Specialists

I would conclude that there's too much of everything - and not isolate on gold.

This has also been my impression when playing VEM. Not only is everything accelerated, but the additional benefits to so many buildings and SPs makes it so these items don't have any specializations. Nearly every wonder gives you +1:). Garden gives +1:c5food: and a GPP boost (+100%??? Holy crap!).

In Vanilla, and even v128 (the first I played), I feel that when choosing what to build next I can base the decision on my needs and strategy. With v131 it seems that nearly anything I build is great for multiple reasons so there are fewer trade-offs. And the acceleration makes it seem like, heck, I'll build everything soon enough anyway so it doesn't really matter what I build next.

When everything is special, nothing is special. :)
 
@EmperorFool

There is a distinct tradeoff when improving bad choices in terms of game difficulty. For example, the Stables in vanilla was so bad it nearly made me go blind. In fact most of the production buildings were utterly miserable, which meant that good players never built them. The trouble with that is that the AI did build them and as such the AI was a joke (well, there were many reasons the AI was a joke...), which lead to needing *absurd* bonuses to challenge a player. When all buildings and units are useful the AI can't go nearly as wrong by building things fairly randomly and poses much more of a challenge for the human player.

In a multiplayer game it is completely fine to have utterly crap choices that nobody takes. In a single player game with AIs though we need to make all the choices at least reasonable or the AI will be a total doormat. I hate the ridiculous unit spam in Immortal and Deity and a big part of not playing against that is making sure all the buildings, units and wonders are decent. Some will always be better than others but we need to make sure that anything you build is at least worth building.

I do completely agree though that when you buff everything to be worth building you can end up in a situation where the game is much easier from a pure builder perspective. Imho the best way to prevent that situation is to selectively nerf the most overpowered stuff and buff the worst stuff to arrive at a middle ground.
 
If wider empires have a bigger bonus to science because they have more population, but spread out over more cities (and maybe conquered more), then I'd say just make population-based-science non-linear. Say, from pop 1 to 6, every population gives one base science, from pop 7 to 12, they give each two base science, from pop 13-18 three and so on. Thus:
Size 1 : 1 Science
Size 7 : 6+2 = 8 Science (old 7)
Size 10 : 6+8 = 14 Science (old 10)
Size 15 : 6+12+9 = 27 Science (old 15)
Size 20 : 6+12+18+8 = 44 Science (old 20)

Or a system a like, someone who's better at math can balance it ;). But I am not that sure that Tall Empires need a science bonus, not? If you want to turn it against Wide Empires, just give each city a -X Science Malus so that only cities above Population X generate science.

For me, giving Science to Villages would alter the gameplay too much.
 
@orangecape - I wasn't suggesting removing the changes to things like the Forge or Stable, but I can see that I may have implied it. I want each building to be useful--just not overly useful. A prime example is the +1:) for nearly every GW. You already get a great benefit from the GW; there's no reason to make it overly awesome.
 
@orangecape - I wasn't suggesting removing the changes to things like the Forge or Stable, but I can see that I may have implied it. I want each building to be useful--just not overly useful. A prime example is the +1:) for nearly every GW. You already get a great benefit from the GW; there's no reason to make it overly awesome.

You're referring to the social policy that gives +1:) per wonder, yes? It is quite powerful, maybe too powerful?
 
You're referring to the social policy that gives +1:) per wonder, yes? It is quite powerful, maybe too powerful?

I've always thought the opportunity cost of getting wonders was high enough that if you get the +1 happy policy you earned it.
 
You're referring to the social policy that gives +1:) per wonder, yes? It is quite powerful, maybe too powerful?

Ohhh, . I forgot that it was an effect of an early policy I took. But that really proves my point. So many policies give multiple benefits that it's hard to keep them straight.

What I can say is that when playing Vanilla I spend a lot of time deliberating which building/SP is the best option right now. In VEM I spend that time deliberating because they are all too awesome and none of the options stands out for any apparent reason.

It's like, "Which would you prefer? $5 million or a cost-free G5 for five years?" Well, um, both? Either? I don't care. Just give me one.
 
You're referring to the social policy that gives +1:) per wonder, yes? It is quite powerful, maybe too powerful?

I believe there are also more than one GW with secondary benefits, like +x happiness. It was part of the general push to make everything not just equal, but equally powerful.
 
Let's assume that each city can potentially work up to 15 villages for science.

As an example, a tall empire with three cities of 40, 30, 30 would have 100 base science from pop. With the new mechanism, that would be more than halved, down to 45 science.

The wide empire with a capital of 20 and 8 cities of 10 would still be able to work 95 villages, extracting almost the same amount of science as before the change (a small 5% reduction).

I realize now my earlier suggestion might have been confusing, since I did not list all sources of science, only the ones which changed. The most important part to add to this analysis is science buildings. They're mostly based on population, and cities of those sizes would likely have at least a Library and University. :)

The general concept is to shift some science from the undeveloped & passive population boost, to more active decisions favoring developed cities (libraries, scientists, villages, etc). Does anyone have ideas for ways we could accomplish this?


The last two games I've played were both OCC
I would conclude that there's too much of everything - and not isolate on gold. And there has been a creeping inflation of benefits, especially the combined effects of some GW's and SP's.
I base most of my work around average circumstances. One-city-challenge games are somewhat unusual so I haven't focused much on them - yet. Do you have any ideas for how to specifically balance that one type of game, without significantly affecting other types of games? Txurce pointed out a year ago the "capital and satellites" theme is ingrained very deeply in Civ 5 by Firaxis, so an OOC game is inherently powerful.

In average games I do not feel benefits are rising. Just a few versions ago people were complaining Culture victories were too slow, because we couldn't finish them until the modern era. :lol: Tech costs are also higher than vanilla. When vanilla first released people were immediately beating it on Deity by turn 200. Vanilla adopted a lot of ideas from Vem so the gap is closer now, but I suspect Vem is still slower than vanilla. :)

The simplest approach if the game is too easy is to go up a difficulty level. With that option available, adjusting everything else might not be a good use of time. We naturally get better at the game as we play it, so it becomes easier no matter what changes are made. ;)

Basically since we all know that we sell luxuries and would never buy them clearly the price is too high.
This depends on playstyle: conquest players like myself often struggle for happiness and buy luxuries. I've given strategic advice several times to people trying to figure out how to manage happiness in warmonger games (the key: use avoid growth!). :)


Garden gives +1:c5food: and a GPP boost (+100%??? Holy crap!).

Everything's in context:
vanilla
3 :c5greatperson: base +25% garden = 4 :c5greatperson:

vem
2 :c5greatperson: base +100% garden = 4 :c5greatperson:
Vem has a lower base rate to counter the higher availability of specialist slots in the early game. The garden counteracts this in midgame so overall great person rate can be the same. It also makes the garden a more desirable building, while in vanilla it's mostly useless.

For me, giving Science to Villages would alter the gameplay too much.
Consider that policies give Science to Villages, and cottages in Civ 4 gave both gold and science. Even so, shifting science to villages is not a very important point for me, just another idea to think about. :)

A prime example is the +1:) for nearly every GW. You already get a great benefit from the GW; there's no reason to make it overly awesome.
It's a 3rd tier policy in the Tradition tree and replaces vanilla's happiness policy. The vanilla version was a passive bonus favoring undeveloped cities. The wonder bonus rewards actively building things in developed cities. It affects both national and world wonders. The policy's strength depends on difficulty level. On the hardest three difficulties world wonders are increasingly challenging to get, so the bonus mainly turns to the national wonder side of things.
 
The general concept is to shift some science from the undeveloped & passive population boost, to more active decisions favoring developed cities (libraries, scientists, villages, etc). Does anyone have ideas for ways we could accomplish this?

The easy way? Proportionately increase the yields of every science building from universities on up, including Oxford.

In average games I do not feel benefits are rising. Just a few versions ago people were complaining Culture victories were too slow, because we couldn't finish them until the modern era. :lol:

The simplest approach if the game is too easy is to go up a difficulty level.

There's unanimous agreement that there is more gold available than before, regardless of whether it's too much. Stratospheric happiness has become easy enough to get in certain games that we added the science boost to it (as opposed to nerfing it). And now people think culture is too freely available (I always thought this!). This looks like a trend to me, and I think it comes from the recent addition of Opportunities, +1 happiness on GWs for everyone, and cyclically buffed improvements and policies. However...

You have made enough changes in the beta (and upcoming) that I agree that we should proceed slowly - and your suggestion of moving up a level as a last resort is a good one.

Vem has a lower base rate to counter the higher availability of specialist slots in the early game. The garden counteracts this in midgame so overall great person rate can be the same. It also makes the garden a more desirable building, while in vanilla it's mostly useless.

I take back my nerfing suggestion. Great point illustrating the way I think VEM ought to work.
 
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