Roland Johansen
Deity
Over the past few weeks and months, I've seen a number of discussions on this forum about the balance of certain features of this game. Some of us think that there are some features that are unbalanced while others think the game is perfectly balanced.
I belong to the group of people who think that there exist some features in the game that are a bit unbalanced. I would like to discuss these features and come up with some (modding) solutions to make this game as balanced as it can be. Of course, everyone has a different opinion about what would be a perfect balance. But maybe, we can come to an agreement what would be the perfect solution.
The imbalance that is considered most often in this post is the imbalance of one strategy compared to another. Very often, I (and many others with me) consider one strategy dominating compared to another while in a strategy game, you'd like to see many viable alternatives.
The better various competitive strategies have been balanced, the better the strategy is in a strategy game. Of course, you should not balance by removing every difference between various strategies and creating a bland game.
Forest chopping.
This is probably the most discussed feature of this game when people are talking about balance. A city with 8 forest tiles around it at epic speed (the most played speed setting) has 8 * 45 = 360 production ready for the plucking. That's enough for 8-9 axeman or 4-5 workers or almost 3 settlers or most of the ancient wonders of the world (depending on resource bonuses). A small city usually has a production below 6 hammers per turn and would thus need 60 turns of 6 production to get a similar production level. Is that too much? I would say yes, because such a production boost to a small city makes a rush for the Bronze Working technology at the start of the game the most dominating strategy. This is of course not helped by the fact that Bronze Working also enables copper, axemen and the slavery civic. It also makes the choice about 'to chop or not to chop" an easy one. You need to use the forest tile for 45 turns to get an equal amount of production. If you would have build a cottage on the forest tile, it would make 3 gold per turn after those 45 turns instead of 1 hammer. And of course 45 hammers now is better than 45 hammers in the future.
There is one reason to leave the forests and that is the health bonus. But I've not had a game where the health issues were a problem greater than the happiness issues. It's far more difficult to get happiness resources at the start of the game than it is to get health resources at the start of the game.
My suggestion: Halve the production bonuses of forest chopping (15 instead of 30 on normal, 22 instead of 45 on epic, etc.). Maybe, that is not even enough.
Just for fun and consistency, I would also add a smaller production bonus to the chopping of jungles (10 on normal, 15 on epic, etc.). Jungles are a bad terrain type that cannot be removed until the much more expensive technology of iron working, so I don't think this is unbalanced.
The Financial trait.
When people talk about the most powerful trait, there is often not a lot of discussion. Most people seem to agree that the financial trait is the most powerful. At the start of the game, the power of hamlets, cottages along rivers and coast tiles are increased by 50% (3 instead of 2) and later in the game, the increase is still substantial when watermills and windmills will get 2 commerce for non-financial civs but 3 for financial civs. It's difficult to estimate the increase in commerce for a financial civilization compared to a non-financial one. I would guess it would be about 30% in the early game (some time after cottages have been build) and drop to about 20% in the late game. Especially, the increase in the early game is very powerful as the abundance of commerce allows one to expand further before city upkeep becomes a problem.
Commerce is probably the most important resource of the game, probably even more important than production, so an increase of 20-30% is really powerful and too powerful in my opinion.
My suggestion: Only increase the commerce of tiles which have 3 or more commerce by 1. This would remove the bonus from coastal tiles and would limit it almost to developed cottages only. It would mean that the trait would need some time to come to power and wouldn't be so powerful in the early game. I think, it will still be the most powerful trait in the middle to late game when cottages have developed a little, but it might not be the most powerful early game trait.
Cash Rushing and the Town improvement.
There has been some discussion about the power of cash rushing in a few threads. Most people don't exactly know how it works so I'll first describe it in more detail.
Cash rushing allows you to buy production at a rate of 1 hammer for 3 gold. The hammer is a base hammer and gets adjusted by the production bonuses of the city. This means that in the late game (when cash rushing becomes available with the Universal Suffrage civic), with a 100% production bonus from forge, factory and power plant, you get 2 hammers for 3 gold.
The Kremlin Wonder gives a 100% bonus to the production gained from cash rushing. So in a city with a 100% production bonus, you can then get 4 hammers for 3 gold.
In a city which has a 200% production bonus (your unit factory city with Heroic Epic for instance), you can then get 6 hammers for 3 gold.
