Suggestions & bug fixes for 2.6
Observations from the 2.6 alpha test.
Not all of the Unique building and units have not been corrected in relation to their base building over the various past updates.
Unique Buildings:
There should be only 1 area of bonus relative to the base building to keep different civs relatively balanced among others in this regard. (I only list traits below that differ from the base building.)
Madrassa (Arabian) and Ho Trai (Siamese) as Compared to Library:
Library: +20% science, +2 scientist slots, +2 culture
Madrassa: +25% science, +2 priest slots (primary bonus) +4 culture
Ho Trai: +40% science (primary bonus), +3 culture
Suggested Fix:
Lower Madrassa to +20% science and +2 culture
Lower Ho Trai to +2 culture
Forum (Roman) to Market
Market: +20% Commerce
Forum: +25% birth rate (primary bonus) +25% Commerce
Suggested Fix: Lower Forum commerce to +20%
Ikhanda (Zulu) and Ekal Masharti (Assyrian) to Barracks
Barracks: various unit group XP bonuses
Ikhanda: -20% maintenance (primary bonus), increase production cost
Ekal Marsharti: +15% military production (primary bonus), +3 XP all land units.
Sugged Fix: Make Ikhanda cost the same as barracks. Remove general +3 XP bonus on Ekal Marsharti and replace with individual bonuses as per Barracks
Longhouse (Iroquois), Rathaus (Holy Roman), Ziggurat (Sumerian), and Sacrificial Alter (Aztec) to Courthouse
Courthouse: -25% Maintenance, +1 spy slot, +2 Espionage
Longhouse: -50% Maintenance, +1 Happy (primary bonus)
Rathaus: -50% Maintenance (primary bonus)
Ziggurat: Earlier tech & cheaper cost (primary bonus)
Sacrificial Alter: Earlier Tech & cheaper cost, -50% anger reduction from sacrifice (primary bonus)
Suggested Fix: Reduce Longhouse to -25% Maintenance
Research Institute (Russian) to Laboratory
Labratory: +25% Science, +50% spaceship production
Research Institute, +2 free scientists (primary bonus), reduced cost
Suggested Fix: make build cost equal to Laboratory
Mausoleum (Indian) to Jail
Jail: +25% espionage, -25% war weariness, +4 Espionage, +2 spy slots
Mausoleum: +2 Happy (primary bonus), reduced cost, +50% espionage
Suggested Fix: make built cost same as Jail. Reduce to +25% espionage
Iron Forge (Hittite) and Mint (Malinese) to Forge
Forge: +25% production, -1 Health, +1 engineer slot
Iron Forge: +15% production w/ Iron (primary bonus), +10% Food
Mint: +10% Commerce (primary bonus)
Suggested Fix: Remove +10% food from Iron forge.
*Given the history of excessive gold production even the +10% commerce on Mint is pretty powerful, you might consider making it a +5% w/ Silver, +5% with Gold.
Salon (French) to Observatory
Observatory: +25% science, +1 scientist slot, requires glassware, must have hills
Salon: +1 free artist (primary bonus), does not require glassware
Suggested fix: Remove hills requirement for Salon.
In this case, although more than one ;thing' it makes sense. A Salon isn't an observatory, so it shouldn't need glass, but by similar argument it shouldn't need hills either.
Pavilion (Chinese) and Hippodrome (Byzantine) to Theatre
Theatre: +3 culture, +1 happy per 10% culture, +2 Artist slots, +1 happy from Dye
Pavilion: +25% culture (primary bonus)
Hippodrome: +1 Happy (primary bonus), +1 happy from horses (instead of dye), + 1 happy per 5% culture rate
Suggested Fix: Make Hippodrome +1 happy per 10% culture as per Theatre.
Odeon (greek), Ball Court (Mayan), and Garden (Babyonian) to Colleseum
Colleseum: +1 Happy, +1 Happy per 20% culture
Ball Court: +3 Happy (primary bonus)
Garden: +2 Health (primary bonus)
Odeon: +3 culture (primary bonus), +2 Happy, +2 artist slots, +1 Happy from hit singles
Suggested fix: Reduce Odeon to +1 Happy, remove its free artists slots and the remove +1 happy from hit singles (which is impossible to obtain anyway because you can't get hit singles until after Realism, which obsoletes the building)
Shale Plant (Japanese) to Coal Plant
Coal Plant: -2 Health, requires coal, provides power & -4 health w/ coal
Shale Plant: +10% production, does not require coal (primary bonus), provides power w/ -4 health, provides oil products
Suggested fix: Remove +10% production bonus
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Other things to take note of:
The Cothon (Carthagenian) and the Dun (Celtic), Iron Forge (Hittite) and Mint (Malinese) become lost via building upgrades.
