Sostratus
Deity
This thread is to further an extant topic from this thread without derailing the OP.
@acluewithout with regards to ideas on how to balance the costs of units & structures:
Units:
There was some thread a few months ago about how would we balance the unit lines, and I responded by taking a very high level approach of "balance the class attributes first, the promotions second, and the units themselves third."
As far as determining unit costs, I think it would be helpful to first consider the unit classes sort of as characters in an RPG. {Melee, Anticav, Ranged, Light Cav, Heavy Cav, Siege, etc}
In this world they all start the exact same as blank slates.
Now we add class attributes. Give every class a "power budget" or fixed number of "perk points." Positive perks are offset with negative ones and vice versa until all the classes sit at the same level.
This is where production cost and maintenance come in.
For example, Let's compare melee vs heavy cav. Lets imagine our net power budget is zero - the positives should cancel the minuses.
Melee is standard in most every regard except two (lets imagine) :
Bonus vs anticav ++
Cost strategic resources -
A very simple "loadout" or "build."
Heavy cav have a little more going on:
Higher combat strength ++
Faster movement ++
Cost strategic resources -
Higher Maintenance -
Higher production Cost -
So they have been saddled with some cost negatives to balance their strong upsides.
Obviously some classes, like Anticav, could get "cheaper production cost" as a positive trait.
Step 1 is laying out the unit classes in terms of these attributes as if it was an RPG or you're building a party. How much should some of these penalties be? Well, consider that technically, there's not a strategic difference between a unit that is 25% more effective in combat and a unit that you can have 25% more of. (This may not be true tactically but you get the idea.) So if you judge +5 strength to be worth 33% more combat power, you know how much more expensive to build it should be. Movement speed would also need to have a value judgement. But this is a methodology thread, not a particular final numbers thread. This makes UU balancing easy too. Give every UU some positive power budget- the extra power they get for free - and make anything above that require a drawback, like more cost or whatever.
The second step is to then decide how much a standard unit (no characteristics) should cost in any given era. I think the bulk of the unit numbers for the first half of the game are pretty close to the mark - ancient is ~65 (warriors and sligners are proto ancient units and should be priced accordingly!!)
and classical is ~85ish. Medieval units cost a lot at 180, which I don't know why it suddenly spikes like that (perhaps because of apprenticeship+feudalism), but renaissance units are close to 240-250. Industrial units are what, 330s? (It almost seems like the middle ages lads should be in the 120-150 zone, don't it?)
But as mentioned in that district cost locking thread, costs keep rising continuously. I actually think this is pretty okay from the standpoint that units get +10 per era, and having eg tanks and modern armor too close to each other in cost would be very unbalanced for the science spammer. The standard unit just needs to be decently balanced in terms of power/cost with respect to his upgrades, since strength is relative - the bar moves higher every time your rivals upgrade! The actual ratio of delta power / delta cost determines how much stronger your military gets every era. You need constant cost inflation if you have constant power inflation. Obviously those numbers shouldn't be the same, or there would be no point in upgrading, but they should both be there.
Once you're happy with that cost curve, then you need only apply the unit class attributes: some classes are specified to be X% cheaper or more expensive, boom. Done. (Obviously this would require fixing some outlier units to actually match their class attributes, like Pikeman not being so underpowered. But you already made the attributes, so this part is easy xml updates or whatever.)
I personally think upgrades being so ludicrously cheap to begin with plus the 50% off cards cause a lot of the cost complaints. But you could address that as you like.
Buildings:
I'm just going to focus on buildings that sit within districts.
If we accept that district cost scales (I will accept the fact that it scales monotonically positive as given; how it scales is not assumed) then I think the best move would be to tie building cost effectiveness to district cost effectiveness. The tech tree approach now already sort of focuses on tying costs together, since both things {districts, buildings} are tied to progress through the tech tree.
I just think the scaling is wrong both compared to the building outputs as well as temporally - a library and workshop shouldn't be so wildly different in price. I think a good methodology here would be to lay down the baseline prices for each tier of buildings, then apply modifiers based on the specific yield or effect (obviously, a stadium is a little different from a stock exchange.)
Tier one buildings-wise, I think we should pick a spot in the tree around the early classical, say, and then ask the following question: How much does a district cost for its average adjacency at this spot? 70 production for +2? (making up numbers.) Okay, what do the t1 buildings do: they give +2. So We could price t1 buildings at a baseline of 70. Perhaps you decide that players should pay more for amphitheaters and libraries, but less for the barracks. just apply the penalties to the base cost.
Same idea for t2 and t3, although i think you could either choose between what that district would cost at that spot in the tree for what its yield is at that point (maybe they now cost 300 and yield +3 on average), or you could do it as a multiple of t1 buildings. I think t2 lies somewhere between universities now and factories (2-400) is the sweet spot, Probably biased onto the lower side of that. T3 is definitely too expensive.
But the idea is that if you set your methodology of computing this as tied to district cost and yield, then you have a roadmap to buff and nerf things while keeping them balanced. Ultimately some modification based on playtesting a little would be needed, because there's just so many variables with buildings.