Why would this be unbalanced?
Basically because it is much easier to get commerce (and thus gold) then it is to get production. This means that a town is far more interesting than any other tile improvement. A short calculation to support this statement:
A town under Universal Suffrage and Free Speech increases the tile output by 7 commerce and 1 hammer. A mine, lumbermill or workshop (under state property) increases the output of a tile by 3 hammers. The 7 commerce can be converted into 14 gold (with bank, grocer and marketplace). The 14 gold can be converted into 14/3= 4 2/3 hammers. Making the output of a town equal to 5 2/3 hammers while the output of the mine/lumbermill/workshop is 3 hammers. If you have the Kremlin then the output of the town is 1 + 2*14/3= 10 1/3 hammer, which dwarfs the output of the mine/lumbermill/workshop.
Also, the commerce output of a village is quite close to the production output of a mine/lumbermill/workshop when the commerce is converted to production (without the Kremlin bonus). So you don't have to wait until towns before cash rushing is powerful.
Cash rushing is also very powerful because it is so enormously flexible. You can use the production from cash rushing in any city that needs it, even cities with a very low production output. If you have rushed enough, then you can use the commerce from the towns to increase your science output or espionage actions or to buy stuff from the AI.
Don't think that this depends on lowering your science output. You're building towns instead of mines/lumbermills/workshops so there is extra commerce from these towns which can be used for cash rushing while keeping the science output the same as when you would have build mines/lumbermill/workshops instead of towns.
My suggestions: Lower the bonus from Free Speech to 1 commerce instead of 2 commerce (next to the 100% culture boost).
Increase the cash rushing factor from 3 to 7.
Reduce the production bonus from cash rushing given by the Kremlin from 100% to 25%. Make the Kremlin go obsolete with Satellites instead of Fiber Optics. This way, it's not that attractive to not research Fiber Optics to keep the Kremlin active. Satellites is a more crucial technology.
Results: A town under Universal Suffrage and Free Speech increases the output of a tile by 6 commerce and 1 hammer. The 6 commerce can be converted into 12 gold. The 12 gold can be converted into 12/7 = 1.71 hammers. So the town has an output of 2.71 hammers when used for cash rushing which is slightly less than the hammer output of a mine/lumbermill/workshop. That is good since cash rushing is a far more flexible method of building than normal construction and thus should be more expensive to balance it.
For completeness: the equivalent hammer output of town is
3 for a financial civilization.
3.14 for a non-financial civilization using the Kremlin
3.5 for a financial civilization using the Kremlin
Since towns are not very easy to get and the Kremlin is a World Wonder, I don't think that the fact that these numbers are not below 3 is unbalancing.
State Property.
From the economic civics, this one is considered the most powerful by many. It's free maintenance combined with no city distance upkeep makes it very powerful. If that was all it did, it would be comparable to the free market civic when your empire is not that big. However, it also improves the food output of the watermill and the workshop.
My suggestion: Move the increase in output of the watermill and the workshop to the railroad improvement. This way, it will be at about the same moment in the game that these bonuses to the watermill and the workshop can be reached, but they are not dependent on the state property civic. This is also good for the AI as it will get this bonus more often (few AI's use state property while it is so good). It will also balance the strength of the watermill and workshop a bit better with the strength of the cottage improvement. Without state property, the workshop is almost useless and the watermill is not very good. With these changes, you will be more likely to use every one of the different tile improvements depending on what your city is lacking or how you're specializing a certain city.
Personally, I think that the game could use an artillery type unit between the catapult and the cannon to improve balance. At present, you will be using catapults to bombard units far stronger than the catapult.
Another balance issue is that the air interception isn't very lethal. An interception should not just lead to some healing time but to the loss of the airplane. It's almost impossible to become master of the skies for you or the AI with the present interception rates. The only way to stop bombers completely is by capturing the city in which they're stationed.
Also, when you sent a fighter on a bombing campaign, then it can intercept the fighter that is sent up to intercept it. However, the chances of this happening are very small.
I have not considered any modding possibilities to achieve these possible imbalances.
If you think that you have a good suggestion to improve balance or if you think that my suggestion will lead to a loss of balance, then please post here and explain yourself. Lets try and make this game as balanced as it can possibly be!
