State of the Mod - 7/2/2016

Stalker0

Baller Magnus
Joined
Dec 31, 2005
Messages
10,862
Hi everyone! For those who don't know me, I did a lot of testing and brainstorming for the mod during its early and middle cycles, and now I pop back in now and a gain to see how things are going.

I've been playing the patch pretty aggressively for the last month, so I wanted to give my general overall take on where I think its at.

A few notes: To give context, I generally play on a classical start on small maps (mainly for performance reasons). I generally play until the Industrial Era, I tend to want to try a new game after that, so I don't have a lot of end game feedback.

Performance: Patch is running well to me on the small maps I normally play, giving good turn speeds. No issues there.

Terraforming: I think you have mostly nailed this one. Villages are very very strong, but their positional requirements combined with the farm adjacency benefit makes for some fun gameplay. I try to maximize the number of villages I can get while at the same time trying to create triangles of farms to get the big food benefit.

Mines are useful when needed (thank you forge building) to sprinkle around everything else. Overall, very pleased here.

Policies: In terms of the core 3, they all feel pretty nice right now. Progress' Opener is absolutely amazing...I thought it was OP when I first started playing. It is probably my default chain overall, but I am a building whore!

However, Authority has a very solid overall chain. Tribute is amazing for growing new cities, and then the followup early settler is always great. However, I think what makes Authority a good chain is actually the Barbarian Horde CS quest. This means that warmonger or not, there is usually always some good targets for my military to kill for culture and science, and maybe the liberation of a CS. I find that quest ensures I have a use for Authority in any game I play.

Tradition may be the sleeping giant of the 3. Its bonuses are much tamer overall, but Great People provide very strong benefits (even more so when you get extra benefits for expending them), and growth has a ton of benefits, so it may be very strong. It feels the most "boring" of the 3 to me right now...but I don't think it needs a change unless others have feedback.

Statecraft is close to being a good chain. I think the blend of CS and Diplomacy is a good niche...I just think the diplomacy is too far down in the tree. What I would like to see is:

Make the Informates (extra spy) benefit the opener, and move the Opener benefit down 1 level. Than bring the consulates (additonal delegates) benefit earlier in the tree. Spies and delegates have some general purposes uses that even a person not going heavy CS play can enjoy...so it makes the tree a bit more appealing if a CS heavy play doesn't work out.

Aesthetics: The opener is great, and some interesting polices throughout. Humanism is actually an incredible science bonus if used correctly. From a balance perspective, cultural diplomacy I think sticks out. Its basically a required policy for a tourism victory, and therefore you are forced to go through the aesthestics tree to get the culture victory (which means you have to plan for it earlier). I wouldn't mind seeing that bonus weaker but earlier in the tree so a person could try a non aesthetics heavy cultural victory.

Piety: Still a weak tree to me overall. The opener is interesting, though I think it should give a great prophet straight up. It comes at the time of the game when that Great Prophet can solidfy a religion play, so I think its a great time for it. At least remove some of the prereqs in this tree, to allow a bit more of a sprinkle into Piety.

Imperalism: So neat things in this tree. My only complaint is exploration comes too late...my exploring phase often hits a lot earlier than when that policy is truly useful, so I would make it earlier in the tree.

Rationalism: No longer the OP tree, in fact it might be a little behind some of the others now. The only one I question is scientific revolution, is it actually that good?

World/National Wonders:

I'm not going to mention the wonder balances themselves; I will note that I like a lot of the "free building" wonders. I like the thought of going "I was going to build that building anyway, lets gamble and go for a bigger benefit".

In terms of prereqs, I'm not a fan of the wonders coming at policies closers instead of openers. For one, the wonders come much later than they intend to in terms of the tech tree and history. The Hanging Gardens unlock at mathematics doesn't matter, no one is going to have that tree field until much later, as one example. For the second, I don't think the game needs to add more incentives to complete trees....there is already plenty of incentive to do that. Instead, encouraging a sprinkling of policies across multiple trees leads to a greater variety in game play. If someone wants to take Tradition's Opener just to try for the hanging gardens while then going authority....hey why not?

For the Wonders that have policy prereqs, very interesting idea, I can see how it encourages culture more strongly and gives tall play an edge in wonder making. I do feel like some of the prereqs are too high for early wonders. The roman forum was one that stuck out for me, I am trying to get this wonder for diplomatic use, I'm not focusing on culture. And it takes a LOT of culture to get the polices for that building. So maybe reduce the policy needs by 1 or so would do the trick.

