tu_79
Deity
VP is feature complete, no new (hard) coding is to be added. No more things like new units, buildings, projects, vassallages, events or corporations. Chapter closed.
This means we are in the phase where we can only work with existing mechanics. Even then, a previously existing mechanic like trade routes has been modified so only one trade route can be send to the same city from the same civ. So. Mechanics can be modified if it does not require a lot of coding.
I must say, I've enjoyed quite a lot those years of development, as every new (beta) release felt like a new game, even when the changes were small, they were usually noticeable. And sometimes those changes were huge.
We all know, and accept, that every new change comes with rough edges, sometimes so rough that it makes the game... hard to play to the end. I'd like to compile a list of the most enjoyable releases so far (normally those that were balanced just before a new mechanic), but that's for another post.
So far, this last release (2018-01-14) seems quite complete to me. I'm not saying balanced, fine tuned and ready for consumption. I'm saying complete in that every mechanic seems to be working properly, and everything is fitting together.
So, the same as Community Patch had a discussions and goals thread, over what this mod wanted to be, I'd like to open discussion on where should we go now. Or in other words, what mechanics could get a more bit of love, to make VP a whole, well integrated, beast. Not how much should an airplane cost in comparison to a tank, or how strong religious pressure should be in a pagoda, those are minor quibles, easy to tweak, easy to test, eventually getting better.
Probably some issues are already solved in the last release. Those rough edges I'm talking about are:
1. Science late game. Research goes too fast, ending before turn 300, or too slow. But still little time to play with planes, submarines and giant robots. I blame spaceship parts, they are too fast to build.
2. Policies too focused in something. I'm pointing Imperialism (what's good in for it when not going to war often?) and Freedom (all too focused with great people and specialists). I think being so focused on something hurts diversity, as you know what you have to pick to get the best from your play style.
3. Economy improving techs too close together. In the early game, one side improves science and gold, the other improves production. Later, there's culture in one side, gold and production in the other. But in renaissance, all economy is in one side, all military units in the other. This causes a big imbalance later, in my opinion. And the trend continues later.
4. Optional buildings feel good: stables, herbalist, bath. Chained buildings too: they are chained by some logic. And then, there are circus, zoo, stadium. They feel weird. They were happiness buildings before, with some extra effect.
5. Some of the new mechanics are not well integrated. Distance modifiers on trade routes. Covert actions (spy).
6. Map sizes, specially tiny and duel, imbalance too much towards domination. Game speed is already been addressed, but still work to do.
Any other things you think are worth addressing?
This means we are in the phase where we can only work with existing mechanics. Even then, a previously existing mechanic like trade routes has been modified so only one trade route can be send to the same city from the same civ. So. Mechanics can be modified if it does not require a lot of coding.
I must say, I've enjoyed quite a lot those years of development, as every new (beta) release felt like a new game, even when the changes were small, they were usually noticeable. And sometimes those changes were huge.
We all know, and accept, that every new change comes with rough edges, sometimes so rough that it makes the game... hard to play to the end. I'd like to compile a list of the most enjoyable releases so far (normally those that were balanced just before a new mechanic), but that's for another post.
So far, this last release (2018-01-14) seems quite complete to me. I'm not saying balanced, fine tuned and ready for consumption. I'm saying complete in that every mechanic seems to be working properly, and everything is fitting together.
So, the same as Community Patch had a discussions and goals thread, over what this mod wanted to be, I'd like to open discussion on where should we go now. Or in other words, what mechanics could get a more bit of love, to make VP a whole, well integrated, beast. Not how much should an airplane cost in comparison to a tank, or how strong religious pressure should be in a pagoda, those are minor quibles, easy to tweak, easy to test, eventually getting better.
Probably some issues are already solved in the last release. Those rough edges I'm talking about are:
1. Science late game. Research goes too fast, ending before turn 300, or too slow. But still little time to play with planes, submarines and giant robots. I blame spaceship parts, they are too fast to build.
2. Policies too focused in something. I'm pointing Imperialism (what's good in for it when not going to war often?) and Freedom (all too focused with great people and specialists). I think being so focused on something hurts diversity, as you know what you have to pick to get the best from your play style.
3. Economy improving techs too close together. In the early game, one side improves science and gold, the other improves production. Later, there's culture in one side, gold and production in the other. But in renaissance, all economy is in one side, all military units in the other. This causes a big imbalance later, in my opinion. And the trend continues later.
4. Optional buildings feel good: stables, herbalist, bath. Chained buildings too: they are chained by some logic. And then, there are circus, zoo, stadium. They feel weird. They were happiness buildings before, with some extra effect.
5. Some of the new mechanics are not well integrated. Distance modifiers on trade routes. Covert actions (spy).
6. Map sizes, specially tiny and duel, imbalance too much towards domination. Game speed is already been addressed, but still work to do.
Any other things you think are worth addressing?