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Tides of War, a balance mod

I have a request: I'd really prefer if people just used the mod's given name as opposed to "7mod" and stuff like that. I am not the mod, and the mod is not me. I worked on it, but a bunch of other people contributed too, plus my experiences that led to making the mod have been shaped by even more people. I do not claim that it was just me that made the mod, and I do not claim that the mod speaks for everyone. That's why I gave it a stupid, unrelated name.
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Bit of a disconnect that "Tides of War" is looking to remove traits for, well, war. smile

I'm with the crowd that says a minimalist mod shouldn't be reinventing traits from the ground up. Is it so bad if they exist but go unused? The tall poppies need cutting but a short poppy doesn't hurt anything. The only thing you lose is a balanced set for fully random leader selection, but that's easy to fix with rerolls or just randomizing from the smaller set in the first place.
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(June 23rd, 2014, 09:25)T-hawk Wrote: Bit of a disconnect that "Tides of War" is looking to remove traits for, well, war. smile

It might look strange superficially, but I think there's actually a connection there.

Civ, as a single player game, is designed as a sandbox against AIs with war being strictly optional. AGG is an option available to the player that they only pick if they want to go to war. (It turns out to be massively underpowered compared to other traits when looked at critically, but anyway...) It also acts as a personality trait on AIs, making them more warlike. (This is probably the reason it's underpowered; the goal is not for the warlike AIs to always dominate the game. They probably tuned the trait so that the amount of warmonger success was at desired levels.)

A game which takes war seriously, and as a given, should not follow this model. The amount of economic multiplication that other traits provide can only be matched be a military trait if it literally lets you conquer someone. And as a game that expects every player to go to war multiple times in a game, we don't want war to be about the haves and the have-nots of some particular trait.
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I like the current symmetry between the AGR and PRO tile bonuses, and in that sense it seems like a shame to completely redo the AGR trait. Would it work out better if AGR gave +1 hammer to 4-food tiles, while PRO gave +1 food to 4-hammer tiles?
If you know what I mean.
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(July 11th, 2014, 04:14)zakalwe Wrote: I like the current symmetry between the AGR and PRO tile bonuses, and in that sense it seems like a shame to completely redo the AGR trait. Would it work out better if AGR gave +1 hammer to 4-food tiles, while PRO gave +1 food to 4-hammer tiles?

So... ReProductive? lol

I guess Agricultural could work thematically with the extra hammers, but Productive would probably need a rebranding if you were to do that. Hard to say without a bit of testing about the relative power of the traits with this change, though my gut feeling is that Agricultural would be a little weaker while Productive might be more powerful.
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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(July 11th, 2014, 04:14)zakalwe Wrote: I like the current symmetry between the AGR and PRO tile bonuses, and in that sense it seems like a shame to completely redo the AGR trait. Would it work out better if AGR gave +1 hammer to 4-food tiles, while PRO gave +1 food to 4-hammer tiles?

This is a very interesting idea...
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I think the only potential issue would be that PRO workshops would be completely baller? Not even sure that's a huge problem here?
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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For me, the main issue would be the disconnect between mechanics and theme.
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(August 13th, 2014, 04:38)SevenSpirits Wrote: For me, the main issue would be the disconnect between mechanics and theme.
hmm
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Version 1.3.

https://dl.dropboxusercontent.com/u/1116...20v1.3.zip

* AGR changed to +1f in a city for every 4 pop in it.
Feedback from PB20 is that the current AGR is too strong. My hope with this change is to make it primarily a late-game trait that gives foodhammers. (There are already plenty of traits that give foodhammers early or commerce late.) But it will still have some early-game impact on your decisions in what I expect to be interesting ways. Unlike the previous version of AGR, this version has an easy tweak available if it's too strong. Changing it to 1 per 5 pop is not a big deal.

* PRO worker and workboat bonuses reduced from 50% to 35%.
Feedback from PB20 is that PRO was too good. This is the obvious and planned way to make it weaker.

* EXP gets back double speed harbors.
People were finding EXP to be mildly unappealing, both in terms of power level and excitement. Maybe this is enough?

* Fast Worker cost reduced from 75h to 70h.
The Fast Worker cost nerf was intentionally high. They don't seem broken anymore, and PRO's worker discount is being reduced, so I'm comfortable reigning the nerf in slightly.

* Improvement build turns multiplier on Quick Speed changed from 67% to 66%.
(It gets rounded up, so 67% of 3 turns is 3 turns, while 66% of 3 turns is 2 turns.) The main effect of this change is that chopping a forest only costs two turns on quick speed, bringing chops more inline with their efficiency at normal speed (but note, they are still weaker because it still takes a full turn to move onto the forest).

Main post updated.
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