Building Balance:

Overall, I like where most of the buildings are at. The Granary, Monument, and Shrine are solid initial buildings. Amphitheater is worth building now. Really like the arena. Aqueduct feels a tad on the weak side, but growth is very strong so I'm not saying it needs changing.

I like the stoneworks ability to send production early on, its a nice touch. Watermill is a very expensive but great building, I like it. Forge is a solid bonus, all of the military buildings are good to build now. I appreciate that the library is a decent building again without having to use the specialist slot. The herbalist is a cool building for forest/jungle spots (heck combined with the workshop and university forest/jungle becomes insanely good). I like the tourism idea with the harbor and caravansary to give them some love.

My only problem....I never have enough hammers!!! There are so many good buildings to build now, I never want to stop building for even a second. That is probably good balance right there.

Religion: I like the Great Prophet/Missionary balance now. I only like that Temples provide religious pressure, to allow me to give me more control over that aspect if I want it. There are definitely some fun aspects here.

Gold: Gold feels like its in a good place overall. Land buying is useful (it feels that overall borders progress slower without boosters, is that true?), investment is solid, the unit buy only with certain buildings is a nice touch. I find gold to be good and I use it for a number of things.

Happiness System:

The older crowd will know that I have often been a vocal opponent of this system, and now having used it a long time....unfortunately I still am. The good thing I can say is the system is a lot more stable than it used to be. Happiness shifts in small waves, not in huge chunks. And the UI has gotten much better around it.

However, at the end of the day, I still think people spent a lot of time and energy on a subsystem that really isn't better than the original system. I think you all did such a great job with building balance that the happiness system isn't needed to encourage certain buildings to be built. I think the focus on growth and population bonuses have made for better Tall vs Wide balance....again this system is not necessary.

Honestly, for the most part I ignore it. Once in a while I will build a key building because I think it might give me back 2 happiness or something...but its rare. I know there is no going back, just my honest assessment.

Trade Routes More of a question here. It seems like terrain and roads heavily impact Caravans. Sometimes they don't reach a city 7 squares away, until I build some roads. Is that intended? If so, its a cool idea.

Tourism: I definitely like that early game tourism is on the menu, especially with the arena, and that early game tourism has a use.

My only objection is that trade routes give growth bonuses with tourism...which is a nice bonus but you already get big food bonuses with internal routes...so why compete there? Considering the new focus on culture, what if you got culture bonuses added in instead?

I can't speak for late game tourism balance, but I like that it now has a place in the early game, but not so much that you have to go for it. Good job!

Military

Promotions: I like the differentiation between drill and shock now, and the new recon promotions for scouts. The only one I question is the ranged ship promotion that gives +X% to melee strength against wounded units...what purpose does that serve?

Naval Units: I know the Dromon debate is ongoing. Overall, I like that navy is strong from the beginning of the game to the end (and that the AI builds a navy now).

City Conquest: Cities feel hard to take without being impossible, my only issue here is that once the garrisoned unit is killed (a feature I do like), the city strength often drops so much that it becomes a cake walk to take the city. It makes it feels that the city hitpoints don't matter that much.

City States: First of all, just wanted to say that I LOVE the miltiary prereq idea for the pledge to protect. That is brilliant, finally people don't pledge every CS they come across just because. I also like that tribute bonuses are very strong, makes it worth doing.

Overall, the quests are great, I like the variety and the further encouragement for warfare early game. My only issue overall is that envoys for me just don't have a place until far along in the game. I need every hammer and gold coin for buildings, units, and land.....bagging a CS that keeps decaying doesn't seem that useful until later in the game. Was curious if anyone else thought the same here.

A note on "Instant Bonuses" Once concern I have is just how many instant or situational bonuses there are now, there are so many quick bonuses for growth, poping a GP, expanding a border. It feels like in many games the numbers that the game shows me or just a paltry part of my overall game, the instant bonuses are often more important. I think that does take away from the game management, and wouldn't mind toning those down a bit where it makes sense.

AI: In general, I definitely noticed the improvements in AI.

a) Much stronger navy focus which is good.
b) AI will actually try to send a unit in my backyard for some pickenings. Only issue is it doesn't send enough, even 2 together is a lot stronger than 1 by itself.
c) More military buildup in general.
d) Unit movement a bit smarter, I've actually seen the AI do a little sneaking and grab a worker of mine, well played AI!


