raystuttgart
Civ4Col Modder
Hi guys,
I see the following again and again:
In (single player) late game, a Human Player is so powerful that there is no challenge at all anymore.
(My own games, reports from community, simple math ... all make this problem obvious.)
Depending on your game style and experience it is often already obvious in midgame that nothing can stop you anymore ...
Thus for players like me after early game the challenge and fun heavily decrease by every turn.
The main reasons:
(Other than e.g. the already discussed "Scaling AI cheats".)
1. Transform more % Bonus Modifiers into flat + Bonus Modifiers
(the bonusses would not be "exponential" anymore but become "linear")
We had already done that for e.g.:
We already have some features for that, e.g.:
(They might however still be balanced too nicely and thus get rebalanced to become more challenging)
(just a list of ideas - partially already discussed)
Like always looking forward to feedback?
Especially:
Others like me however might feel that this simply is boring at some point.
I see the following again and again:
In (single player) late game, a Human Player is so powerful that there is no challenge at all anymore.
(My own games, reports from community, simple math ... all make this problem obvious.)
Depending on your game style and experience it is often already obvious in midgame that nothing can stop you anymore ...
Thus for players like me after early game the challenge and fun heavily decrease by every turn.
The main reasons:
- Stacking % Bonus Modifiers on Production (from Founding Fathers, Liberty Bells, Health, Buildings, ...)
- Snow Ball Effects (once you start conquering and massively expanding - there is nothing to stop you anymore)
(Other than e.g. the already discussed "Scaling AI cheats".)
1. Transform more % Bonus Modifiers into flat + Bonus Modifiers
(the bonusses would not be "exponential" anymore but become "linear")
We had already done that for e.g.:
- Profession Specialists Bonusses
- Improvements Bonusses
- Founding Fathers Bonusses
- Building Bonusses
We already have some features for that, e.g.:
(They might however still be balanced too nicely and thus get rebalanced to become more challenging)
- Health
- Happiness
- ...
(just a list of ideas - partially already discussed)
- Changing "Growing Improvements" to "Improvement Upgrades that have to be build" (by Pioneers costing gold)
- "Missing Connection to Capitol" malus (reducing your bonusses if you don't have street connection or sea connection)
- "Royal Interventions" (helping AI Players against overly aggressive Human Players)
- "Redesigning Settlers to a Profession with Equipment" (making founding new Cities more costly)
- "Military Upkeep" and maybe even "Building Upkeep" (having to pay more for becoming "Large")
- ...
Like always looking forward to feedback?

Especially:
- Should we change the "exponential" bonus modifier system (%modifiers) to a "linear" bonus modifier system (flat +modifiers)?
- Should we make "midgame" and "lategame" more challenging by more complex features?
Others like me however might feel that this simply is boring at some point.
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