So is the Khazad dwarven vault scaled for game speed?

Levgre

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Jul 24, 2006
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Gold counts for more on quick, than it does on normal/epic/marathon. Upgrade costs are higher... you can gain a higher gold count because you have more turns.

Quick has 1 turn for every 2 on epic, therefore getting 100 gold for a non empty dwarven vault is twice as expensive. So it's like on quick you need 200 gold, really.

Then again, the 25 gold per mine isn't scaled, so it counts for more on quick. Regardless, you need a lot more gold so Khazad is still much weaker gold-wise on quick.

Has this been fixed? Or is this a clear balance issue that hasn't been confronted.
 
If I remember right from other threads, the FFH crew have never been intending to make the game be balanced on Marathon, Epic, or Quick speeds. They're focused on Normal speed for now. There are too many variables to try to balance for each speed for every civ. The Khazad are far from the only unbalanced civ on Quick - try the Kuriotates.

So no, it may not be balanced, and you may never get a resolution without finding or making a modmod to do so.
 
There is also the issue of gold costs for upgrading, as they are scaled with gamespeed.


It is a fairly simple change to make it scale with gamespeed if someone wants to do it themselves actually. (go into the Python where the buildings are added to Khazad Cities and multiply each IF statement value by Growthrate). I suppose the ideal would be that someone changes it, a few people test it, and then we get feedback on how well it worked out.
 
If I remember right from other threads, the FFH crew have never been intending to make the game be balanced on Marathon, Epic, or Quick speeds. They're focused on Normal speed for now. There are too many variables to try to balance for each speed for every civ. The Khazad are far from the only unbalanced civ on Quick - try the Kuriotates.

So no, it may not be balanced, and you may never get a resolution without finding or making a modmod to do so.

I understand that game balance is hard to make between civs on different speeds, but that is different from very simple mechanics such as this, and no other variables to take into consideration. There isn't any issue with making it scaled to game speed, like most other things in the game are scaled to gamespeed in regards to gold (huts, upgrade cost).
 
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