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Rebalancing Civ4: RtR Mod

well if you're taking cheap libraries away from org, you could give them to agg. that would be better than market (and sort of fit - it would make them aggressive in border wars with the extra culture).
the problem is you'd have to take the culture away from barracks - which might balance agg, but that was added to balance the barracks for non-agg civs as well. plus I don't think krill wants to take libraries away from org lol
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To answer the original thread of questioning...I think giving aqueducts to Exp, observatories to Cre, and stables/castles/airports to Agg would boost all three notably weak traits, while hardly making any of them broken.
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That's the simple solution - I don't think it fully solves Agg's problems, but it is a fundamentally different trait, and therefore nearly impossible to balance in all metagame situations.
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That's exactly the problem. How can you "balance" something that by definition is meant to forcibly seize and deprive someone else of their assets?

This whole tangent is making me think again of the "let's start over with a minimalist mod" conversation...
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To all those saying ORG ought to lose cheap libs, is Asoka the best leader in the game?

Quote:That's exactly the problem. How can you "balance" something that by definition is meant to forcibly seize and deprive someone else of their assets?

This whole tangent is making me think again of the "let's start over with a minimalist mod" conversation...

FWIW I wasn't going to make any of the changes (including the EXP and CRE changes). Just gauging peoples opinions on what is strong and how they measure strength. Arguably should have done this in another thread though.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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I'd rank Asoka first for RBMod.
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(March 21st, 2013, 10:58)T-hawk Wrote: That's exactly the problem. How can you "balance" something that by definition is meant to forcibly seize and deprive someone else of their assets?

This whole tangent is making me think again of the "let's start over with a minimalist mod" conversation...

I would actually be interested in playing a minimalist mod.
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(March 22nd, 2013, 00:30)NobleHelium Wrote:
(March 21st, 2013, 10:58)T-hawk Wrote: That's exactly the problem. How can you "balance" something that by definition is meant to forcibly seize and deprive someone else of their assets?

This whole tangent is making me think again of the "let's start over with a minimalist mod" conversation...

I would actually be interested in playing a minimalist mod.

What's your notion of minimalist?
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A minimalist mod, by my definition, is one that only modifies things that are always or very commonly banned from games. If in doubt, don't change.

So war elephants would be nerfed. Nukes would be nerfed. Slavery would not be nerfed. PRO would be buffed. Grey area is stuff like blockades and corporations, and FIN. I would nerf blockades to a 3x3 area and set corporations to scale according to the total number of resources on the map (you'd already done this change in your previous attempt at a minimalist mod). Not sure about FIN.

And we can take advantage of the situation to fix bugs like the trade routes.
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If anyone has the fixes for the trade route bugs and wants to add them in then you can PM or email me about getting them sorted out.

Seven Wrote:EXP: +35% production of workers and work boats, +100% production of Grocer, Aqueducts and Harbour.
88

Just out of curiosity, how would players value +100% production of monuments (in the context of EXP and other traits), and how would you value barracks if they gave +2 culture per turn, instead of +1 cpt?
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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