RifE 1.20 Ideas, Requests, and Feedback

I don't get how it can be balanced. There's no drawback. Seems silly to be able to build plantations wherever you want...
 
...on irrigated tiles, but whatever.

"More balanced" != "balanced". I was just trying to explain what the addon does (and the yields of some of the improvements have been altered, presumably for balance reasons).
 
Okay, sorry, plantations on irrigated tiles, my bad.

I got that we were trying to explain what the addon does. I just haven't realized before that you could place some bonus-improvements on non-bonus tile. There's one easy way to balance this out though: leave the bonus-improvements on bonus tile.
 
Yes, but plantations are only good for +1:commerce: +1:food: (I think) at base. What's so rediculess about that? They also don't get much better.
If it's the spawing that you think is un-balanced, the FF+ dosn't have anything to boast spawn rate, unlike Orbis.
 
Well, I don't see what you're referring to. The executives of some guilds maybe? Those that can discover new resources? If so, I don't like that mechanic either. I don't like it when you can pop resources out of nowhere instead of just doing how you can with what you have.

I do like the "x% chance to discover y resource" with an improvement though.
 
No, I meant how nature magic incereases spawn rate. Also, no, executive can't do that. Thankfully. Al I every got in Orbis was Crazed anyway.
 
Well, I don't see what you're referring to. The executives of some guilds maybe? Those that can discover new resources? If so, I don't like that mechanic either. I don't like it when you can pop resources out of nowhere instead of just doing how you can with what you have.

I do like the "x% chance to discover y resource" with an improvement though.

Just to be clear, it is a add on module JUST SO feedback and balancing can take place. The people that don't like it don't currently have to play with it.

I LOVE the idea myself. I think they MAY need to tone down the chance to spawn resources. Right now (with enough workers) you can fill the area between BFCs with improvements and watch as they slowly pop new resources. it isn't FAST. I have gotten maybe 3-4 a game. As it is currently written if you use an improvement that can pop a resource in a BFC you are actually hurting yourself. He balanced the improvements that spawn resources so that they are balanced ON a resource. If you don't have a resource then you are not getting much in the way of production from that square.
 
I don't get how it can be balanced. There's no drawback. Seems silly to be able to build plantations wherever you want...


Not much sillier than being able to build a farm/town/workshop/mill anywhere. A plantation is just a farm that is growing a cash crop rather than foodstuffs. :) The improvements are extensively changed/rebalanced in the tweak module. The goal is to have more interesting choices when developing your BFC. I grew very tired of cottage-spam and aristo-farm spam.

The resource spawning has very little practical impact at its current rate. 5 plantations will spawn one resource every 500 turns, on the average. :)
 
i do like the idea of building improvements on water tiles, but other than that i agree with opera
 
Not much sillier than being able to build a farm/town/workshop/mill anywhere. A plantation is just a farm that is growing a cash crop rather than foodstuffs. :) The improvements are extensively changed/rebalanced in the tweak module. The goal is to have more interesting choices when developing your BFC. I grew very tired of cottage-spam and aristo-farm spam.

I very much agree; this system is much more interesting this way.
 
Regarding improvement tweak add on it seems quarries are pretty overpowered. They make workshops completely useless and give just as much production on a flat grassland than a grass mine while having a bigger food/gold bonus. AI never builds it either.


I can look at that. I seem to recall (don't have the file in front of me) that workshops were +3 hammers -1 food. That is 4 hammers on a plain...pretty solid.
 
Regarding improvement tweak add on it seems quarries are pretty overpowered. They make workshops completely useless and give just as much production on a flat grassland than a grass mine while having a bigger food/gold bonus. AI never builds it either.

I don't agree here.. They make workshops useless if A. The Quarry is on marble and B. You don't have the Industry civic. As is, I think they're fine.

I don't get how it can be balanced. There's no drawback. Seems silly to be able to build plantations wherever you want...

Okay, sorry, plantations on irrigated tiles, my bad.

I got that we were trying to explain what the addon does. I just haven't realized before that you could place some bonus-improvements on non-bonus tile. There's one easy way to balance this out though: leave the bonus-improvements on bonus tile.

Well, I don't see what you're referring to. The executives of some guilds maybe? Those that can discover new resources? If so, I don't like that mechanic either. I don't like it when you can pop resources out of nowhere instead of just doing how you can with what you have.

I do like the "x% chance to discover y resource" with an improvement though.

You realize the "chance to discover" is what brought about this module, right? All improvements that improve a resource can discover that resource. That's the main reason Plantations and so on can be built anywhere now. They're still balanced towards resources and are nearly useless off one.

 
Yes, I realize that. Too many improvements can discover resources and this I don't like.
 
guardian of the pristine pass 4 tiles away from my capital city at beginning of the game = auto loose lol xD
 
guardian of the pristine pass 4 tiles away from my capital city at beginning of the game = auto loose lol xD

My hate for the Guardian is limitless. Auto-loss early, irrelevant late. Always boring. MEH. :mad:


It could at the very least be an epic dungeon and/or provide mana. Or be a super-fort that can be claimed.
 
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