raystuttgart
Civ4Col Modder
Hi guys,
I would suggest to give the following balancing changes a try.
Most of that is so easy to change, that I simply never bothered to discuss for the core mod.
All of this is personal taste and there is hardly any other objective reason.
None of these changes should have side effects to other featues or technical risks, e.g. performance.
1. Increasing Europe Travel Time (by +2)
(For all 4 directions)
Europe East: 4 (new), 2 (old)
Europe West: 6 (new), 4 (old)
Europe North: 4 (new), 2 (old)
Europe South: 6 (new), 4 (old)
My reasons:
(AI will not really suffer from it.)
Risk and Effort:
Basically none. All simple XML.
Gameplay Effect:
It is there, but once you are used to it, the current (and Vanilla) balancing feels akward.
Travelling to Europe does not feel like not having any cost anymore considering time.
Comment:
I even sometimes played with +4 and it felt good as well.
But let us take it slow and not directly overexagerate.
2. Different Pricing Scheme for Buying in Europe
This is actually something I have experimented with a lot, depending on my mood.
And it also was discussed when talking about "V's Sub Mod" (although I do not like the solution chosen there.)
It is a nogo for me completely remove price increases when buying in Europe.
This removes too much challenge and necessity for becoming self-sufficient producer of Units and Goods.
What I liked is the following:
(And I know it will be controversial.)
1. Increasing (+50%) the current Initial Buy Prices
2. Reducing (-50%) the current Price Increases for each buying action in exchange
3. For AI lower buying prices a bit more - depending on Difficulty Level (so it is not hit that hard)
To avoid all misunderstandings:
I am talking about all Units currently that can be bought. (Specialists, Ships, Military)
Africa and Port Royal may follow the same logic.
Risk and Effort:
Risk is low. Changes arer not dramatic. Effort is not dramatic. All simple XML.
Gameplay Effect:
To really understand the differences, you would need to draw the curves.
Their start point is different, their gradients are different, they have a cutting point, ...
To simplify it:
It simply feels different. Especially in early game and mid game.
Buying will feel harder in early game and mid game, but less punishing in end game.
Negative AI effects need to be avoided and will be avoided by adjusting Handicaps (Difficulties)
3. Allow Ships with 3 Cargo Slots to carry Treasures
See, I always found it strange, that a Galleon with 6 Cargo Slots cound carry 2 Treasures (with each Treasaure taking 3 Cargo slots), but a Ship with 3 Cargo Slots cound not carry a Treasure.
The Hunt for the 1. Galleon kind of feels pointless to me. (Just saving Gold to trigger the Event.)
Yeah, maybe the first game it was interesting but after 100 games this strategy got boring.
Galleons will still stay important for trade, do not worry about that.
And it will still be the only ship capable of transporting even 2 Treasures at once.
Also, in my planned changes for overhauling Naval Promotions, Naval Combat, ... they will experience further changes and get further roles.
By the way, this is not an issue for AI, even thoug it has problems saving saving enough money for a Galleon.
(Because developers and modders knew this was an AI issue, AI can sell Treasures to the King for 100% gold.)
Summary:
We might get rid of uselles "Hunt for the 1. Galleon" that mathematically makes no sense and also get rid of an AI cheat which would not be needed anymore.
----
----
Until next time
Take your time to think about these 3 suggestions before I annoy you with even more.
(We should not discuss too much at once, so I stop here.)
I have more changes in my private version of course and also more ideas in my concepts.
Next time we could discuss about e.g.
Remember:
I would suggest to give the following balancing changes a try.
Most of that is so easy to change, that I simply never bothered to discuss for the core mod.
All of this is personal taste and there is hardly any other objective reason.
- Some of them I use in my personal version and like them a lot.
- Some of that is part of my feature design concepts but I have not yet really tried in a real game.
None of these changes should have side effects to other featues or technical risks, e.g. performance.
1. Increasing Europe Travel Time (by +2)
(For all 4 directions)
Europe East: 4 (new), 2 (old)
Europe West: 6 (new), 4 (old)
Europe North: 4 (new), 2 (old)
Europe South: 6 (new), 4 (old)
My reasons:
- 2 turns feels way too short, if I sometimes travel 4 turns already on the map
- Currently "exploiting" Europe Travel as shortcut instead of having to travel on the map is too easy.