There is very little incentive to ever upgrade a forge to a steel mill.
Forge: +25% production, -1 health, +1 engineer slot
Steel Mill: +15% production, +10% production w/ power, -2 health, +1 Steel, +2 Engineer slots
Net change from upgrade: -10% production (if you have no power) to +0% production, -1 health, +1 Steel, +1 engineer slot.
You can obtain a steel resource via the Iron works. You have even less incentive to upgrade to a steel mill if you are Hittite or Malinese doe to their unique building bonuses on their forges. You really only need to upgrade if you want to build a building which requires it (like the statue of liberty) or to get extra resources to trade.
The Trading post (Viking) provides ships with a Free Navigation I promotion. However, the viking leader now already does this as result of the new seafaring trait, therefore it becomes redundant. so the Trading Post should provide some other bonus instead.
The low frequency of salt occurrences can be fixed by tweaking the numbers in bonusinfo.xml. Alternatively, a new Saltworks building (national wonder) could be added, which would provide salt. It's construction should be limited to coastal cities.
Caravels (and Carracks and Chinese Junks) should have their bonuses against Galleys and War Galleys removed. Why? Some have argued they should have these bonuses because they have 'cannons'. well maybe they did in real life, but in RoM they do not require the gunpowder tech to build (whereas Fluyts do, yet don't they have any bonuses) Second, they have enough of an advantage by being able to hide in ocean tiles.
It was mentioned that the Barracks requirement for the Heroic Epic is going to be dropped. (because of complaints that it has not been built yet before reaching leadership) I disagree with this. If anything, it tech requirement should (maybe) be earlier (Alphabet?) and perhaps cost slightly less so that one can build it earlier. Remember, you can also burn a great artist to build it. The main problem I have though, is that the Heroic Epic plus the Secret Army Base, plus various other military bonus buildings allow for a unit production speed that is too high. The Heroic epic should become obsolete when leadership is obtained. After all, how relevant is an ancient story to the production speed of units by the time you have the leader ship tech?
Silk Road should become obsolete with Navigation, not Motorized Transportation. It wasn't the Car that did it it, it was the ability to conduct trade over the ocean and thus avoid the long overland trade route.
All power plants should have the factory building requirement dropped. In vanilla BtS, only the factory and Manufacturing plant (which required the factory) had need of power. Now in RoM lots of buildings have need of power which have nothing to do with a factory.
The royal tournament should require the horse resource and horseback riding tech to build. It doesn't make much sense that it can be built without either one.
Magellean's Voyage: Consider that the Free Navigation I promotion it provides is of little value to Seafaring Trait leaders, although that is more of a reason for them to be less likely to build it than others who dont have the seafaring trait. Also because the drydock upgrades the shipyard, you can't build this wonder once you do. But since drydocks don't become obsolete via other means this shouldn't be an issue. I would still suggest though, that Magellean's Voyage become obsolete at Screw Propeller. Its relic of the sailing age after all.
All of the Great wonder which provide 2 free techs (Theory of Evolution, Leonardo's Workshop & Universal Translator) should be lowered to 1 free tech. The science speed rate is too fast anyway, as many have mentioned, this just makes it worse.
It's way too easy to build stacks of spearmen in the early game and rush the AI with them. This is primarily due to the fact they no longer require resources to built, which was the initial limiting factor. Build spearmen: Boost XP against barbarians, hook up resources, build spearmen faster, make stack, taken out fortified archers in cities easily. I would suggest dropping their strength down to a 3. (Try this with Zulu, the Impi are sic w/ their movement bonuses)
Allow improvements to be built on Oasis, the fact that they are on a desert tile already limits the type of improvement you can build there. The main thing this can let you do is build forts on them (which happened often in history) Also consider giving them a minor (10% or less) defensive bonus as well.