SirPleb
Shaken, not stirred.
I've been exploring Conquests for a couple of days now. I may be getting some things wrong and may change my mind later but, FWIW, here are my initial thoughts.
I've played just one full game so far. Didn't quite finish it, played until I had clear control and then stopped. It was an Emperor level game as the Dutch, so that I could try out both new traits at once. All map settings were at the middle (standard size, continents, 70% water, etc.) with default rules and 7 random rivals. It went quickly, wasn't a hard game.
I've also played a number of game starts under varying conditions to check out specific game elements, and poked around the editor a bit. All this only relates to the epic game - I haven't tried any scenarios yet.
Exploring, map trading, and difficulty
These are the areas where I think the epic game has changed most dramatically.
In Conquests, one can not trade contacts with other Civs before Printing Press is learned, and one can not trade maps until Navigation is learned. These changes make exploration a much more important element of the game. More important initially, and its importance lasts quite a bit longer. Effective exploration is now a key game skill. Contacting other Civs quickly is particularly important in Conquests - contacting more rivals, and contacting them sooner, can give your game a big boost. Failing to make contacts can cause you to fall behind.
My initial feeling is that this makes non-Pangaea maps noticeably easier for the human. (Especially when playing a Civ with the new seafaring trait, but not just in that case.) The ability to make high profit trades in Ancient Times with maps is gone, but there's a larger offsetting gain. The AIs do not explore effectively, particularly large bodies of water. I found it easy to contact all of my rivals a very long time before they started contacting each other. The new 15 shield Curragh unit enables early water exploration and helps greatly in this. Even when some AIs did start meeting across the water, they couldn't trade their contacts with other Civs. It took a very long time before all Civs knew all other Civs. During that time I was able to broker techs very profitably. Since most of the AIs knew 1/2 or less of the Civs in the world, they paid good prices for tech
On Pangaea maps it is a different story. At low and medium difficulty levels I think these changes will not change the overall difficulty much, and will perhaps make the early game a bit easier. (Given that the player explores aggressively ) That will be particularly true for expansionist Civs. At high difficulty levels I expect Pangaea maps will be much harder than they used to be - all rivals will know each other quickly, reducing tech prices, just as it used to be. And there's no offsetting gain - instead what was the easiest way to catch up in Ancient Times (maps) has been removed. Pangaea maps at Deity and Sid level are going to be tough.
New traits
Seafaring is very nice. Perhaps a bit stronger than it should be on maps with a lot of water. The extra movement point and the lower chance of suicide boats sinking is powerful for early exploration. Adding those to the new Curragh unit (which everyone gets, but normally as just a 2-move unit) is the icing on the cake.
Agricultural is very strong, as long as there's any fresh water (river or lake) to settle on. It seems worthwhile to me to take a step or two with each settler to get water if possible. The result is fast early growth. I think this trait is a bit over-powered. It wouldn't surprise me to see it take over the favored status which the industrial trait used to have
The reduction in the power of the industrial trait feels appropriate to me in play. Even with the reduction industrious remains a strong trait.
Terrain changes
I like the new bonus resources. The marshes are ok, they add a bit more variety.
But the volcanoes? I don't like them. It doesn't seem to me that they enhance gameplay. They do add yet another large luck factor - whether you have them in your start region and just where they are. Dealing with them can suck up worker time and seems tedious.
Statue of Zeus
This wonder is really cool! It is too much fun in fact - so much that I think it is imbalancing. On any difficulty level lower than Sid I think that, if you've got ivory and you can build this wonder before anyone else, that will set the game up for an easy win. Admittedly I'm speculating here based on just a bit of play. But it sure felt that strong to me when I got it.
This wonder is too much of a wild card for my taste. The luck of the draw goes to whoever has ivory.
MP players may want to agree to ban this wonder.
Taxmen and Scientists
Maybe I just missed it but I haven't seen a note about the change to these specialists. And the change to them is significant, worth knowing about.
Previously taxmen produced 1 gold and scientists produced 1 beaker.
In Conquests taxmen produce 2 gold and scientists produce 3 beakers.
I think this is a great change. Previously I very seldom found it worthwhile to assign specialists in the early game. Now it may sometimes be worthwhile, even at the expense of working a tile in some situations. In the late game I previously found there was little value in distinguishing between these two kinds of specialist. (If I set all specialists to taxmen, that would pay more maintenance and I could set the science slider higher.) Now there's a difference worth considering.
Scoring Changes
Previously all scores were multiplied by the following values according to difficulty level:
Chieftain: 1, Warlord: 2, Regent: 3, Monarch: 4, Emperor: 5, Deity: 6
In Conquests the multipliers are:
Chieftain: 1, Warlord: 2, Regent: 3, Monarch: 4, Emperor: 5, Demigod: 6, Deity: 7, Sid: 8
I think the introduction of Demigod level, and the associated increase of Deity scoring from *6 to *7 is a good thing. The jump in difficulty from Emperor to Deity was too big, and the increase in score factor for Deity is appropriate.
The strange thing to me is that, having seen that too-large jump between Emperor and Deity, and having fixed it, they then went ahead and did the same thing in introducing Sid level - it is too large a jump from Deity level. The gap between Deity and Sid levels seems even larger than the previous gap between Emperor and Deity.
I've written some details about Sid level further down. For this section regarding scoring, suffice to say that I think the Sid score multiplier should be at least *9.
Changes to Existing Difficulty Levels
Levels up to and including Emperor have not changed significantly as far as I can see in the editor.
Deity level has been made a bit harder I think. I'm basing that on changes I see in the editor, haven't played enough to get a feel for these changes.
Changes I see to Deity are:
1) The optimimum number of cities, as a percentage of the base number for the map size, has gone down from 70 to 60.
2) The inter-AI trade rate (i.e. how cheaply and therefore how quickly the AIs sell things to each other) has increased from 160 to 170.
"Sid" Difficulty Level
This new difficulty level is a big jump from Deity. Differences I can see in the editor are:
1) The AIs start with 50% more military units than at Deity, and with twice as many settlers and workers (2 and 4 respectively instead of 1 and 2.)
2) The optimimum number of cities, as a percentage of the base number for the map size, is 50. (It is 60 for the new Deity level and was 70 for the old Deity level.)
3) The inter-AI trade rate is 200. (It is 170 for the new Deity level and was 160 for the old Deity level. Goes up by 10 per level for most of the difficulty levels.)
4) The big one - the AI's "cost factor" is 4! This means that the AIs need only 4/10th as much of anything as the human needs. E.g. the AI needs just 4 shields to build a warrior vs. 10 shields for the human; AI cities need just 8 food surplus to gain a citizen vs. 20 food surplus for the human.
The cost factor for the AI is 10 at Regent, 9 at Monarch, ... 6 at Deity. And then it takes a big jump from Deity down to 4 at Sid level. Which means the AIs can produce 50% more at Sid level than at Deity. (Can build a wonder in 2/3 the time, etc.)
Another thing about Sid level: I'm not positive if this is a Sid level issue, but in popping a total of at least 40 goody huts with an expansionist Civ (Incas) at Sid level, I never got anything from the huts except warriors, gold, and maps. No tech, no settlers, no villages. At Emperor level with Incas a tech and a settler were included in the first five huts I opened. I haven't checked the difficulty levels between Emperor and Sid.
The F8 Screen
I'm disappointed by the new "Victory Status" screen which is the default display when F8 is pressed. The information on this screen is indeed very welcome! But:
1) The display format is messy. It doesn't even use Windows-like panels to organize the information, it is pretty much just a bunch of text.
2) I don't like it being the default display for F8. Personally I most often want to see the score display (the old default) and I find it clumsy having to use the mouse after clicking F8 to get there. (Haven't found a keyboard shortcut.)
3) I'd like to see tile counts for the domination limit instead of percentages. If it has to be percentages, a decimal point or two would be nice - the difference between 65% and 66% can be a lot of tiles.
Leaders, Military and Science
I haven't had good leader luck, haven't had any of either kind yet in Conquests. But I still want to comment on the changes in this area.
I don't know why the ability of military leaders to rush great wonders was removed. A couple of guesses though, reasons which make sense to me: Perhaps it was to reduce the very large luck factor they introduced - a leader at just the right moment to rush a key wonder could be game altering. Perhaps it was to reduce the value of a military approach to the game. Perhaps I haven't guessed the reason.
What I don't understand at all is why the new science leader now has the ability to rush great wonders. (Assuming it does. I've read that it does, have not tried it yet.)
This doesn't make sense to me. It seems that the odds of science leaders are even less than military leaders. So the variability in their production will be even higher, making them even more of a game altering random element. If removing that ability from military leaders was intended to eliminate the imbalance which favored military approaches (to get game altering leaders), why replace it with a new feature which favors research approaches (for the same reason)?
Perhaps I'm not getting it. I would think that neither kind of leader should be able to rush great wonders, or both kinds should be able to. Either way seems fine to me. But the way it is now, there's a bigger than ever wild card in the deck we're playing with, which isn't something I like.
I've played just one full game so far. Didn't quite finish it, played until I had clear control and then stopped. It was an Emperor level game as the Dutch, so that I could try out both new traits at once. All map settings were at the middle (standard size, continents, 70% water, etc.) with default rules and 7 random rivals. It went quickly, wasn't a hard game.
I've also played a number of game starts under varying conditions to check out specific game elements, and poked around the editor a bit. All this only relates to the epic game - I haven't tried any scenarios yet.
Exploring, map trading, and difficulty
These are the areas where I think the epic game has changed most dramatically.
In Conquests, one can not trade contacts with other Civs before Printing Press is learned, and one can not trade maps until Navigation is learned. These changes make exploration a much more important element of the game. More important initially, and its importance lasts quite a bit longer. Effective exploration is now a key game skill. Contacting other Civs quickly is particularly important in Conquests - contacting more rivals, and contacting them sooner, can give your game a big boost. Failing to make contacts can cause you to fall behind.
My initial feeling is that this makes non-Pangaea maps noticeably easier for the human. (Especially when playing a Civ with the new seafaring trait, but not just in that case.) The ability to make high profit trades in Ancient Times with maps is gone, but there's a larger offsetting gain. The AIs do not explore effectively, particularly large bodies of water. I found it easy to contact all of my rivals a very long time before they started contacting each other. The new 15 shield Curragh unit enables early water exploration and helps greatly in this. Even when some AIs did start meeting across the water, they couldn't trade their contacts with other Civs. It took a very long time before all Civs knew all other Civs. During that time I was able to broker techs very profitably. Since most of the AIs knew 1/2 or less of the Civs in the world, they paid good prices for tech
On Pangaea maps it is a different story. At low and medium difficulty levels I think these changes will not change the overall difficulty much, and will perhaps make the early game a bit easier. (Given that the player explores aggressively ) That will be particularly true for expansionist Civs. At high difficulty levels I expect Pangaea maps will be much harder than they used to be - all rivals will know each other quickly, reducing tech prices, just as it used to be. And there's no offsetting gain - instead what was the easiest way to catch up in Ancient Times (maps) has been removed. Pangaea maps at Deity and Sid level are going to be tough.
New traits
Seafaring is very nice. Perhaps a bit stronger than it should be on maps with a lot of water. The extra movement point and the lower chance of suicide boats sinking is powerful for early exploration. Adding those to the new Curragh unit (which everyone gets, but normally as just a 2-move unit) is the icing on the cake.
Agricultural is very strong, as long as there's any fresh water (river or lake) to settle on. It seems worthwhile to me to take a step or two with each settler to get water if possible. The result is fast early growth. I think this trait is a bit over-powered. It wouldn't surprise me to see it take over the favored status which the industrial trait used to have
The reduction in the power of the industrial trait feels appropriate to me in play. Even with the reduction industrious remains a strong trait.
Terrain changes
I like the new bonus resources. The marshes are ok, they add a bit more variety.
But the volcanoes? I don't like them. It doesn't seem to me that they enhance gameplay. They do add yet another large luck factor - whether you have them in your start region and just where they are. Dealing with them can suck up worker time and seems tedious.
Statue of Zeus
This wonder is really cool! It is too much fun in fact - so much that I think it is imbalancing. On any difficulty level lower than Sid I think that, if you've got ivory and you can build this wonder before anyone else, that will set the game up for an easy win. Admittedly I'm speculating here based on just a bit of play. But it sure felt that strong to me when I got it.
This wonder is too much of a wild card for my taste. The luck of the draw goes to whoever has ivory.
MP players may want to agree to ban this wonder.
Taxmen and Scientists
Maybe I just missed it but I haven't seen a note about the change to these specialists. And the change to them is significant, worth knowing about.
Previously taxmen produced 1 gold and scientists produced 1 beaker.
In Conquests taxmen produce 2 gold and scientists produce 3 beakers.
I think this is a great change. Previously I very seldom found it worthwhile to assign specialists in the early game. Now it may sometimes be worthwhile, even at the expense of working a tile in some situations. In the late game I previously found there was little value in distinguishing between these two kinds of specialist. (If I set all specialists to taxmen, that would pay more maintenance and I could set the science slider higher.) Now there's a difference worth considering.
