AllTheLand
Warlord
- Joined
- Sep 18, 2021
- Messages
- 133
What about buffing the artist specialist if running creative, with say +1 gold? At +1 science and +1 gold, it becomes more tempting to run artist specialists, or in situations where culture is really needed (a city under cultural pressure), it becomes less costly to run an artist instead of exploiting a tile or running another specialist.Nothing new; I've heard the same accusation levied at it from the moment vanilla Civ 4 was out by all the competitive players, and fundamentally a criticism of culture as mechanics - no matter how much one buffs it, it is mostly irrelevant to many playstyles. Good thing most leaders don't have that trait, I guess.
It wouldn't make the trait amazing, but I like this sort of subtle buff that reinforces the trait's specialization instead of making it more generic.
Or perhaps instead the +1 happiness I remember mentioning as an idea for the artist could exist for creative leaders only, but if I remember correctly, making the AI understand it and use it properly is a requirement before merging such a change.
My general problem is with mechanics that incentivize to leave large swathes of terrain unused because a city existing contributes to quadratic costs and below-average cities end up being nothing more than burdens, instead of just being low RoI and taking a long time to overcome investment costs and fixed costs. It bothers me a lot if I have to leave blocs of 15 tiles of mostly plain and grassland (without bonus resources) unused because all the costs in a city there would be too high. I can also see the argument that in real life, vast swathes of land remained sparsely populated for a long time, so it wouldn't be desirable to have a balance where everything gets used too quickly, but I think that's more related to population growth. Population growth becomes fairly fast and easy by the late classical age (and even more so with servage farms), making settlers stops being much of a hindrance on city growth, and growing new small cities doesn't require any loss on the growth of bigger cities.Yeah, you've made your vendetta against the cost of civics known a while ago![]()
While I can be annoyed by the gpt amounts that are sometimes reached, there is of course a need for expenses to be sufficiently high to limit the pace of tech research and to force having to prioritize some expenses over others. It's too easy otherwise. It's more the incentives created by how the cost works, and some balance issues it creates (populist being so awful and legislator being so good) I have a problem with.
At the same time, each city tends to come with "fixed benefits", such as trade route revenue, free craftsmen from buildings, or contributing to the pool of base buildings required by limited buildings, so obviously costs are needed to avoid the spamming of tiny useless cities. Likewise, big cities that use most of their cross should be better than medium cities sharing a lot of their cross, and the num-cities related maintenance and civics cost that I dislike contribute to that too.
I think the statement in the hint still gives an exagerated impression of the number of situations in which they can be substitute for one another, as it gives the impression that them being substitute is a rule that suffers exceptions, whereas I'd rather say it's the opposite, them being substitutes is the exception.So basically what you're saying is you agree with the statement in the hint? Good.![]()

Yes, I think that's the issue! I'll have a look.Currently, the line between admitting defeat and demanding unconditional surrender seems to be far too narrow. There should be more room for a (nearly) status quo peace in between.
You complained previously a lot about me and my "tone", seeing my (sometimes wrong or subjective) opinions about the game and balance as a justification to start making personal attacks against me. I found your tone and attitude very objectionable, but I didn't answer. You said that you would start ignoring me from then on, and I thought that was the best solution.But when there's roughly 100 attempts at balance changes from a player who dgaf to finish one game and understand core converter mechanic before launching a rant full of demands its basically a spam tactic to push through as much taste-based balance changes as possible.
However, I'm not going to stop sharing my experiences and impressions in this thread because you dislike them and make passive-aggressive comments to express this dislike.
I personally don't like barbarian animals. I understand they exist to symbolize barbarians that won't enter inside your cultural borders, which is useful to know for the player, but animals are simply too strong. In reality, almost no animal would dare to attack a group of human warriors, and although they could inflict some casualties if they did, they'd have very poor odds.What's everyone's current thoughts on animals? I used to not mind them so much when my starting strategy was always "build lots of stuff in capital, expand only when military is strong". Even when my starting warrior died, and my initial scout explored 10 tiles before meeting a barb archer, I'd just settle in with minimal map exploration and be fine with it.
Having your initial warrior being almost doomed to die from animals when you send him exploring is quite annoying, and early-game encounters with animals are some of the biggest uncontrollable RNG elements in the entire game, because losing a single unit at that stage of the game is much more impactful than losing 10 later on.
The headstart bonuses the AI receives have been long bothering me. My experience on my two games with most of the headstart bonus removed has been very positive.And all this while the AI has scouts from turn 0, and on higher difficulty levels, scouts that can actually stand up against AI archers, allowing them to explore the map almost freely while I'm (literally) in the dark.
Agreed on all counts.I would mind this less if there was actually any game and decision making involved, but there isn't really any opportunity for that. With the opening warrior, the decision is between going out and risking it and having it sit in the starting city, and not exploring at all. There's a tad more with the scout, but barbs show up so early that it's a 50/50 chance between exploring a little with it or exploring a medium amount with it. There's little to no nuance here from a game experience perspective. I've now started loading autosaves whenever my opening warrior dies and doing something different with it, since the version of the game where it dies early has literally no fun or benefit to offer, it's just an unpleasant game experience with no real engagement.
with state religion; while technically true, that's in addition to +1
,
or even
, and compare it to a building that gives +50%
- I'm quite sure which one you'd want to build first).
, that's some actual motivation. What if the City Square building series, instead of providing +10%
, if anything? To me it seems like trying to fix something that isn't broken. The jump between archers and composite bows is already a 33% stat increase, which is actually quite substantial (significantly moreso than, say, a swordsman -> medieval swordsman, which on its own terms still feels correct). Literally doubling a unit's raw strength on an era-margin upgrade I don't think happens anywhere else in the whole roster!