Hian the Frog
TR Designer and XML
While on the topic of balance, I noticed someone in an earlier post complaining that the combat add system (specifically the hill attack bonus) was overpowered. I think perhaps all of them need to be looked at, as I am finding with the right combos (especially that lovely siege bonus) the ability to really overrun AI cities. Because, no doubt, the AI does not do a good job at using this advantage if feel that probably you could (just an idea by the way) either reduced the bonus curve ie 5-10-15 becomes 3-6-9, or better yet increase the bonus thresehold from 100-200: level 1, 200-300: level 2, >300: level 3 to 150-300 300-450, 450-650 repecectively. What this would do is make it damn hard to get the (substatial) tier three bonuses, and make the player flirt with the overcrowding promotion to get it (by the way the overcrowding promotion is so simply, yet so bloodly brilliant it a wonder no one has thought of it before)
Also, I think that the early siege's bombard ability is way overpowered, as that lovely 70% defensive bonus (walls+culture) you worked so hard to build up can be completely flatterned in a coupl of turns with 4-5 fairly cheap catapults. I feel that it should take a least around 5 turns to to this (addmititly, a play a 3400 hundred turn game, which prbably skewer my opinion somewhat in regard to this.
As Walter said balancing the AID system is (still) a difficult task.
This system was implemented to:
- avoid the "stack of doom" used by both the AI and warmonger players. Beeing "overcrowded" is simply stupid as the malus is too big.
- make war more realistic by using a mixed army, and not only the best unit of the era. With 15 allowed units in a stack, you can have at least two full AID bonus.
Where you may be right is about the siege's bombard bonus. We will have to look at this deeper.