Scoring Changes
Previously all scores were multiplied by the following values according to difficulty level:
Chieftain: 1, Warlord: 2, Regent: 3, Monarch: 4, Emperor: 5, Deity: 6
In Conquests the multipliers are:
Chieftain: 1, Warlord: 2, Regent: 3, Monarch: 4, Emperor: 5, Demigod: 6, Deity: 7, Sid: 8
I think the introduction of Demigod level, and the associated increase of Deity scoring from *6 to *7 is a good thing. The jump in difficulty from Emperor to Deity was too big, and the increase in score factor for Deity is appropriate.
The strange thing to me is that, having seen that too-large jump between Emperor and Deity, and having fixed it, they then went ahead and did the same thing in introducing Sid level - it is too large a jump from Deity level. The gap between Deity and Sid levels seems even larger than the previous gap between Emperor and Deity.
I've written some details about Sid level further down. For this section regarding scoring, suffice to say that I think the Sid score multiplier should be at least *9.
Changes to Existing Difficulty Levels
Levels up to and including Emperor have not changed significantly as far as I can see in the editor.
Deity level has been made a bit harder I think. I'm basing that on changes I see in the editor, haven't played enough to get a feel for these changes.
Changes I see to Deity are:
1) The optimimum number of cities, as a percentage of the base number for the map size, has gone down from 70 to 60.
2) The inter-AI trade rate (i.e. how cheaply and therefore how quickly the AIs sell things to each other) has increased from 160 to 170.
"Sid" Difficulty Level
This new difficulty level is a big jump from Deity. Differences I can see in the editor are:
1) The AIs start with 50% more military units than at Deity, and with twice as many settlers and workers (2 and 4 respectively instead of 1 and 2.)
2) The optimimum number of cities, as a percentage of the base number for the map size, is 50. (It is 60 for the new Deity level and was 70 for the old Deity level.)
3) The inter-AI trade rate is 200. (It is 170 for the new Deity level and was 160 for the old Deity level. Goes up by 10 per level for most of the difficulty levels.)
4) The big one - the AI's "cost factor" is 4! This means that the AIs need only 4/10th as much of anything as the human needs. E.g. the AI needs just 4 shields to build a warrior vs. 10 shields for the human; AI cities need just 8 food surplus to gain a citizen vs. 20 food surplus for the human.
The cost factor for the AI is 10 at Regent, 9 at Monarch, ... 6 at Deity. And then it takes a big jump from Deity down to 4 at Sid level. Which means the AIs can produce 50% more at Sid level than at Deity. (Can build a wonder in 2/3 the time, etc.)
Another thing about Sid level: I'm not positive if this is a Sid level issue, but in popping a total of at least 40 goody huts with an expansionist Civ (Incas) at Sid level, I never got anything from the huts except warriors, gold, and maps. No tech, no settlers, no villages. At Emperor level with Incas a tech and a settler were included in the first five huts I opened. I haven't checked the difficulty levels between Emperor and Sid.
The F8 Screen
I'm disappointed by the new "Victory Status" screen which is the default display when F8 is pressed. The information on this screen is indeed very welcome! But:
1) The display format is messy. It doesn't even use Windows-like panels to organize the information, it is pretty much just a bunch of text.
2) I don't like it being the default display for F8. Personally I most often want to see the score display (the old default) and I find it clumsy having to use the mouse after clicking F8 to get there. (Haven't found a keyboard shortcut.)
3) I'd like to see tile counts for the domination limit instead of percentages. If it has to be percentages, a decimal point or two would be nice - the difference between 65% and 66% can be a lot of tiles.
Leaders, Military and Science
I haven't had good leader luck, haven't had any of either kind yet in Conquests. But I still want to comment on the changes in this area.
I don't know why the ability of military leaders to rush great wonders was removed. A couple of guesses though, reasons which make sense to me: Perhaps it was to reduce the very large luck factor they introduced - a leader at just the right moment to rush a key wonder could be game altering. Perhaps it was to reduce the value of a military approach to the game. Perhaps I haven't guessed the reason.
What I don't understand at all is why the new science leader now has the ability to rush great wonders. (Assuming it does. I've read that it does, have not tried it yet.)
This doesn't make sense to me. It seems that the odds of science leaders are even less than military leaders. So the variability in their production will be even higher, making them even more of a game altering random element. If removing that ability from military leaders was intended to eliminate the imbalance which favored military approaches (to get game altering leaders), why replace it with a new feature which favors research approaches (for the same reason)?
Perhaps I'm not getting it. I would think that neither kind of leader should be able to rush great wonders, or both kinds should be able to. Either way seems fine to me. But the way it is now, there's a bigger than ever wild card in the deck we're playing with, which isn't something I like.