Conclusion: Overall, I think the Mod has done a great job improving balance and adding new features to the game. I am very proud to have a part of this project, and Gazebo I gave you all the kudos in the world for the tenacity to bring such a project this far. Congratulations.
 
Terraforming: I think you have mostly nailed this one. Villages are very very strong, but their positional requirements combined with the farm adjacency benefit makes for some fun gameplay. I try to maximize the number of villages I can get while at the same time trying to create triangles of farms to get the big food benefit.

Mines are useful when needed (thank you forge building) to sprinkle around everything else. Overall, very pleased here.

I believe if people actually started using villages properly they would be overpowered, but until then they will have to do :D.

Policies: In terms of the core 3, they all feel pretty nice right now. Progress' Opener is absolutely amazing...I thought it was OP when I first started playing. It is probably my default chain overall, but I am a building whore!
Yeah, I feel myself being weaker when I don't pick Progress, but it has probably more to do with playstyle than actual power.

However, Authority has a very solid overall chain. Tribute is amazing for growing new cities, and then the followup early settler is always great. However, I think what makes Authority a good chain is actually the Barbarian Horde CS quest. This means that warmonger or not, there is usually always some good targets for my military to kill for culture and science, and maybe the liberation of a CS. I find that quest ensures I have a use for Authority in any game I play.
Tribute went from pretty meh to amazing with the addition of that event that gives you 100 culture in a city. All in all I'm having no problems with authority at all.

Tradition may be the sleeping giant of the 3. Its bonuses are much tamer overall, but Great People provide very strong benefits (even more so when you get extra benefits for expending them), and growth has a ton of benefits, so it may be very strong. It feels the most "boring" of the 3 to me right now...but I don't think it needs a change unless others have feedback.
I just can't get Tradition to work properly, I keep throwing all my gold into building-investments for my Satellites and they still fall behind and become huge drains.

Actually tried running Tradition starts 15 times yesterday and 12 of those times my neighbor picked authority and attacked me. 2 of those matches around midgame one of my neighbors jumped up 16 technologies ahead of me with half my beakers per turn output and I simply couldn't catch up.

Still Tradition can probably work and this is just me not being able to figure it out.


Statecraft is close to being a good chain. I think the blend of CS and Diplomacy is a good niche...I just think the diplomacy is too far down in the tree. What I would like to see is:

Make the Informates (extra spy) benefit the opener, and move the Opener benefit down 1 level. Than bring the consulates (additonal delegates) benefit earlier in the tree. Spies and delegates have some general purposes uses that even a person not going heavy CS play can enjoy...so it makes the tree a bit more appealing if a CS heavy play doesn't work out.
I really don't like the +10 culture on printing press, the printing press shows up way too late for this to matter.

Piety: Still a weak tree to me overall. The opener is interesting, though I think it should give a great prophet straight up. It comes at the time of the game when that Great Prophet can solidfy a religion play, so I think its a great time for it. At least remove some of the prereqs in this tree, to allow a bit more of a sprinkle into Piety.
Great prophets are of really limited use for non-founders and Piety is supposed to be founder neutral.

Rationalism: No longer the OP tree, in fact it might be a little behind some of the others now. The only one I question is scientific revolution, is it actually that good?
Free thought is fantastic, Scientific revolution is good if you have a larger empire, Enlightenment and the finisher are both solid. I find it really hard to judge Rationalism, I used to not pick it at all and then I used to pick it every game.


Building Balance:

Overall, I like where most of the buildings are at. The Granary, Monument, and Shrine are solid initial buildings. Amphitheater is worth building now. Really like the arena. Aqueduct feels a tad on the weak side, but growth is very strong so I'm not saying it needs changing.

I like the stoneworks ability to send production early on, its a nice touch. Watermill is a very expensive but great building, I like it. Forge is a solid bonus, all of the military buildings are good to build now. I appreciate that the library is a decent building again without having to use the specialist slot. The herbalist is a cool building for forest/jungle spots (heck combined with the workshop and university forest/jungle becomes insanely good). I like the tourism idea with the harbor and caravansary to give them some love.

My only problem....I never have enough hammers!!! There are so many good buildings to build now, I never want to stop building for even a second. That is probably good balance right there.
The Aqueduct feels somewhat underwhelming, providing the same bonus as the granary at over 3 times the price. But I guess at least it reduces Poverty by 10%.

City Conquest: Cities feel hard to take without being impossible, my only issue here is that once the garrisoned unit is killed (a feature I do like), the city strength often drops so much that it becomes a cake walk to take the city. It makes it feels that the city hitpoints don't matter that much.
The key is having medic on the unit inside the city or switching them out. I kinda like the fact that surrounding the city means he can't switch the defender out which sorta starves the defense out.
 
I really don't like the +10 culture on printing press
this does feel a bit odd

exploration comes too late
Yeah I agree here, this should be in the opener preferably.

Gazebo I gave you all the kudos in the world for the tenacity to bring such a project this far. Congratulations.
Hear, Hear
 
Terraforming:... Overall, very pleased here.

World/National Wonders:... I like the thought of going "I was going to build that building anyway, lets gamble and go for a bigger benefit".

Building Balance:... There are so many good buildings to build now, I never want to stop building for even a second. That is probably good balance right there.

A note on "Instant Bonuses" Once concern I have is just how many instant or situational bonuses there are now, there are so many quick bonuses for growth, poping a GP, expanding a border. It feels like in many games the numbers that the game shows me or just a paltry part of my overall game, the instant bonuses are often more important. I think that does take away from the game management, and wouldn't mind toning those down a bit where it makes sense.

AI: In general, I definitely noticed the improvements in AI.
Strongly agree with all of these points; well stated!

In terms of changes, I'd agree with toning down the (or whittling down the number of) Instant bonuses. Maybe the only thing I strongly disagree with @Stalker0 about is Rationalism: it feels very strong to me, especially with the +10%:c5science: right up at the top of the tree.
 
Stalker, long time no have endless arguments about the CBP see. Weird to see how far we've come huh? Gazebo definately needs all kudos in the world for going all the way through and never giving up once.
 
I think your analysis is good enough overall that I don't feel a need to comment on it. I would like to use this opportunity to bring up a concern though...

When we discussed the changes to the Wonders and policy requirements, I felt that giving trees opener and finisher Wonders that were removed from the tech tree, while having the tech tree wonders have no policy requirement, was a better idea than the current implementation. I am still of this opinion after having played with the new system for several months.

Basically, you are either being limited by policies or by tech. In cases where you are limited by policies, which tech you pick doesn't matter (for wonders). In cases where you are limited by tech, the system is no different from before the change. If there is a runaway, they still get all the wonders, because nobody else can catch up to them in both science and culture simultaneously.

The system I am a proponent of would solve all of these problems. Wonders affected by tech would always affect the value of that tech, wonders affected by policies would always affect the value of those policies/trees, and runaways would be less likely to get all wonders because a) SOMEone will probably beat them in culture/tech but not anything else, and b) enough wonders are locked behind somewhat mutually exclusive policy trees.
 
Could someone explain me what bonuses does the AI get on higher difficulties? I've only played Immortal (I mostly played Immortal/Deity on vanilla) but the game feels so much harder, to the point it doesn't feel fair? I really enjoy the AI combat and that's the main reason why I play it, but besides that I'm just steam rolled every time.

If I focus on science, I can "compete" at a decent level with the AI, but somehow they manage to get 400-500 culture per turn while I have -100? I did notice their military was on the same level as mine, but at that point it just doesn't feel fun when they have 2.5 policy finishers completed and I'm barely starting my 2nd opener.

Focus on culture, the AI leads by 2, sometimes 3 eras on me, with a superior military quality I end up losing one way or another.

To expand upon this: For the first 50 turns or so the AI gets a score like 500 while I have 200, in the next 50 turns, some AI is leading by 1500+ sometimes 2000, while others are 1000+ and I'm barely reaching their previous 500-600.

I've tried expanding more slowly, I've tried lots of cities for lots of buildings, pretty much always good starting locations and I just don't get it how can they generate so much culture or science.

Is there any difficulty which feels like vanilla Deity? Like challenging, but not unfair without using gimmicks.
 
Could someone explain me what bonuses does the AI get on higher difficulties? I've only played Immortal (I mostly played Immortal/Deity on vanilla) but the game feels so much harder, to the point it doesn't feel fair? I really enjoy the AI combat and that's the main reason why I play it, but besides that I'm just steam rolled every time.

