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Poll: Over/Under on crazy SMEG bugs that appear in this game: Five
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[TECH] PB26 IT and Tech issues thread

(July 9th, 2015, 16:50)Krill Wrote: I'm not sure that PHI is inherently broken given other changes is reversion of religion system to RtR baseline. Settled GS give multiplied beakers and only 1 less hpt than GP. I think that the spec system needs rebuilding along the lines of the proposed RtR 3.x line.but I do have a system redesign that involves the creation of new specs that do not give gpp and lower yield to enable balancing of this mechanic.

Hmmm, well its hard to say with new spec types. But, I do disagree on GS vs GP; going for GP early is a lot stronger I think, because you can get them without spending any food via Stonehenge and The Oracle. A pair of GS takes what, 20 citizen turns? Compared to a grassland forest, that's a cost of 60 foodhammers, which is paid back (not counting interest or the beakers) in 30 turns. Four GS, for 3 settled plus an academy, thus takes 90 turns to pay back these foodhammers. In contrast, four settled GP, if you use Stonehenge + Oracle to get the first one, might cost only 32 foodhammers (one temple priest for 16 turns for the second set of GPs) and take only 4 turns to pay back. (plus all the gold they generate). On top of that, building a temple is a lot cheaper than building a library.

These numbers are kinda sloppy, but I'm trying to show that getting a bunch of settled GP early doesn't slow one's expansion as much as getting a bunch of early GS. It's just something to considering when balancing the trait.

Quote:Lumber mills if left as growth times will probably need to be changed to 0/1/2/3 hammers on building/10/20/40 turns and no other effects.

I thought lumbermills were actually almost OK, if they lost the +1 hammer from Standardization. I think 1h/1c/1h/1h is better than 1h/1c/1h/1f though; +1f at lvl 4 seems kinda pointless. A level-1 lumbermill being the same as an unimproved tile seems pretty lousy because they're extremely expensive to build early, being 9 worker turns per tile. 19 turns of suffering for a 2/2 tile seems terrible.
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(July 9th, 2015, 22:24)Thoth Wrote: I liked the per building bonuses but they shouldn't be available on buildings that can be gotten "free" with a Wonder. So either change Stonehenge to provide a different bonus (like say a building that provides +1 culture but nothing else wink ) or remove the +2 commerce from Pagan monuments. I don't have a good feel for how good Pagan monuments actually are as I didn't build any. tongue

The core problem with the per-building bonuses is they start to make your land/tiles not matter once you stack up enough of them, and that's really counter to everything you want out of an empire building game, IMHO. Maybe just a few of them here and there would be OK though....
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dancing

I'm already 2nd. Joey beware.

[Image: RdgIWN.png]
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(July 14th, 2015, 03:58)plako Wrote: dancing

I'm already 2nd. Joey beware.

[Image: RdgIWN.png]

Fool... you think the king isn't prepared for all challengers? My most fearsome agents have already penetrated deep into your territory... smoke


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