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A new mod enters the ring - Introducing "Close to Home"

That's why I was referring to it as a bad mechanic for multiplayer. In single player, the way to mitigate war weariness is to use the AI diplomacy system and get peace with the almost-always tractable AI. It might be expensive, but then you're balancing trade-offs, and it's another great resource to consider. Less so multiplayer. Couple with the meta that encourages as near-to-50% approval rate...
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(July 20th, 2020, 12:19)pindicator Wrote: One idea for a solution would be to add in a reduction to war weariness even when at war, and then make it greater at peace.  (Assuming we don't eliminate the mechanic altogether.)  This way if you need to be at war but aren't actually actively accruing war weariness there's still a light at the end of the tunnel and you can fight defensively knowing that your war weariness will eventually decrease.  Perhaps something like:
  • Each turn at War= Current WW x 99% (rounded down)
  • Each turn at Peace= Current WW x 95% (rounded down)

I just checked and it is at 90 peace time reduction in both CtH and RtR. There also already exists a war time reduction. It reduces the war weariness by 1 every turn.

(July 20th, 2020, 12:19)pindicator Wrote: Alternatively, or perhaps in addition to the above, I'd propose moving half of Police State's 50% reduction to the Courthouse, so we have 25% reduction at Courthouse and 25% reduction at Police State.  Perhaps details here are all wrong - I haven't thought it out much - and it should go to like the Monument or we should tweak the war weariness reduction numbers on buildings which give it.

Or give it to the Colosseum, which sees less use then the Courthouse.
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(July 20th, 2020, 12:45)Charriu Wrote: Or give it to the Colosseum, which sees less use then the Courthouse.

I like that better! It's even thematic
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(July 20th, 2020, 12:53)pindicator Wrote:
(July 20th, 2020, 12:45)Charriu Wrote: Or give it to the Colosseum, which sees less use then the Courthouse.

I like that better!  It's even thematic

Desensitizing the populace to violence since Rome.
If only you and me and dead people know hex, then only deaf people know hex.

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One thing I was thinking about was how to make some wonders more interesting:

ToA: Give the 100% trade bonus to the top cities (like representation does). Cut price to 300 hammers.
Chichen Itza: Make it so the bonus can't be bombarded away.
Great Wall: give walls +1 commerce OR make the GP type a merchant OR make the 100% bonus to GG apply all battles, not just ones in the civs culture.

Just some thoughts - most of the others seem ok.
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So I was going to hijack Scooter's thread in PB53 with this to make sure Charriu saw it, but it really deserves to go here: I think PRO is too strong. It gets too much free commerce. It's been outpacing what FIN would have gotten me in 52 (i've been keeping track each turn), and I had expected FIN to catch up by now but it hasn't and I'm starting to suspect it won't until very late in the game.

I suggest changing PRO to +75% for internal trade routes only. This keeps the early game commerce boost, but one that evaporates when players can fill their foreign trade routes up. In addition you get a bit of shield against war taking away your foreign trade routes.
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I feared this might happen and this is definitly an option. I will look into this. I suspect you have some detailed screenshots in your thread for me to observe later? Thank you for that.
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Yeah, I have some. Most of my data is manually counting which tiles would have gotten a FIN bonus vs what I'm getting from PRO. Is there anything you'd like me to document in that game going forward?
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I suspect you will track some city screenshots from time to time in your usual reporting style, those should be enough.
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(July 21st, 2020, 13:05)pindicator Wrote: So I was going to hijack Scooter's thread in PB53 with this to make sure Charriu saw it, but it really deserves to go here:  I think PRO is too strong.  It gets too much free commerce.  It's been outpacing what FIN would have gotten me in 52 (i've been keeping track each turn), and I had expected FIN to catch up by now but it hasn't and I'm starting to suspect it won't until very late in the game.

I suggest changing PRO to +75% for internal trade routes only.  This keeps the early game commerce boost, but one that evaporates when players can fill their foreign trade routes up.  In addition you get a bit of shield against war taking away your foreign trade routes.

Is it OP always or just specifically when paired with Cothons and

(PB52 spoiler For Pindicators and lurkers eyes only)

Players opening borders with a trade route economy civ?

Maybe Pindi's calculations take these into mind. If so, then ignore me tongue
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