@acluewithout with regards to ideas on how to balance the costs of units & structures:
Units:
There was some thread a few months ago about how would we balance the unit lines, and I responded by taking a very high level approach of "balance the class attributes first, the promotions second, and the units themselves third."
As far as determining unit costs, I think it would be helpful to first consider the unit classes sort of as characters in an RPG. {Melee, Anticav, Ranged, Light Cav, Heavy Cav, Siege, etc}
In this world they all start the exact same as blank slates.
Now we add class attributes. Give every class a "power budget" or fixed number of "perk points." Positive perks are offset with negative ones and vice versa until all the classes sit at the same level.
This is where production cost and maintenance come in.
For example, Let's compare melee vs heavy cav. Lets imagine our net power budget is zero - the positives should cancel the minuses.
Melee is standard in most every regard except two (lets imagine) :
Bonus vs anticav ++
Cost strategic resources -
A very simple "loadout" or "build."
Heavy cav have a little more going on:
Higher combat strength ++
Faster movement ++
Cost strategic resources -
Higher Maintenance -
Higher production Cost -
So they have been saddled with some cost negatives to balance their strong upsides.
Obviously some classes, like Anticav, could get "cheaper production cost" as a positive trait.
Step 1 is laying out the unit classes in terms of these attributes as if it was an RPG or you're building a party. How much should some of these penalties be? Well, consider that technically, there's not a strategic difference between a unit that is 25% more effective in combat and a unit that you can have 25% more of. (This may not be true tactically but you get the idea.) So if you judge +5 strength to be worth 33% more combat power, you know how much more expensive to build it should be. Movement speed would also need to have a value judgement. But this is a methodology thread, not a particular final numbers thread. This makes UU balancing easy too. Give every UU some positive power budget- the extra power they get for free - and make anything above that require a drawback, like more cost or whatever.
The second step is to then decide how much a standard unit (no characteristics) should cost in any given era. I think the bulk of the unit numbers for the first half of the game are pretty close to the mark - ancient is ~65 (warriors and sligners are proto ancient units and should be priced accordingly!!)
and classical is ~85ish. Medieval units cost a lot at 180, which I don't know why it suddenly spikes like that (perhaps because of apprenticeship+feudalism), but renaissance units are close to 240-250. Industrial units are what, 330s? (It almost seems like the middle ages lads should be in the 120-150 zone, don't it?)
But as mentioned in that district cost locking thread, costs keep rising continuously. I actually think this is pretty okay from the standpoint that units get +10 per era, and having eg tanks and modern armor too close to each other in cost would be very unbalanced for the science spammer. The standard unit just needs to be decently balanced in terms of power/cost with respect to his upgrades, since strength is relative - the bar moves higher every time your rivals upgrade! The actual ratio of delta power / delta cost determines how much stronger your military gets every era. You need constant cost inflation if you have constant power inflation. Obviously those numbers shouldn't be the same, or there would be no point in upgrading, but they should both be there.
Once you're happy with that cost curve, then you need only apply the unit class attributes: some classes are specified to be X% cheaper or more expensive, boom. Done. (Obviously this would require fixing some outlier units to actually match their class attributes, like Pikeman not being so underpowered. But you already made the attributes, so this part is easy xml updates or whatever.)
I personally think upgrades being so ludicrously cheap to begin with plus the 50% off cards cause a lot of the cost complaints. But you could address that as you like.
Buildings:
I'm just going to focus on buildings that sit within districts.
If we accept that district cost scales (I will accept the fact that it scales monotonically positive as given; how it scales is not assumed) then I think the best move would be to tie building cost effectiveness to district cost effectiveness. The tech tree approach now already sort of focuses on tying costs together, since both things {districts, buildings} are tied to progress through the tech tree.
I just think the scaling is wrong both compared to the building outputs as well as temporally - a library and workshop shouldn't be so wildly different in price. I think a good methodology here would be to lay down the baseline prices for each tier of buildings, then apply modifiers based on the specific yield or effect (obviously, a stadium is a little different from a stock exchange.)
Tier one buildings-wise, I think we should pick a spot in the tree around the early classical, say, and then ask the following question: How much does a district cost for its average adjacency at this spot? 70 production for +2? (making up numbers.) Okay, what do the t1 buildings do: they give +2. So We could price t1 buildings at a baseline of 70. Perhaps you decide that players should pay more for amphitheaters and libraries, but less for the barracks. just apply the penalties to the base cost.
Same idea for t2 and t3, although i think you could either choose between what that district would cost at that spot in the tree for what its yield is at that point (maybe they now cost 300 and yield +3 on average), or you could do it as a multiple of t1 buildings. I think t2 lies somewhere between universities now and factories (2-400) is the sweet spot, Probably biased onto the lower side of that. T3 is definitely too expensive.
But the idea is that if you set your methodology of computing this as tied to district cost and yield, then you have a roadmap to buff and nerf things while keeping them balanced. Ultimately some modification based on playtesting a little would be needed, because there's just so many variables with buildings.