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Thanks. And here is Cornflakes idea of showing the remaining beakers on the last turn of research in the hover text.
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New game options: 'No war weariness' and 'No score increase'
Note that war weariness only removes the accumulation of war weariness points. I did not remove any tooltips, buildings, UI or anything else related to war weariness. You just don't get any war weariness points.
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Regarding protective:
Changes that give an automatic passive benefit like these trade routes almost always end up being too strong. Both historically in civ mods and in other games I've played. It's very hard to balance because it either ends up being completely OP or it gets properly balanced and thus very boring/uninspiring (as a constant automatic bonus has to be) and people will never pick it -- eventually leading to it being removed and reworked again.
I haven't looked closely at the formula so I don't know the implications of your upcoming changes, but my warning to you is that the moment you actually get it right then nobody will ever want to pick it. If you're fine with protective being a never picked but decently balanced trait (begrudgingly accepted/picked in a random roll as a support trait) and just making sure it's not super weak as in vanilla then you can keep trying to tweak this change. But if you're trying to make protective interesting and something people will want to pick then this kind of bonus will give you many sleepless nights.
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Vanilla Org says hello.
There is no way to peace. Peace is the way.
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What if Protective walls gave a trade route? Fits with castles.
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The walls thing is probably worth exploring. I agree with Rusten that the passive benefit is the main issue. If it required some sort of investment to get, it would be easier to balance. Walls forces a choice - do I build the walls before my Granary or border pop?
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(July 28th, 2020, 11:52)scooter Wrote: The walls thing is probably worth exploring. I agree with Rusten that the passive benefit is the main issue. If it required some sort of investment to get, it would be easier to balance. Walls forces a choice - do I build the walls before my Granary or border pop?
It's also, while nice (+1gpt, +2 with IC-TR), not as automatically powerful with additional new trade routes.
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All very good points especially about passive bonuses. The +1 trade route on Walls for Protective should be doable and might be worthwhile.
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I'd slightly prefer we put the +75% (or +whatever% or +whatever% to internal routes) onto Walls, just because this mod already is adding more trade routes to circumnavigation and I wouldn't want trade routes to become this mod's version of RtR's minus civic maintenance costs.
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I agree that adding more trade routes is a bad idea. I think giving Pro a flat 50% boost - multiplicative, not additive with other bonuses - and +25% to castles or walls is the best way to go. This tones pro down early but makes it a bit better later on when you have mega trade routes.
"I know that Kilpatrick is a hell of a damned fool, but I want just that sort of man to command my cavalry on this expedition."
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