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Rebalancing Civ4: RtR Mod

The Dawn of Civilization mod has doubled slots for certain civics, maybe the modder (Leoreth ar CFC) can help you figure out how to do those changes
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I don't see how that change will have a massive impact on Caste's power as a long term civic. It will only take away the fun GA tricks; jump into caste, run a load of specialists, jump out. I could see it making people more likely to use Caste, not less.
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(February 17th, 2015, 08:11)The Black Sword Wrote: I don't see how that change will have a massive impact on Caste's power as a long term civic. It will only take away the fun GA tricks; jump into caste, run a load of specialists, jump out. I could see it making people more likely to use Caste, not less.

So reducing the number of specialist slots increases the usage of caste? crazyeye

Making Caste give, for example, +1 free artist/merchant/scientist slot, then +1 slot from market/library/theatre and +1 priest slot from, say a temple, you're saying that would make people use caste more than it is at present?
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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You did mention giving forges a second engineer slot which would make it stronger in a way
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Oh, I said there would be points at which it could be balanced that +1 engineer spec slot may have been part of. Obviously there are going to be arbitrary points which are, to be blunt, broken as fuck. Point is that are points where it should be balanced.

And who said it had to be only Caste that got the free spec slots from buildings?
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 like that slavery is an early game mechanic that fades in power. Boosting Emancipation in the industrial and modern era might be better than nerfing Caste though.

Emancipation could steal State Property's 10% extra hammers or give some other productivity boost as that's handy in the late game...

Serfdom is already situationally useful so I don't think it needs work.
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Quote:So reducing the number of specialist slots increases the usage of caste? crazyeye

In the current situation, I can run Serfdom/Slavery in general and make up for the lack of specialist slots by burst running caste in a GA/pacifism stint. So the specialist slots aren't too big of an advantage for caste because the other civics can get almost as much value if they plan properly.

If that GA burst option is not available, then I need to run specialists constantly to make my GP and quicker access to specialist slots via caste is a bigger advantage.

I certainly don't see it doing anything to dent Caste's current domination.
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Well, I'll chalk that one up for the total removal of free spec slots from Caste then.
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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Has anyone used Emancipation to a major effect in any MP game on this site? The only player I've seen using it at all was Commodore in PB13, but I haven't been around here as much the rest of y'all...
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Even though the decision between Caste and the other options can be pretty easy in the mid/late game I still think that the balance between Caste and Slavery is fine as it is. People still use Slavery in the early game and when is the right time to switch to Caste is already a question, which makes that column interesting.

I wonder if moving Serfdom significantly earlier in the tech tree would make it an interesting option. At least with SPI you could have fun with it in the early game.
Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

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