- Currently "exploiting" Europe Travel to flee from enemies when damaged comes at almost no cost.
- I was planning to add Promotions, that shorten Europe Travel by e.g. -1 (for certain Ships only)
(AI will not really suffer from it.)
Risk and Effort:
Basically none. All simple XML.
Gameplay Effect:
It is there, but once you are used to it, the current (and Vanilla) balancing feels akward.
Travelling to Europe does not feel like not having any cost anymore considering time.
Comment:
I even sometimes played with +4 and it felt good as well.
But let us take it slow and not directly overexagerate.
2. Different Pricing Scheme for Buying in Europe
This is actually something I have experimented with a lot, depending on my mood.
And it also was discussed when talking about "V's Sub Mod" (although I do not like the solution chosen there.)
It is a nogo for me completely remove price increases when buying in Europe.
This removes too much challenge and necessity for becoming self-sufficient producer of Units and Goods.
What I liked is the following:
(And I know it will be controversial.)
1. Increasing (+50%) the current Initial Buy Prices
2. Reducing (-50%) the current Price Increases for each buying action in exchange
3. For AI lower buying prices a bit more - depending on Difficulty Level (so it is not hit that hard)
To avoid all misunderstandings:
I am talking about all Units currently that can be bought. (Specialists, Ships, Military)
Africa and Port Royal may follow the same logic.
Risk and Effort:
Risk is low. Changes arer not dramatic. Effort is not dramatic. All simple XML.
Gameplay Effect:
To really understand the differences, you would need to draw the curves.
Their start point is different, their gradients are different, they have a cutting point, ...
To simplify it:
- The new system is a bit harder in early and mid-game.
- But it is also less extreme considering prices in endgame.
- Immigration gets more important in early game and mid game
- Education gets much more important in mid game.
- Learning by Doing gets more important in early game and midgame.
- Since max. Hurry Immigration Price is also limitted by current Buy Price, you will hurry Immigration less often in early and mid game.
- However you will not be afraid to buy or hurry later in game, when having lots of cities needing realls specific Units
- Python Events giving Specialists become a bit bigger reward in early game and mid game.
- Founding Fathers giving Units (currently often feeling week) will feel more valuable.
- AI will become stronger in comparison (because it will pay a bit lower prices) - depending on Difficulty Level
- ...
It simply feels different. Especially in early game and mid game.
Buying will feel harder in early game and mid game, but less punishing in end game.
Negative AI effects need to be avoided and will be avoided by adjusting Handicaps (Difficulties)
3. Allow Ships with 3 Cargo Slots to carry Treasures
See, I always found it strange, that a Galleon with 6 Cargo Slots cound carry 2 Treasures (with each Treasaure taking 3 Cargo slots), but a Ship with 3 Cargo Slots cound not carry a Treasure.
The Hunt for the 1. Galleon kind of feels pointless to me. (Just saving Gold to trigger the Event.)
Yeah, maybe the first game it was interesting but after 100 games this strategy got boring.
Galleons will still stay important for trade, do not worry about that.
And it will still be the only ship capable of transporting even 2 Treasures at once.
Also, in my planned changes for overhauling Naval Promotions, Naval Combat, ... they will experience further changes and get further roles.
By the way, this is not an issue for AI, even thoug it has problems saving saving enough money for a Galleon.
(Because developers and modders knew this was an AI issue, AI can sell Treasures to the King for 100% gold.)
Summary:
We might get rid of uselles "Hunt for the 1. Galleon" that mathematically makes no sense and also get rid of an AI cheat which would not be needed anymore.
----
----
Until next time
Take your time to think about these 3 suggestions before I annoy you with even more.
(We should not discuss too much at once, so I stop here.)
I have more changes in my private version of course and also more ideas in my concepts.
Next time we could discuss about e.g.
- Simple changes in "GlobalDefinesAlt.xml"
- Selecting Starting Units Ingame (by Pop-Ups)
- ...
Remember:
- All of this is pure XML. Almost no risk and almost no effort.
- Nothing is really extreme, but it will defintitely change how the game feels.
- This is mostly about "personal taste", current versions are ok as well.
- I will not publish any of those changes as mod-mod or as file download.
- I am not interested to maintain it when the releases are published.
- I only recreate such private settings when I take a break from modding and start a long game.
- All of this is easy XML you can try for yourself anyways if we do not integrate it in the mod.
Last edited: