildings - see Villages etc. below.]
· Watermill and Granaries. Watermill provides +1 production, and Granaries provide +1 food, to all trade routes to this city.
· City centre. Your city centre provides major adjacency bonuses to all districts after you research Steam. [Slightly helps tall play, and hopefully makes the discovery of steam feel more important - think of it like trains linking the city with its districts.]
· Aqueduct and Sewers. Aqueducts and Sewers provides +5% growth for cities.
· Neighbourhoods. Neighbourhoods provide a major adjacency bonus to all districts. Markets provides +4 food instead of +3.
· New Unique Improvement: Village. Unlocks at Construction. Can be built on grasslands, plains or tundra, but must be built adjacent to two farms or two sea resources. Cannot be built within 3 tiles of another village. This improvement can be worked, and provides + 0.5 housing, +1 production, (after Replaceable Parts) +2 gold , and (after Feudalism) adjacency to other farms. Additionally, each Village provides +1 food to all trade routes to this city, and provides minor adjacency bonus to Commercial Hub, Harbour, and Industrial Zone.
· Petra and St Basil's Cathedral provide +3 food to your city centre in addition to their other benefits. [This is to slightly off-set the reduced food yields from Mines and Quarries.]
· New Building: Court House. Court Houses unlock at Mathematics, and cost 300 to produce, maintenance 3. Can only be built in cities with at least 5 population. A city with a Court House and a Governor receives an additional +1 loyalty, which increases to +2 after you research Divine Right. [Court houses are expensive to produce, but become cheaper later through policy card.]
4. Governments, Government Plaza, and Government Buildings
· Oligarchy. Legacy Bonus for Oligarchy is now "Combat victories provide Science equal to 10% of the Combat Strength of the defeated unit". [This change means you can no longer 'stack' the combat bonus from Oligarchy, and makes this bonus harder to get overall (see "Warlord's Throne" below).]
· Monarchy. The Legacy Bonus for Monarchy is now +1 loyalty for each level of walls, and an additional +0.5 loyalty for each fort in your territory. [This makes Monarchy government the go-to government for dark ages and for boosting loyalty generally]
· Communism. Effect includes increased science per population (up to +0.7 per population), and no maintenance cost for Encampments or Industrial Zones or their buildings in addition to its other benefits. [I’ve suggested buffing this government, because Communism’s production bonus is weaker than Democracy’s, and the latter government gets better cards and other bonuses. My logic for this bonus is that Communist countries historically have had very strong maths and science education, and strong science research overall (although smarter more knowledgeable people can of course correct me on that if I’m wrong).]
· Audience Chamber. This building is now renamed "Altar". Building provides +2 loyalty to all cities with an established Governor, -2 loyalty to all cities without a Governor, and +1 Governor Title. Unlocks "Tradition Legacy" Policy Card (Wild Card), which gives +4 Housing and +1 Amenity to all cities with an established Governor.
· Ancestral Hall. This building is now renamed "Forum". Building reduces maintenance for all cities by 1, provides +1 loyalty for all cities on a foreign continent, and grants +1 Governor Title. -1 loyalty to all cities if you take the Autocracy, Monarchy or Communism governments. Unlocks "Liberty Legacy" Policy Card (Wild Card), which provides 50% increased Production towards Settlers and a free builder when you settle a new city. [I’ve suggested giving Audience Hall a negative to loyalty for certain governments so it parallels the negative loyalty the Audience Chamber gives for cities without a governor (ie so both buildings create trade-offs).]
· Warlord's Throne. This building is now renamed "Throne Room". Maintenance for land melee units reduced by 1, and +1 Governor Title. Unlocks "Honour Legacy" Policy Card (Wild Card), which provides +4 combat strength to all land melee, anti-cavalry, and naval melee class. [Conscription etc. policy cards have also been tweaked - see below.]
· Foreign Ministry. This building an additional trade route in addition to its other benefits.
5. Economy
· Self-determination. From the Renaissance Era onwards, the maintenance cost of all colonial cities is increased by 1 and, from the Modern Era onwards, all colonial cities receive -2 loyalty (colonial cities being cities on a foreign continent). Improved luxury resources in colonial cities receive an additional +1 gold. [This change and the change under "Bureaucracy" below are intended to make it get harder to keep your empire together as you progress through the eras, but not so much harder that it's not fun. The increased cost of Colonial Cities is slightly off-set if you build the "Forum" government building and change to Colonial Offices card.]
· Bureaucracy. City and district maintenance costs increase +1 gold once you select a second tier government, and +2 gold once you select a third tier government.
6. Additional Policy Cards
· Dark Age card “Star Chamber”, +X loyalty to all cities with a Court House (even if they don’t have a Governor), but -1 amenity in all cities (unlocks in Medieval and Renaissance eras).
· Economic Card, “Rule of Law”, receive 50% discount when purchasing a Court House (unlocks at Urbanisation).
· Economic Card “Charter of Rights”, +1 amenity to all cities with a Court House (even if they don’t have a Governor) (unlocks at Opera and Ballet).
· Military Card “Castellation”, each city receives +1 housing per level of walls; wall maintenance reduced by 1 (unlocks at Divine Right, obsoletes at Urbanization). [This should make walls more useful overall because you don't need Monarchy to get the bonus, and place a bit more pressure on which Military Card you slot. Castellation should also still synergise with Monarchy, as you can slot this card in one of Monarchy's extra military card slots.]
· Economic Card “Carta Mercatoria”, all Villages provide +1 gold [per adjacent bonus or luxury resource] and a major adjacency bonus to any adjacent district (unlocks at Guilds, obsoletes at Urbanization).
· “Colonial Offices” policy card now provides +1 culture from all colonial cities with either a market or a lighthouse, in addition to its other benefits.
· “Bastions” policy card provides +2 ranged attack bonus to all ranged and bombard units garrisoned in a fort, encampment or city centre, in addition to its other benefits.
· “Conscription” , and “Levée en Masse” policy cards only reduce maintenance costs of anti-cavalry, ranged and bombard units.
· See also additional Legacy Policy Cards described above.
7. Governors, Other Changes
· Settlers. Settlers now turn into builders when captured.
· Pantheon: Goddess of the Harvest. This now only gives faith equal to 75% of any resource you harvest.
· Military Tactics. Support bonus now unlocks at Military Tactics, not Military Honour.
· Magnus. “Groundbreaker” now provides +30% yields when you harvest a resource, and a flat +2 production. “Vertical Integration” extends the range of a factory in this city to 12 tiles, and the Industrial Zone in this city receives +gold equal to its adjacency bonus.
· Victor, Moksha. “Redoubt” and “Bishop” both provide +2 loyalty in addition to their existing benefits. [This should make Victor and Moksha stand out from the other governors more, and make them a bit more useful.]
[Edit: 25.02.18; 26.02.18; 27.02.18; 03.03.18; 05.03.18; 07.03.18; 08.03.18]
Last edited: