August 11th, 2020, 17:51
(This post was last modified: August 11th, 2020, 17:53 by NobleHelium.)
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I don't know if that example is really realistic, is the leader going to typically have higher commerce production but the same expenses?
My point was that I had previously thought the inflation change was just intended to slow down late game tech, not favor anyone in particular.
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(August 11th, 2020, 16:30)NobleHelium Wrote: If the inflation change is supposed to be for Tech Trading games, then it should either be tied to that game option or be made into a separate game option. I didn't know people still played Tech Trading games. Changing something like inflation is very scary to me because it is a pervasive yet poorly understood mechanic because it is so subtle, so the danger of it throwing games completely out of whack is very high. And I don't think the game needs more anti-leader mechanisms (I previously thought the change applied to all players in the game equally as the base inflation does). Games where there is a clear leader and very likely winner should be brought to an end, not dragged on for longer which is often tiresome for most if not all of the players (as observed in some of the games I have played) and often leads to regrettable actions.
Agreed. I'm not sure the inflation change is needed and it might just not be worth the confusion for CtH. I know I skimmed over it real fast when I was preparing for PB52.
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If you intend to slow down late game tech overall, just increase the costs, there's no need to go mucking with the inflation formula.
If you intend to curtail the leader, making inflation include a civ-specific factor is one way to do it, though there may be better ways, like increase the known-tech research bonus.
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All very good arguments from you. Thanks so far. In addition what you said there is another more meta argument to be made about FIN and that is that we have a lot of differing opinions about the current 1.3 implementation. Some people say it should be nerfed further while other say the opposite. I count it as a good sign when the community disagrees about the actual worth of this trait. I will do the following for now:
I keep the implementation from 1.3
With more games played and more data, we are able to make a better judgement about this trait.
Now onto PRO. pindicator made a good argument about +50% from PRO + 150% from foreign trade. Switching values around to +25% from PRO and +50% from Walls won't change the fact about foreign trade. Making the bonus from Walls only count for domestic trade routes feels to weak in my eyes and nobody will bother building Walls as the bonus will soon be eclipsed by foreign trade. With that in mind I will give pindicators suggestion of domestic trade yield a go. So PRO will give:
+75% domestic trade yield
As with FIN I will collect more data, which will help in the future.
Lastly I will turn the inflation change into a game option mainly meant for Advanced start and Tech Trading games. This will also give me more time to think about visualization as no games of these kinds are on the horizon.
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(August 11th, 2020, 22:32)T-hawk Wrote: If you intend to slow down late game tech overall, just increase the costs, there's no need to go mucking with the inflation formula.
If you intend to curtail the leader, making inflation include a civ-specific factor is one way to do it, though there may be better ways, like increase the known-tech research bonus.
Known-tech bonus being awful is a reaction to Civ III, where it was absolutely gigantic. But in a multiplayer setting, it can be a little larger (it's maxxed out at 30%, would it actually break the game if it was even 100% but costs went up a bit (10-30%?) in the Medieval-on era? Especially since dead civs still don't support known-tech bonuses?).
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Could we get a War Weariness off/on toggle?
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I just released 1.4 and it got a game option 'No war weariness'
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With all these options and data logging, all we need is more games and more players. Clear your schedules out people, it's civ time.
"I know that Kilpatrick is a hell of a damned fool, but I want just that sort of man to command my cavalry on this expedition."
- William Tecumseh Sherman
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(August 13th, 2020, 15:39)GeneralKilCavalry Wrote: With all these options and data logging, all we need is more games and more players. Clear your schedules out people, it's civ time.
Would you make another map for a game?
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Should've mentioned this before the release but I think the Spanish UB should not require Walls. Requiring Walls means you still can't build it after Walls goes obsolete, and it would also make it more viable to build it everywhere for the economic bonus. It would also make it more unique, and it's not going to be overpowered with the change.
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