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General Balance Suggestions #31
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What if I added |
A very interesting solution without directly hurting the faction's full potential. Definitely worth trying it out! |
Also:
|
In the original design by 9kgsofrice, early game cities are very weak. What
I hear you saying is that they're too weak, giving an excessive first-mover
advantage to anyone who goes on the attack right at the beginning.
What I could do, along with your suggestion, is to beef up all cities. By
tweaking the mod constants, I can make cities as strong as I want. What do
you think?
…On Thu, Mar 10, 2022, 7:00 AM 청하늘 ***@***.***> wrote:
Also:
- Most of the AI nations get knocked out in the very early game if
left alone, at least in the Marathon speed. This might be caused by the
early-game weapons units being very powerful since the default city
strength/health is comparatively lower than that of those units. I suggest
swapping Adaptation's -25% Culture cost of natural border growth in
all cities with Adaptation Complete's Provides a Walls in your first 4
cities for free so tall nations can withstand the first several turns
much smoother. I guess Walls could have significantly more strength boost
also.
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Whoa didn't know those are moddable... So I've done some research on the mod constants; Perhaps tweaking |
Take all the time you need, and let me know what you find out.
…On Thu, Mar 10, 2022, 8:02 AM 청하늘 ***@***.***> wrote:
Whoa didn't know those are moddable...
So I've done some research on the mod constants; Perhaps tweaking
cityStrengthBase and cityStrengthPerPop could be enough, and if done
right swapping the policy uniques wouldn't even be needed. Can you give me
some time so I can experiment around a bit?
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So the current situation is...
|
When you say "Coast/Lake City Buff", what do you have in mind? |
Sorry, was sort of preoccupied doing other DeCiv and UnCiv stuff. So the current yields of coast and ocean tiles seems unnecessarily weak compared to that of Civ 5 in my opinion, and that is making coastal cities unwanted even more than the base game, even after consideing the various coastal buildings. Vast historical empires were often built upon a sound naval foundation. I think we can give coastal cities a slight push upwards by implementing some changes affecting tile yields. Here are some options I have in my mind:
|
For documentation: #52 partially addressed this. |
For a little more balance, it might be nice if civs started with a founded pantheon. That would fit with being locked up in a bomb shelter for a number of decades, and would add a few nice bonuses to some civs, and make them a little more individual. |
BUG - Commonwealth Ranger costs 0 so if you pick a religion with the aspect that allows you to buy units with faith you have... |
Solar Collector already provides 1 Power, perhaps it's not shown on the improvement tab? Regarding the Commonwealth Ranger, that's fixed and now they cost faith if you take the belief.. |
I'm not sure if I should add this here, but as I check the map with no fog of war, when playing on Four Corners map type, I notice that there's an imbalance of city states. Sometimes one corner can have 3 while the others 1, or 2 get 2 and 2 get 1, or in another recent one it put 5 city states on one corner with no Civs and one island with two Civs. Glad I wasn't on that one. Do you have any plans on making new city states? Also, it could be a default UnCiv thing, but in my last game I was 200 something turns in and my water was really deteriorating and all my units kept being auto disbanded. I was like no, why, at least take my workers instead. So I tried to disband a few and all my best units who were all leveled up just disbanded, so I quit that game. I was playing Atlas thinking boosted science would lead me to victory. Also in most games I played with max Civs, every Civ that discovered me automatically started war and sent their entire army towards me, and with units way above my tech level. So I've been playing with Four Corners with only 4 Civs so I don't immediately get obliterated. |
I am noticing Blackwarden, if left alone for a while, just straight up becoming a superpower and dominating the game for the last three consecutive games I've played. So I took a closer look on their uniques, and
"[+10]% Strength <for [All] units> <when fighting in [Foreign Land] tiles>"
combined with four starting techs smells significant and possibly irreversible early-game military lead.Either the condition of its combat bonus should be stricter, or its science penalty should be harsher than
"[-2 Science] [in all cities] <before discovering [Education]>"
in my opinion. Or we can do both. Other uniques such as buildings or units seem fine.The text was updated successfully, but these errors were encountered: