v37 vs SVN balance

choum

Chieftain
Joined
Jan 2, 2015
Messages
57
Hi,

Just for info i noticed some balanced things between V37 and SVN 9595.

1) too much money => 1,5x more money in SVN version. I think money would be rebalanced to make game harder. 150000 gold/turn is crazy (i am in begining of industrial era) ;)
2) science production decreased by near 10%, this is a good thing ;)
3) i have some random crime burst, -40 to +30 in one turn on a island where no rogue can come and secured with good guards.

I think that religious buildings bring too much science (more than university). It's harder than in v36 to have all religions in each town because of hapiness but it's still possible, and even with "only" 10 religions in one town it explode science production. i have more than 60 tech more than the best IA...

I tryed leader progression option, it's too easy... leader level too fast and i have nearly all feats ... Maybe add 5x or 10x the cultural points needs to level up leader ;)

Anyway i looooove this mod, thanks all for your great job!!! Maybe the best game ever!
(my dream would be to test space colonization, but i am patient, héhé)
 
It would Really help if you would post what Game Speed, Difficulty level, and game Options selected as well as maps type, size and Number of AI to start game. All these factors have to be weighed before a statement like this:"1) too much money => 1,5x more money in SVN version." can be evaluated.

Also at this current SVN and time major changes to the Tech tree are occurring and have a Direct effect upon the 1st several items of information I mention.

And Thank you for Liking the Mod. :)
 
Hi,

Just for info i noticed some balanced things between V37 and SVN 9595.

1) too much money => 1,5x more money in SVN version. I think money would be rebalanced to make game harder. 150000 gold/turn is crazy (i am in begining of industrial era) ;)
2) science production decreased by near 10%, this is a good thing ;)
3) i have some random crime burst, -40 to +30 in one turn on a island where no rogue can come and secured with good guards.

I think that religious buildings bring too much science (more than university). It's harder than in v36 to have all religions in each town because of hapiness but it's still possible, and even with "only" 10 religions in one town it explode science production. i have more than 60 tech more than the best IA...

I tryed leader progression option, it's too easy... leader level too fast and i have nearly all feats ... Maybe add 5x or 10x the cultural points needs to level up leader ;)

Anyway i looooove this mod, thanks all for your great job!!! Maybe the best game ever!
(my dream would be to test space colonization, but i am patient, héhé)

I just want to address 3 even if I'm not on the team.
Trade routes bleed properties. If a city you are trading with has 300000000000 crime, the city is going to have a massive uptick in crime. Same with disease. Also tile leftovers can make a big difference.
Worse, the numbers you see relate to how Turn X-1 goes into Turn X. Not what to expect for X+1.
 
Trade routes bleed properties. If a city you are trading with has 300000000000 crime, the city is going to have a massive uptick in crime. Same with disease. Also tile leftovers can make a big difference.
This is not currently true. The trade diffusion was causing trouble and has thus been disabled. Tile diffusion can take place though.

I'd say he probably had a few local criminals emerge in the city via criminal spawning.
 
It would Really help if you would post what Game Speed, Difficulty level, and game Options selected as well as maps type, size and Number of AI to start game. All these factors have to be weighed before a statement like this:"1) too much money => 1,5x more money in SVN version." can be evaluated.

Also at this current SVN and time major changes to the Tech tree are occurring and have a Direct effect upon the 1st several items of information I mention.

And Thank you for Liking the Mod. :)

Hi JosEPh_II, thanks for your quick answer ;)

Damn me, i forgot essential infos :
size : huge
speed: eons
difficulty : prince
10 IA
map C2C planet generator 0.68

i found this in CivilizationIV.ini, maybe it's easier ;)
; Game Options
GameOptions = 00000000000100000000001001001111111000010011000001100001110010101001110000001010000100100011101

; Victory Conditions
VictoryConditions = 1010000010

; Handicap for quick play
QuickHandicap = HANDICAP_PRINCE

; GameSpeed options are GAMESPEED_QUICK/GAMESPEED_NORMAL/GAMESPEED_EPIC/GAMESPEED_MARATHON
GameSpeed = GAMESPEED_EONS

; Era options are ERA_ANCIENT/ERA_CLASSICAL/ERA_MEDIEVAL/ERA_RENAISSANCE/ERA_INDUSTRIAL/ERA_MODERN
Era = ERA_PREHISTORIC

; Sealevel options are SEALEVEL_LOW/SEALEVEL_MEDIUM/SEALEVEL_HIGH
SeaLevel = SEALEVEL_MEDIUM

; Climate options are CLIMATE_ARID/CLIMATE_TEMPERATE/CLIMATE_TROPICAL
Climate = CLIMATE_TEMPERATE

; Worldsize options are WORLDSIZE_DUEL/WORLDSIZE_TINY/WORLDSIZE_SMALL/WORLDSIZE_STANDARD/WORLDSIZE_LARGE/WORLDSIZE_HUGE
WorldSize = WORLDSIZE_HUGE

My best regards
 
This is not currently true. The trade diffusion was causing trouble and has thus been disabled. Tile diffusion can take place though.

I'd say he probably had a few local criminals emerge in the city via criminal spawning.

Maybe i not expressed correctly. My crime value is -1036 and is -40 per turn. And without specific event it raise to +30/turn. It seem to return to normal after some turns....
 
Maybe i not expressed correctly. My crime value is -1036 and is -40 per turn. And without specific event it raise to +30/turn. It seem to return to normal after some turns....

There are many "under the hood" variables to influence Crimes level on any turn. It is not a straight forward math process.Nor does an Individual Crime have to be reached either.

T-brd's response to crime about Tile Diffusion Is very relevant. Crime is not just generated solely in the main city tile, nor just by Pop alone either. Crime does diffuse though from the main city tile to adjacent city tiles at a %. This % is stored in the adj. tiles. Then the tiles will return a % of that Back to the Main city tile. And if there is anything that will cause an increase or decrease on those adj tiles that is reflected as well in the % sent back to main. And this is only part of the whole "equation" for Crime and it's visible level. Even other properties like Education can generate crime or decrease it too.

Now onto all this throw in the Criminal and LE units, and Tourism, and etc.. It's even hard to explain clearly all the "parts" of this Mod that can generate or decrease Crime.
 
Thanks for explanation ;)
i'll put some extra guards in all my cities. Strange as my crime was stable and continue to decrease in all my cities ;) But it add some dynamics so i'm not against it ;)
thanks
 
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