I have added a paragraph to make the goals of this first post a bit more clear.
I belong to the group of people who think that there exist some features in the game that are a bit unbalanced. I would like to discuss these features and come up with some (modding) solutions to make this game as balanced as it can be. Of course, everyone has a different opinion about what would be a perfect balance. But maybe, we can come to an agreement what would be the perfect solution.
The imbalance that is considered most often in this post is the imbalance of one strategy compared to another. Very often, I (and many others with me) consider one strategy dominating compared to another while in a strategy game, you'd like to see many viable alternatives.
The better various competitive strategies have been balanced, the better the strategy is in a strategy game. Of course, you should not balance by removing every difference between various strategies and creating a bland game.
Forest chopping.
This is probably the most discussed feature of this game when people are talking about balance. A city with 8 forest tiles around it at epic speed (the most played speed setting) has 8 * 45 = 360 production ready for the plucking. That's enough for 8-9 axeman or 4-5 workers or almost 3 settlers or most of the ancient wonders of the world (depending on resource bonuses). A small city usually has a production below 6 hammers per turn and would thus need 60 turns of 6 production to get a similar production level. Is that too much? I would say yes, because such a production boost to a small city makes a rush for the Bronze Working technology at the start of the game the most dominating strategy. This is of course not helped by the fact that Bronze Working also enables copper, axemen and the slavery civic. It also makes the choice about 'to chop or not to chop" an easy one. You need to use the forest tile for 45 turns to get an equal amount of production. If you would have build a cottage on the forest tile, it would make 3 gold per turn after those 45 turns instead of 1 hammer. And of course 45 hammers now is better than 45 hammers in the future.
There is one reason to leave the forests and that is the health bonus. But I've not had a game where the health issues were a problem greater than the happiness issues. It's far more difficult to get happiness resources at the start of the game than it is to get health resources at the start of the game.
My suggestion: Halve the production bonuses of forest chopping (15 instead of 30 on normal, 22 instead of 45 on epic, etc.). Maybe, that is not even enough.
Just for fun and consistency, I would also add a smaller production bonus to the chopping of jungles (10 on normal, 15 on epic, etc.). Jungles are a bad terrain type that cannot be removed until the much more expensive technology of iron working, so I don't think this is unbalanced.
The Financial trait.
When people talk about the most powerful trait, there is often not a lot of discussion. Most people seem to agree that the financial trait is the most powerful. At the start of the game, the power of hamlets, cottages along rivers and coast tiles are increased by 50% (3 instead of 2) and later in the game, the increase is still substantial when watermills and windmills will get 2 commerce for non-financial civs but 3 for financial civs. It's difficult to estimate the increase in commerce for a financial civilization compared to a non-financial one. I would guess it would be about 30% in the early game (some time after cottages have been build) and drop to about 20% in the late game. Especially, the increase in the early game is very powerful as the abundance of commerce allows one to expand further before city upkeep becomes a problem.
Commerce is probably the most important resource of the game, probably even more important than production, so an increase of 20-30% is really powerful and too powerful in my opinion.
My suggestion: Only increase the commerce of tiles which have 3 or more commerce by 1. This would remove the bonus from coastal tiles and would limit it almost to developed cottages only. It would mean that the trait would need some time to come to power and wouldn't be so powerful in the early game. I think, it will still be the most powerful trait in the middle to late game when cottages have developed a little, but it might not be the most powerful early game trait.
Cash Rushing and the Town improvement.
There has been some discussion about the power of cash rushing in a few threads. Most people don't exactly know how it works so I'll first describe it in more detail.
Cash rushing allows you to buy production at a rate of 1 hammer for 3 gold. The hammer is a base hammer and gets adjusted by the production bonuses of the city. This means that in the late game (when cash rushing becomes available with the Universal Suffrage civic), with a 100% production bonus from forge, factory and power plant, you get 2 hammers for 3 gold.
The Kremlin Wonder gives a 100% bonus to the production gained from cash rushing. So in a city with a 100% production bonus, you can then get 4 hammers for 3 gold.
In a city which has a 200% production bonus (your unit factory city with Heroic Epic for instance), you can then get 6 hammers for 3 gold.
Why would this be unbalanced?
