civman110
Immortal
- Joined
- Jan 14, 2012
- Messages
- 2,111
IMHO it is either decrease on technology transfer on open border to 20 percent perhaps? and enabling research agreement later on (50-75) or basing technology transfer from open border which amount referencing on current relation (friendly=max, please=high, cautious=moderate, annoyed=low, furious=very low).
Looks like the RI team took your suggestion into consideration.
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I'm trying out one of the latest SVNs now (haven't completed my game yet just entering the industrial era) so I'm just going to offer some feedback on the new changes so far:
- I love how you can culture flip capitals now. This is great for conquering the Americas. Now you don't have to be hated by everyone as long as you have a bit of patience and strategically attack only a few Native civs and culture flip the rest.
- I like the small nerfs to the research bonuses on certain buildings and the tech x-fer reduction.
- It may just be this game, but religions aren't being spread like plague anymore which is nice. You end up with more of a multi-polar world.
- I also noticed that there has been far less runaway civs over the last few months and there hasn't been many huge power gaps like in versions gone past. Elizabeth even wonder whored shamefully this game and she still only has 25 cities vs. 10-17 cities for mostly everyone else. It seems to be due to 2 changes that I really like:
1) Increased cost per # of cities and few civics that reduce this cost.
2) Commerce re-balancing
#1 is balanced perfect imo, but I believe the commerce re-balancing still needs some tweaks. One thing I am noticing is that they only way to grow your empire now is by teching and relying on new buildings and civics (research and development). There should also be some growth potential from conquests too, although a balanced approach of R&D and controlled expansion should ultimately be the superior strategy in the long term.
It would be nice if you could spur some small growth by capturing and controlling resources as well. I really do like the recent reductions in gold from buildings, but may I suggest focusing on reducing gold bonuses mainly from buildings that are not tied to resources (like you did for banks) and perhaps give buildings such as markets, grocers, and trading posts small % bonuses if you control or trade for certain resources. Then perhaps you can earn an extra 5%-10% gold per building (on top of their current gold bonus) if you have all the required resources, which doesn't amount to a whole lot of extra gold per city, but may allow you to fund an extra 2-3 cities a bit sooner.
For Example:
Market +20% Gold
- Fish +2%
- Sheep +2%
- Pig +3%
- Cattle +3%
Grocer +15% Gold
- Banana +1%
- Citrus Fruit +2%
- Spices +2%
and bring back small gold bonuses from the trading post. I left out the jeweller because I like the new benefits and the precious mines are already quite balanced and profitable if you control gold, silver, and gems. Also, plantations do not receive a bonus from having a trading post like the mines do from jewellers, so a gold bonus for this building should be fairly balanced.
Trading Post
- Coffee +2%
- Tobacco +3%
- Sugar +5%
So overall, if you have every resource it would amount to an extra 25% gold per city, which isn't that much since you'd need to build all 4 buildings and chances of having every resource are slim. Or these buildings could give additional gold bonuses to plots containing these resources like the jeweller. The % bonus might end up being too much in later eras as your economy grows.
Also the Aztec chinampa should receive all of the upgrades that farms do as you discover new techs.
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Overall, I really like all of the new changes so far. Thanks for all the hard work and thought you guys put into this!