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EitB v12 Wishlist/Progress

Hmm, yeah, agreed with Kragroth. If you make spec slots easier to get, then you need to change Elder Councils and Markets. At minimum.
EitB 25 - Perpentach
Occasional mapmaker


What's the rationale behind switching the caste system bonus from from a beaker to a gold?

(April 10th, 2015, 13:27)Ranamar Wrote: What's the rationale behind switching the caste system bonus from from a beaker to a gold?

Caste system let's you spend gold to hurry production. It might as well facilitate gold production no?

Just a note I don't like 21. It makes us have even less of a reason to research Theology and further nerfs Good aligned Civs.

For the Barbarian peace thing, do people think it's fine as is, or that 110% is just too low? I was prepared to go 125%, but the reason for nerfing it in general is that it's not intended, in my opinion, to be something that practically never disappears, but rather something that triggers when they're in a too strong position - and remember, the barb science trigger means this should never be the case.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.


Quote:Great Prophets Serve a lot of Purpose. +2 Hammers +5 Gold is very nice. I prefer Settled GP to settled Great Merchants Personally. Moreover, the Altar Improves the Hammers of Priests and Great Prophets. So yeah there is a big incentive to wane into a Great Prophet if possible.

They serve no purpose as in every single other specialist has a speciality, but priests/prophets are a weird bastardization. I'm giving them priests because there's a reason for them to use them so I don't want that to be affected, but for Shades, where you can choose...I don't think there's any reason to alter it further.

And the fact that GP can be so boosted by Altar is a point away, not for.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.


Bob Wrote:20: Not sure about this. Bear in mind that Spi is already getting a buff with your suggested Pacifism change.

As mentioned, I don't see it as much of a buff to SPI, because it allows other traits to mimic their effects easier.


Seems the Great Library is built more often than I thought. I suppose I'm prepared to have it stay as is.


HK Wrote:
Quote::
10. The Dragon's Hoard gives +2 cpt, +100% cpt, +10gpt, Gems, Enchantment Mana, and Gold. (Instead of all other affects)
Seems sort of lackluster for a late-game reward.

Ah what the heck. Replace the enchantment mana with Mithril. Better? :P

Quote:{re: CRE giving PB}
Seems sort of random.

Oh certainly. But it's a non major change that slightly buffs them.

Quote:Aren't religion swaps every 5t, not 10t?

I don't think so, but I will check.


DaveV Wrote:Off topic, but I would love to see a change to the circumnav bonus, like in RtR mod?

See, I'm not sure I want to do that. I kinda like how it gives something quite strong as a reward for exploration, and I feel a lot of the reasoning that applied in base doesn't apply here.

Still, thoughts from others on the subject?


I think there's definite consensus against the galley -1m, so strike that.


Quote:Do you mean Skeleton Crew remains unchanged, or that you can get +1 cargo for no penalty? If the latter, the Normal Crew option seems pretty pointless.

Yeah, in retrospect I think I'll change that to -1 combat, +2 cargo.


Quote:Is this buildable now? Acheron will be just as annoying as ever with culture spam, and I for one don't want him in my games.

Nope, still requires Acheron. But his culture spamming capacity has been halved. I only did it because for whatever reason, there seems to be a trend to enabling him in games.


Quote:So, three giants for about four and a half axemen or eight warriors? Probably a little too cheap, although no one ever seems to build this now.

250h base? Or 167h quick.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.


If you think settled shades into Great Prophets is a balance issue, that's arguable.

But, every Great Person is a Hybrid

Great Merchant gives +6 Gold +1 Food
Great Sage Gives +6 Science +1 Hammers
Great Bard Gives +3 Gold +12 Culture
Great Engineer +3 Hammer +3 Science
Great Prophet gives +2 Hammer +5 Gold.

So denying them on a hybrid basis doesn't make sense. Personally the Great Prophet for Settling is my favorite. Culture and Science deplete in importance at the end game. Hammers and Gold are always viable. The +1 food tends not to make a great impact comparatively.

Quote:Did the Stasis bug ever get fixed (you have to pay some maintenance costs the first and last turns of Stasis)?

Doubt it. I'll look around for it, but I have no idea where to start and, honestly, it's not a big priority.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.


Quote:What if Pacifism got more powerful, but was also moved to later in the tech tree? Say, Mysticism or Philosophy?

So moved to philosophy, with the unlimited sage/merchant? I can do that, but I'm not sure how much it addresses some of the issues raised.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.


Quote:For b. Again, the choice of just sage or merchant feels arbitrary. Priests should be included too because they arrive just as early. Why no bards? Well bards come at the same time as merchants, but we're denying bards because they give culture which conflicts with the benefits of the Cultural Trait.

Stop saying this. It's merchants/sages because those are the "eco" ones, same as in BTS. It isn't about how early they arrive, it's about what they do - i.e. give commerce.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.




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