Basically because it is much easier to get commerce (and thus gold) then it is to get production. This means that a town is far more interesting than any other tile improvement. A short calculation to support this statement:
A town under Universal Suffrage and Free Speech increases the tile output by 7 commerce and 1 hammer. A mine, lumbermill or workshop (under state property) increases the output of a tile by 3 hammers. The 7 commerce can be converted into 14 gold (with bank, grocer and marketplace). The 14 gold can be converted into 14/3= 4 2/3 hammers. Making the output of a town equal to 5 2/3 hammers while the output of the mine/lumbermill/workshop is 3 hammers. If you have the Kremlin then the output of the town is 1 + 2*14/3= 10 1/3 hammer, which dwarfs the output of the mine/lumbermill/workshop.
Also, the commerce output of a village is quite close to the production output of a mine/lumbermill/workshop when the commerce is converted to production (without the Kremlin bonus). So you don't have to wait until towns before cash rushing is powerful.
Cash rushing is also very powerful because it is so enormously flexible. You can use the production from cash rushing in any city that needs it, even cities with a very low production output. If you have rushed enough, then you can use the commerce from the towns to increase your science output or espionage actions or to buy stuff from the AI.
Don't think that this depends on lowering your science output. You're building towns instead of mines/lumbermills/workshops so there is extra commerce from these towns which can be used for cash rushing while keeping the science output the same as when you would have build mines/lumbermill/workshops instead of towns.
My suggestions: Lower the bonus from Free Speech to 1 commerce instead of 2 commerce (next to the 100% culture boost).
Increase the cash rushing factor from 3 to 7.
Reduce the production bonus from cash rushing given by the Kremlin from 100% to 25%. Make the Kremlin go obsolete with Satellites instead of Fiber Optics. This way, it's not that attractive to not research Fiber Optics to keep the Kremlin active. Satellites is a more crucial technology.
Results: A town under Universal Suffrage and Free Speech increases the output of a tile by 6 commerce and 1 hammer. The 6 commerce can be converted into 12 gold. The 12 gold can be converted into 12/7 = 1.71 hammers. So the town has an output of 2.71 hammers when used for cash rushing which is slightly less than the hammer output of a mine/lumbermill/workshop. That is good since cash rushing is a far more flexible method of building than normal construction and thus should be more expensive to balance it.
For completeness: the equivalent hammer output of town is
3 for a financial civilization.
3.14 for a non-financial civilization using the Kremlin
3.5 for a financial civilization using the Kremlin
Since towns are not very easy to get and the Kremlin is a World Wonder, I don't think that the fact that these numbers are not below 3 is unbalancing.
State Property.
From the economic civics, this one is considered the most powerful by many. It's free maintenance combined with no city distance upkeep makes it very powerful. If that was all it did, it would be comparable to the free market civic when your empire is not that big. However, it also improves the food output of the watermill and the workshop.
My suggestion: Move the increase in output of the watermill and the workshop to the railroad improvement. This way, it will be at about the same moment in the game that these bonuses to the watermill and the workshop can be reached, but they are not dependent on the state property civic. This is also good for the AI as it will get this bonus more often (few AI's use state property while it is so good). It will also balance the strength of the watermill and workshop a bit better with the strength of the cottage improvement. Without state property, the workshop is almost useless and the watermill is not very good. With these changes, you will be more likely to use every one of the different tile improvements depending on what your city is lacking or how you're specializing a certain city.
Personally, I think that the game could use an artillery type unit between the catapult and the cannon to improve balance. At present, you will be using catapults to bombard units far stronger than the catapult.
Another balance issue is that the air interception isn't very lethal. An interception should not just lead to some healing time but to the loss of the airplane. It's almost impossible to become master of the skies for you or the AI with the present interception rates. The only way to stop bombers completely is by capturing the city in which they're stationed.
Also, when you sent a fighter on a bombing campaign, then it can intercept the fighter that is sent up to intercept it. However, the chances of this happening are very small.
I have not considered any modding possibilities to achieve these possible imbalances.
If you think that you have a good suggestion to improve balance or if you think that my suggestion will lead to a loss of balance, then please post here and explain yourself. Lets try and make this game as balanced as it can possibly be!
I have added a paragraph to make the goals of this first post a bit more clear.