If I focus on science, I can "compete" at a decent level with the AI, but somehow they manage to get 400-500 culture per turn while I have -100? I did notice their military was on the same level as mine, but at that point it just doesn't feel fun when they have 2.5 policy finishers completed and I'm barely starting my 2nd opener.

Focus on culture, the AI leads by 2, sometimes 3 eras on me, with a superior military quality I end up losing one way or another.

To expand upon this: For the first 50 turns or so the AI gets a score like 500 while I have 200, in the next 50 turns, some AI is leading by 1500+ sometimes 2000, while others are 1000+ and I'm barely reaching their previous 500-600.

I've tried expanding more slowly, I've tried lots of cities for lots of buildings, pretty much always good starting locations and I just don't get it how can they generate so much culture or science.

Is there any difficulty which feels like vanilla Deity? Like challenging, but not unfair without using gimmicks.

But Vanilla Deity is challenging and unfair. The AI isn't better, it just receives enormous bonuses. You beat by learning how to exploit its strength against it ; for example, science from trade routes is much stronger on Deity than on lower levels and really helps catching up in tech. Overall, there are lots of gimmicks that are used to beat Deity... On Vanilla, I mostly play Immortal, because Deity is an insane world for me.

That said, the reason the AI has bonuses is because it's way easier to make it stronger than to make it smarter. The mod makes it smarter, therefore difficulty increases. King felt like a pushover for me on Vanilla BNW ; on CBP I'm getting comfortable at it and probably could try Emperor, but King is much harder than it is on Vanilla. I don't know if the AI gets more bonuses, but it's definitely more intelligent.
 
Put me down for also trying hard to make Tradition work and thus far failing. All the great people bonuses and specialists are nice but I just can't keep up with the AI's science.

Food trade still feels very much more powerful than international trade. There are so many benefits to growing your capital it just makes the most sense to send all the food there. Especially since gold can easily be obtained with villages or other ways, you really need a very good reason to engage in international trade.

Speaking of which, I don't really like the council building and really dislike that it's a prerequisite for the library. I wish it had a scientist slot moved to it from another building or something.

Those minor quibbles aside, I'm having a lot of fun with the mod and it's pretty awesome. Good post, got me thinking about it.
 
... ranged ship promotion that gives +X% to melee strength against wounded units...

It makes defending against melee ship easier if you have the upperhand, since ranged ships have no melee combat strength at all. Since wounded is what anything below 50% hp or something?
 
It makes defending against melee ship easier if you have the upperhand, since ranged ships have no melee combat strength at all. Since wounded is what anything below 50% hp or something?

Wounded units is anything that's below 100% hp I think.

Also fairly certain the promotion actually boosts ranged attack, not melee attack as it is worded the exact same way as the ranged land unit promotion (which works that way). However it's completely fair to point out that the promotions should both probably say RCS instead of CS.
 
I'm a tradition spammer and it only works in a cultural victory with 3-4 very tall cities. You will just need to save your musicians for the cultural AI leader and "tour bomb" them accordingly. Tradition has the best starter in general because you can literally guarantee your pantheon if you start working the artist immediately (unless there's India, then you just hope t hey don't take it). But mid-game, tradition starts to fall off, and in order to stay competitive, you are basically forced to take Aesthetics and Rationalism (rationalism is required so you stay competitive in techs, Aesthetics is the only actual plausible victory condition because you generate a lot more GP). You also need to micromanage your GP generation because the AI isn't going to be that great at it. Order is probably the better choice for tradition as well (freedom also works, but Order is far more effective)

All in all, Tradition is an extremely linear and somewhat boring path. You get a great capital, but the rest of your cities are generally lackluster compared to progress/authority because the buildings take longer to build up, and population increases aren't that great.

Also, this works in Emperor (just barely).
 
That said, the reason the AI has bonuses is because it's way easier to make it stronger than to make it smarter. The mod makes it smarter, therefore difficulty increases. King felt like a pushover for me on Vanilla BNW ; on CBP I'm getting comfortable at it and probably could try Emperor, but King is much harder than it is on Vanilla. I don't know if the AI gets more bonuses, but it's definitely more intelligent.

The AI does not get more bonuses, no. Actually starts out closer to humans at all difficulties.

G
 
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