BiteInTheMark
Deity
Imperialism tree is able to buff farms by +2I have no problems with happiness with Tradition tall India. I fear changing to +1/+1
would make them kind of OP.




Imperialism tree is able to buff farms by +2I have no problems with happiness with Tradition tall India. I fear changing to +1/+1
would make them kind of OP.
Imperialism tree is able to buff farms by +21
, but I didn't hear any voices calling it op. Something I would call op is the +1
+2
on ocean tiles.
I was trying to buff India without changing it that much, but I got the feeling it would be relative similar with Spain or China. Something I really want to see going is that missionary prohibition, but instead something in return to help with unhappiness fighting.I don't think a +1 hammer would really do much, nor do I think it is particularly interesting.
I really think India just needs something more to scale with population, other than getting more population. The civ is set up to be entirely based around tons of growth, but it can't capitalize on any more than another civ except that food is particularly easy to come by. It also has a strong nod towards having a unique religious experience, but that falls really flat when you realize that you can't really utilize religious pressure in an engaging way except to keep your cities converted and annoy neighbors. So you end up with cheap Great Prophets and guaranteed religion choices, which end up resulting in almost identical religions (except Reformation) every game; spam Holy Sites for either WC votes or Tourism. Unfortunately, leaning more into the religion is probably not a good idea for AI-friendliness so I'm not sure what could be done there.
How was your suggestion not changing too much?I was trying to buff India without changing it that much, but I got the feeling it would be relative similar with Spain or China. Something I really want to see going is that missionary prohibition, but instead something in return to help with unhappiness fighting.
-pantheon on turn 1Really I think India is fine so long as farms are fine, and they are a bit weak this patch.
Also the new happiness system gives +5% growth ina city for all extra happiness, and its very easy for tradition to get +40% growth (I got as high as 140%) in the capital from happiness, which means that the Indian UA is a lot less special.
I won't have a pantheon without any use. If you do that's your choice, don't blame Ghandi. There are plenty of options with immediate impact, heck the AI can make good choices for pantheons with India.-pantheon on turn 1
Nice thing, but half the pantheons are depending on improvements or buildings. Till you have researched those and constructed, you may have a pantheon without any use.
I think you haven't figured out how to play India. If you use cheaper great prophets to mean you get 1 more holy site than a normal civ would, you'll be disappointed with India. If instead, you try to get an enhanced religion before turn 100 with beliefs that don't require spreading, you'll find India to be strong.-pantheon on turn 1
-Growth by population
If you stop growth, this ability is gone. It's simply gone, you are forced to grow all time or throw away one of your UA
-Pressure by population
Life on scattered islands or small continents and this ability is completely useless
- prophet cost reduction and no missionary
Expanding over a scattered continent or island chain really hurts, cause for every city you will probably need an own charge of one of your prophets. Those are cheaper, but that benefit is eaten the first half of the game if you have to waste 2000 faith prophets to simply convert your own cities when 2x200 faith missionary would be enough
And the option to get a use of the prophet cost reduction is very limited, leading to very similar belief picks.
So the whole set you have is able to be not very useful, can completely dissapear or is able to even backfire.
In absence of happiness mechanics, more population is always better, unless you have to pay an opportunity cost. If you have to slow some buildings in order to get more population, then you have to compare which path is best in short-long term. Thing with India (and in minor effect, Spain and China) is that she gets some extra growth for free, so taking the growth path is supposed to be better than the infrastructure or the military path. But actually it is not, due to unhappiness.Really I think India is fine so long as farms are fine, and they are a bit weak this patch.
I was trading one bonus for another and trying to keep the length of the description under controlI'd say keep their growth in addition to pressure increase and needs reduction. Having massive cities is fun, and it doesn't make them broken.
That won't work. Pathfinder doesn't use water tiles, I think. Only way is through trade routes.I've never had an issue with Ghandi's religious pressure range, but I play continents. What if his religion's range was increased by pop as well?
That disappointment to reduce growth and throw away the growth bonus could be easily solved by changing it to 1% food bonus instead of 2% growth bonus.You don't require scaling needs reductions unless you're not playing India well or you're in a situation where you're probably going to lose anyway. Needs are only an issue in very early game before you get the capital spamming GPTIs, and scaling needs off of pop is just going to do nothing later on when all your needs are met from Holy Sites with 40+ yields on a tile. At most maybe India needs +1 happiness on its UB to help with the earlier issues and make India's early game a bit more stable since it feels bad to have to freeze early growth on a growth based civ.
Also, remember that added growth isn't just a way to grow a lot, in the early game it means you can work more low-food tiles until you are getting enough GPTIs to have needs met.
Isn't one theme of India to have larger cities than most other civs? Optimal strategies that result in India having the same size of cities as normal isn't playing into that theme.
Its an idea, and not more unrealistic than cities without any population modifier or with a population penalty. The tendency of humans moving into the cities and away from the land shows, that people seems to be more happy in bigger cities.Sry that this is probably not directly linked to the most recent discussion here, but a crazy wild idea came to my mind: what if Population size would actually decrease the Need modifiers slightly? (and let's say Tech penalty increased for compensation)
This would encourage growing and food in general, and would prevent using 'locking growth' ever again (which is just silly imo), would prevent mandatory choosing of Policies, among other things. Since science is so important that no one would really slow it down, I don't think it could create too much imbalance. It'd be an easy change compared to 'reforming' a lot of aspects of the game, both balance- and code-wise (I think, G knows this better).
Some things however that must be taken into account:
- since a new pop works extra tiles, and those yields result in reducing unhappiness, the counter to it similiarly should be something 'smooth', aka no big jumps
- finding a solution to newly founded cities, that their low population wouldn't hurt them (can be issue for cities settled in mid- late game)
- finding a good curve that slower late game growing wouldn't create too much unhappiness (but by then at least there are methods to solve it: public works, importing luxuries, etc.)
- finding a good balance overall, which might be rough (like growth is not too strong, cities with low growth aren't hurt too much, etc.)
(and a bunch of other things that I missed)
Just a wild brainstorming idea, it might be a complete nonsenseAny thoughts?