Small balance fixes proposals

valergrad

Warlord
Joined
May 26, 2013
Messages
250
This is thread when I am proposing to discuss some minor changes or fixes in balance.
Minor in term of creating separate thread discussion for each of them will be overhead...
 
proposal 1.
When we capturing enemy siege weapons as war prize, we get them immediately with full hp. But in reality, if you get another's army siege weapons in battle you need some time to understand how it works and how to repair it.
My proposal is: this units should be initially get with 5% hp, this will also decrease snowballing effect a little bit.
 
How about, it has the level of damage of the unit capturing the siege weapon. As they now have to man the weapon, it only makes sense. Less manpower, less effective.

5% would be too easy to lose to flanking counter attacks.
 
How about, it has the level of damage of the unit capturing the siege weapon. As they now have to man the weapon, it only makes sense. Less manpower, less effective.

5% would be too easy to lose to flanking counter attacks.

That is a good point. Tbh I don't know how flanking attack works in details. How much damage it deals? Does it affect all units on the tile, nevertheless your amount of them?
 
What do you think about pillage amounts? For towns, for example, you can now get up to 150 gold for pillage. In total from one tile you can get up to 300-400 gold ( town + village + cottage + hamlet ). It is more then from megapolis city with 10 world wonders!
 
Here are the upgrade line with their current pillage cost in () and with my suggestions in []

  • Mine (40)
    • Shaft Mine (40)
      • Modern Mine (80) [40]
  • Workshop (20)
    • Industry (60) [40]
      • Industrial Complex (120) [40]
  • Woodcutter (20)
    • Lumber-mill (20)
  • Windmill (20)
    • Windfarm (40)
      • Windtrap (40)
  • Jungle Camp (20)
    • Forest Preserve (0) [20]
  • Orchard (20)
    • Hybrid Forest (40)
  • Farm (20)
  • Pasture (20)
  • Plantation (20)
  • Winery (40) [20]
    • Dome Farm (90) [40]
  • Cottage (40)
    • Hamlet (60) [40]
      • Village (80) [40]
        • Town (100) [40]
The other improvement are okey I think, though it is strange that there is no Fort - Bunker - Command Center upgrade line and you also don't get any :gold: for pillaging them. So I suggest this new upgrade line too with a pillage cost of 20/40/40. At least I will try this in my modmod :)

Remember, that pillaging has double benefits: the gold you receive + the missing production it causes for the other civ. Rebuilding an advanced improvement, like a Town or a Dome Farm also costs a lot of time an money, so not gaining too much :gold: for them in the later game is still beneficial IMO.
 
I also wonder why we need an Aquatic Anti-Air Defence and Aquatic Forcefield improvements :confused: Did anyone ever built the with a real purpose - not only for decoration or roleplaying? They add a +50% air defence and +50% tile defence respectively.

I suggest the following changes:

Aquatic Anti-Air Defence rename to Aqua-Fort
  • +50% tile defence
  • +20% air defence
  • acts as a city
  • upgrades to Aquatic Forcefield

Aquatic Forcefield

  • +75% tile defence
  • +40% air defence
  • acts as a city
So technically they would be Fort and Bunker in water.
Ships with Sea control promotion could use them.
 
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I don't like the idea the Cottage and Town give the same amount. I believe Town should give much more. The same for everything else: upgraded improvements should give more.
How about this:

Mine (40)[10]
  • Shaft Mine (40)[15]
    • Modern Mine (80) [20]
  • Workshop (20)[10]
    • Industry (60) [20] ( may be +10 hammers to nearest city? )
      • Industrial Complex (120) [30] ( may be +20 hammers to nearest city? )
    Woodcutter (20)[10]
    • Lumber-mill (20)[15]

    Windmill (20)[10]
    • Windfarm (40)[15]
      • Windtrap (40)[20]

    Jungle Camp (20)[10]
    • Forest Preserve (0)

    Orchard (20)[10]
    • Hybrid Forest (40)[20]
    • Farm (20)[10]
    • Pasture (20)[10]
    • Plantation (20)[10]
    • Winery (40) [10]
      • Dome Farm (90) [25]
    • Cottage (40)[10]
      • Hamlet (60) [20]
        • Village (80) [30]
          • Town (100) [40]
 
