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What does everyone think about the Balseraph Arena? It gives really little xp in return for a 50% chance of death. I ran some tests and the most I got was 6xp. It doesn't seem worth the trouble at all.
It is a building that could become very exploitive if changed too much though so any tinkering would have to be carefully done.
Bobchillingworth
Unregistered
Units that die in the arena give the city +1 happy for 10 turns (I think), though. So even if they die it's not too bad, as long as you only risk cheap units. It's also a great way to dispose of crappy Freaks. Kind of weird that even heroes have a 50% chance of death, although honestly I probably wouldn't send them in even if their odds of coming out alive were dramatically increased.
Btw, the game Irgy & I had running (calabim vs. clan) has concluded, and we've posted a fairly large amount of post-game analysis which relates to this mod. The discussions start about midway through page 6, here.
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Bobchillingworth Wrote:Units that die in the arena give the city +1 happy for 10 turns (I think)
Only 3 turns, if I'm reading the Python right.
Bobchillingworth
Unregistered
Does it stack? As in, I throw in three warriors and they all die- do I get +1 happy for 9 turns or +3 happy for 3 turns, or does it only count as though one unit had died?
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Bobchillingworth Wrote:do I get +1 happy for 9 turns
After some deeper code diving, I think this is the case. And you get the happiness whether they live or die. Bread and circuses FTW!
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I can confirm that you get the happiness whether they live or die. About the +1 happy for 9 turns, i cannot tell however.
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Would it be worth adding a set maximum amount of turns before a forest turned into an Ancient Forest?
Current games (All): RtR: PB83
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 PBEM23Games ded lurked: PB18
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I think most people would agree the FFH early game can be painfully slow, especially when you get a capital whose resources give food rather than commerce or with few riverside tiles. The early game commerce potential is very limited; if you have a calender/mining resource you can limp there and use that to power research, but being stuck without one is painful. Once you have aristocracy, small cities can provide commerce fine through farms, but there is basically no way to get to aristocracy on starting capital commerce in any decent time.
-fishing is fairly expensive in itself, and only allows access to 1f/2c tiles, which can't be worked in any number early game
-ancient chants -> mysticism allows elder council and a sage, but this takes a while in terms of beakers and production and still only amounts to 5 beakers/turn
-cottages again are rather a painful limp to get to via ancient chants -> education. They're viable, but by the time you research agriculture to unlock your food (or worse, require AH), then education, you'd better pray your grassland isn't forest bound and you need to get crafting -> mining as well.
I don't know if this problem is going to get addressed by the proposed tech tree changes, but I was wondering what people would think of buffing the palace commerce to get past the initial speedbump? I think it's a relatively simple change that shouldn't affect overall balance that much, although it does make the early elder council -> academy by philosophical leaders more powerful.
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Just two points to ponder.
One - if you speed up the early game, you make it that much harder for all the civs that are supposed to shine during it. So Clan, Doviello, Kurios, Illians etc. would probably require a redesign.
Two - high commerce palace might obsolete chokes.
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Just make the first tier techs all lesser beaker in costs. By this i mean crafting, agriculture, ancient chants, and exploration? This should speed up the game by 5 turns or so. If you really wish to, you can shorten second tier techs as well, but i don't really fancy this.
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