In regards to Emancipation and Caste System. Caste gives a 20-25% yield increase to a fully promoted workshop; Emancipation gives something like 14% yield increase to an otherwise fully promoted town (assuming no financial and no river). If we assume that 1 hammer equals 2 commerce, we will need to conclude that a player should have 4 times more towns than workshops for Emancipation to outperform Caste System.
I now think that I will remove commerce bonus from Emancipation and instead give it something like -50% to number of cities maintenance. It would also remove the boring symmetry between labor civics (I already have this kind of symmetry in economics civics, one column is enough) and will allow to make a small nerd to Welfare State (from 2 gold per specialist to 1).
(August 11th, 2015, 15:57)Gavagai Wrote: The problem with C2 is amphibious and commando promos which will be too easy to get. Btw, D2 on Swords is the only reason why I didn't make commando and amphibious available for the drill line.
What about giving them CRI? That doesn't interfere with the Amphib/Commando line, but is in flavor with what they do, especially if they only have the original BTS +10% city attack bonus.
(August 12th, 2015, 14:51)The Black Sword Wrote: Are there any games showcasing Cristo being broken? If there was a problem I think pushing it off the space race path should be fine.
What's off the SS path? Robotics or Advanced flight?
(August 12th, 2015, 14:51)The Black Sword Wrote: Are there any games showcasing Cristo being broken? If there was a problem I think pushing it off the space race path should be fine.
What's off the SS path? Robotics or Advanced flight?
Make it -25% against mounted and it'd probably work fine (10 hammers less than WE, on a less critical tech, but gets tile defense bonus. With fortification it'd make it much more difficult to attack players that are using high strength units to lower the damage from collateral, and forking cities with HA would be more expensive against defending swords than spear IIUC).
Culture change sounds good. The only thing I'd be concerned about is if the mechanics are too arcane to understand. If I was in a culture battle I'd like to know which cities are contributing to it and a rough idea how much the contribution is from each.
'Number of cities' maintenance also sounds like a good idea. I wouldn't want it to grow any slower for the first ~7 or so cities though.
Religous spread: Yeah probably worth a try. The only thing I don't really like the sound of is the religions dying out. Altering spread chance sounds good though.
Civics:
-Middle column looks nice.
-Econ: I'd definitely need to think about this one more. IMO, the best solution from Base BTS is simply to nerf State Property a bit. Lose the 10% hammers and probably the free G Spy at Communism. I don't like buffing other stuff to compete with it and making the most important tech goal be to get into something from that column. Your Merc seems to have this distorting property on the early tech tree anyway. I might give more feedback on the other 3 later.
-I'm not a big fan of the Theocracy change, seems like OR has little competition for a long time now.
Traits:
Expansive is pretty bad.
Agg sucks too obviously. I don't really like RBmod's version either though, so it would be interesting if you could come up with something.
I'd drop the half price Quay from Fin. No need to give it double synergy on the building.
Cre is probably too good. It's a shame because both the Lib and +2 culture bonus feel very important to me in Cre's BTS identity.
Cha+Coloseum looks like a reasonably nice version.
I like the +150% version of Phi. And I think reducing the number of half priced buildings in trait balancing is a good thing too.
Civs:
Is the Salon from RtR? France seems pretty good already.
Odeon feels thematically wrong to be giving xp to Gunpowder units.
HRE change feels like it's against your design principles.
America is fine. Germany probably is too.
Wonders,Projects:
Double all SS parts? I guess that would make the Space Elevator worth it. Seems a bit excessive though. I guess the balance between culture and SS needs thinking about with changes to both.
Units:
Sword - S7, 50h wouldn't need mounted malus I think. Not much of a buff over a unit that was pretty much never used.
Nukes - no idea what the old mechanics are tbh. In theory I think there should be some hammer cost that works.
Why the Bombard?
Techs
Having Hunting -> AH be the only path seems like it will only exacerbate the problem here.
I like the position of OBs and Map trading.
Why the refrigeration change?
No tech cost scaling?
Espionage:
Taking away the slider is a cool idea. However I still hate the idea of people messing with my empire and I can't defend against it. Ideally all espionage missions would be like tech stealing, that benefit you but don't directly hurt your opponent. However coming up with a new list is difficult. Secretive is also unnecessary IMO, especially when you've already doubled spy costs. I assume they can still be caught passively?