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Krill Wrote:What do people think about FIN getting half price banks back? I'm a bit ambivalent about it tbh, I see upsides (it is weaker earlier on) and downsides (by the time Banking is around it isn't much weaker from normal).
I still think financial is the best trait even without banks. All the mod does is make it take longer for the advantage to kick in. But I haven't played it. Maybe the nerf is really substantial.
Completed: SG2-Wonders or Else!; SG3-Monarch Can't Hold Me; WW3-Surviving Wolf; PBEM3-Replacement for Timmy of Khmer; PBEM11-Screwed Up Huayna Capac of Zulu; PBEM19-GES, Roland & Friends (Mansa of Egypt); SG4-Immortality Scares Me
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Gold Ergo Sum Wrote:I still think financial is the best trait even without banks. All the mod does is make it take longer for the advantage to kick in. But I haven't played it. Maybe the nerf is really substantial.
I don't think PBEM16 got far enough to really do much evaluation of the Fin trait so I have no comment either. I don't think half price banks are make or break either way.
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I don't think it's necessary, also (or just) from the viewpoint of no need to fix what isn't broken. Fin civs tend not to prioritize banks anyway; their extra commerce all goes into the science slider.
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I agree with the former and disagree with the latter. Banks are always nice if you want to expand more horizontally, go kill someone, or rush buy.
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 got the DLL change done to turn off the tech known team modifier until your civ (actually your team) knows how to trade techs (vanilla Alphabet, modded Paper.) Really easy. Check your email Krill. In CvPlayer.cpp I just wrapped this if statement around this line.
Code: if (GET_TEAM(getTeam()).isTechTrading())
{
iModifier += (GC.getDefineINT("TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER") * iKnownCount) / iPossibleKnownCount;
}
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I have to say this seems like the worst change ever (and I thought some other ones were terrible). Now the more techs you research before you have paper, the more of a chump you are.
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That'd be why its going to need at least MC, Feud and Aesthetics before it gets researched.
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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Krill Wrote:That'd be why its going to need at least MC, Feud and Aesthetics before it gets researched.
Don't mind me, I am clearly not the target audience for this mod.
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Krill Wrote:That'd be why its going to need at least MC, Feud and Aesthetics before it gets researched.
what seriously? You need ALL of those to tech paper now? what's the point of that?
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How exactly does removing the known team modifiers until paper help balance the game? Right now, the one right strategy seems to be to beeline paper from near the start of the game since it now gives a tech research bonus (along with enabling tech trading). Other potential medieval options (such as Guilds for Knights or Nationalism for easy drafting) suddenly become a lot less appealing without first getting paper, and for what?
Irgy made a really good point in the FfH balance mod thread which also applies to this mod and should probably be said somewhere:
Irgy Wrote:I'm just going to state what I think the biggest risk this project potentially faces: Becoming "yet another mod-mod", which changes stuff around based on the whims and preferences of the author(s), and is more balanced in some ways but then less balanced in others.
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