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I don't like the idea the Cottage and Town give the same amount. I believe Town should give much more. The same for everything else: upgraded improvements should give more.
I would completely agree if Towns would be pillaged immediately to nothing. Improvement upgrades are like cake pieces on a plate: A Cottage is a single piece of cake, while a Town is 4 pieces. A Town has more pieces but not bigger ones. Every pillaging takes away 1 piece.
upload_2020-5-28_9-48-9.png

Bon appetit :)
 
Zeta Nexus, I still not agree)
Upgrage from town to village costs 2 times more than from hamlet to village. Also it is two times slower. So, if you want to compare this by piece of cakes, than it is not 1/2/3/4 pieces, it is 1/3/7/15 :)
 
This is more @Vokarya 's playground, I'm not sure what to think about these changes but Vokarya spent a lot of time balancing things in the game; although I don't think these changes would throw the game off balance, I'd like to hear what he thinks about it before we change anything here.
 
Zeta Nexus, I still not agree)
Upgrage from town to village costs 2 times more than from hamlet to village. Also it is two times slower. So, if you want to compare this by piece of cakes, than it is not 1/2/3/4 pieces, it is 1/3/7/15 :)
True. Completely. Period.

...but if you view it from the point of :commerce: produced you get a completely different ratio: 2/3/4/5, bonus yields from techs not counted :)

But the point is: No matter how much investment an improvement takes, pillaging does not reward the builder but the attacker who gets that :gold: in a single turn action.
I would completely agree with you if the builder and the pillager would be the same (like you plant a forest and than chop it). So if pillaging yields more :gold: for the upgrades than this is a greater reward for the attacker which in fact is a greater punishment for the builder.
I'm trying to aim for a balance. I don't say it is the right approach but that is my goal :mischief:
 
This is more @Vokarya 's playground, I'm not sure what to think about these changes but Vokarya spent a lot of time balancing things in the game; although I don't think these changes would throw the game off balance, I'd like to hear what he thinks about it before we change anything here.

I have not really looked into this particular area. I think it's worth a look. I only looked at balancing the yields from improvements.
 
I have not really looked into this particular area. I think it's worth a look. I only looked at balancing the yields from improvements.

So, in general Keshik ( with speed 3 ) with looter can go into foreign territory and in just one move get ( 100 + 80 + 60 ) * 1.5 = 360 gold by pillaging Town + Village + Cottage.
Taking into account that Keshik costs 100 hammers, it looks like it can pillage in one move several it's full costs). This means, that in the mid-game you should never think of building anything else - just military units. This will give you tech, will give you money etc.

In my current game at large map ( not even huge or giant ) for now I get 3-4k gold each move just from pillage ( more than other economics combined ).
 
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I will run some test, but in principle I like valergrad proposal about pillage yields. To tell the truth I seldom pillage enemy territory, not my gamestyle probably. But I trust you when you say that pillaging is overpowered, so nerfing it a bit might be a good idea.
 
Here's an other proposal:
Crafted resources are over abundant. It's usually to easy to create them so most civs will have their own source of it.
Each of these buildings are limited to 3 per civ and crafts 3 copies of resources. That's a total of 9. That's too much.
When was the last time you could trade you Alcohol or Pottery to an other civ?
I usually don't build more than 1 of these buildings since I cannot trade the excess anyway.

So I suggest to reduce the number of crafted resources to only 1.
 
Here's an other proposal:
Crafted resources are over abundant. It's usually to easy to create them so most civs will have their own source of it.
Each of these buildings are limited to 3 per civ and crafts 3 copies of resources. That's a total of 9. That's too much.
When was the last time you could trade you Alcohol or Pottery to an other civ?
I usually don't build more than 1 of these buildings since I cannot trade the excess anyway.

So I suggest to reduce the number of crafted resources to only 1.

Looks good to me, although this way you have to build at least 2 resource producing buildings in order to be able to trade the resource. If this is ok with @Vokarya, then we'll do it in the next update. Anyway we could at least reduce production to 2.
 
If you reduce it to only 1 building, and you lose that city, due to a revolt/war/what ever, you lose access to that resource. Redundancy being built in with 3 cities producing the resource. I tend to build them in 3 separate area's of my Empire. That way, I won't lose all, due to revolution/war/etc.
 
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