June 28th, 2015, 10:33
(This post was last modified: June 28th, 2015, 10:41 by Krill.)
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(June 28th, 2015, 02:55)Cheater Hater Wrote: You forgot to remove mutual exclusivity from the Feitoria.
Thankfully that's only a change log edit to rectify.
Quote:I'm confused; was there any change with the base University? Also, any particular reason you aren't bringing over the SMEG rebalancing for them?
Lowering cost to 150 hammers has been requested a few times; that is the only change other than increasing the bonus on the Seowon up to 15% from 10%; you are right that the OU cost increases needs adding.
Quote:For War Chariot/Impi: are they supposed to have different downsides (Archers vs archery units), and if not, which one is right?
Yeah, different downsides.
Quote:Presumably the scout doesn't count as a melee unit? Otherwise I like the changes to the animals (especially since I still think that might have been part of my stunted growth in PB26)
yes, scout is a recon unit.
Quote:Is the Palace being 9 commerce new? That feels like it's a noticeable difference combined with tech scaling, but I'm not sure.
Yes it's a new change to ensure that all start techs are 4 turns maximum.
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June 28th, 2015, 11:10
(This post was last modified: June 28th, 2015, 11:17 by Krill.)
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I've changed this section of the change log:
Quote:Fascism: Require [Military Science] AND [Assembly Line OR Communism]
Corporation: Requires [Representation] AND [Liberalism OR Economics]
Electricity: Requires [Liberalism] AND [Physics]
Industrialism: Requires [Electricity AND Economics] And [Assembly Line]
To be clear, this means that both Liberalism and Economics are still mandatory techs in that they are needed to get to tanks but it allows prioritization of the civics prior to this.
Quote:Universal Suffrage: +1 hammer from towns. Can rush buy with gold. Medium Cost. Requires Constitution.
Environmentalism: +1 gold per specialist. +1 commerce from farm, pasture. +2 commerce from Forest preserve. +3 health. Medium cost. Requires Corporation.
Serfdom: +1 hammer from mines, +75% worker speed. Medium cost, Feudalism
Emancipation: +1 commerce from cottage/hamlet/village, +1 hammer from windmill/watermill, +1 commerce from mines. Medium cost, Banking.
Mercantilism: +2 free specs, High cost, Nationalism.
Free Speech: +1 commerce from village, +3 commerce from Town, +15% gold in all cities, +100% culture in all cities, +100% improvement growth rate. Can cash rush. Medium cost, Liberalism.
The US change is because it's the only thing on Democracy that isn't a first to bonus, and Environmentalism gains 3 health but goes up to medium cost. It's essentially competing with the 2XP from Vassalage, also at medium cost. Not set on that change at all, just a proposal. The US change I think is necessary (or Democracy has cost lowered), but there is room to buff the late game of vassalage by increasing the number of free units it gives, and Vassalage is buffed by the changes to Serfdom and the free spec slots if they are tied either to tech era or to Serfdom/Emancipation specifically.
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Oh, right--the SMEG change to universities was to 150, not to 100 like I thought.
What is at Liberalism these days besides the free tech? (Fake Edit: just noticed Free Speech was moved back there, and presumably Free Religion is still there?)
If all the start techs are 4 turns, maybe you should change the note in the Tech Scaling section saying Fishing is 5 turns
Speaking of early techs, if Mysticism is going to become as cheap as a start tech, maybe Meditation/Polytheism should get their costs increased to keep the cost of an early religion the same?
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(June 28th, 2015, 11:51)Cheater Hater Wrote: Oh, right--the SMEG change to universities was to 150, not to 100 like I thought.
Yeah, it was dropped, but the OU cost increase was to not make OU itself any easier to reach. It does affect PHI/Ind balance as well but not drastically.
Quote:What is at Liberalism these days besides the free tech? (Fake Edit: just noticed Free Speech was moved back there, and presumably Free Religion is still there?)
Liberalism gives Free Speech, and Free Religion. 2 civics that a player may want very much or not at all. Environmentalism was on KLib but I've just moved it back to Corp for 2 reasons: There are various civics on the Nationhood>Constitution>Corp line and tech path and golden age times are an interesting decision in that part of the game, and I couldn't decide how to split the civics between Liberalism and Economics. So Economics is just a GM and Free Market.
tl;dr: Choice of path to Corp for slower players is Free Speech and Free Religion versus Free Market.
Quote:If all the start techs are 4 turns, maybe you should change the note in the Tech Scaling section saying Fishing is 5 turns
Will do.
Quote:Speaking of early techs, if Mysticism is going to become as cheap as a start tech, maybe Meditation/Polytheism should get their costs increased to keep the cost of an early religion the same?
Originally I wasn't going to lower the mysticism cost, but end of the day when start techs are only 4 turns to research, there is basically no opportunity cost to not going religion first except that it delays BW and AH and Pottery. Not sure if hte Pottery delay is a problem outside PRO though. Anyway, I don't think increasing the cost of Med/Poly is helpful except to punish those players that use the snakepick to last pick a Myst civ to lock in an early religion, it's essentially a counter pick.
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It's been three days, so I take it no one has any other objections to that change log?
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Fix the jungle, please. Make it no health penalty, -1 food, +1 hammer, +1 commerce, 10 hammers 4 turns choppable.
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There is no reason to make that change.
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(July 1st, 2015, 14:44)Krill Wrote: There is no reason to make that change. I think that was his point.
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Can't tell with sopme people.
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(July 1st, 2015, 14:44)Krill Wrote: There is no reason to make that change.
I want that change , isnt it enough.
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