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

Wow, this is impressive speed and detail. Kudos to you Charriu.

Some comments some of which I will spoiler out to not be obnoxious. The ones I do not spoiler out I have some heavy thoughts on.

Mechanics:
Toroidal Maintenance: Now return city maintenance as if the map were Cylindrical. Necessary: 5 Closeness: 5

Why the emphasis on this? I've seen this as a feature rather than oversight, but perhaps I am very much wrong.

Inflation: Inflation rate now increases with global tech state.

Do you mean era, basically? 

War Weariness: You no longer accumulate war weariness if you are winning battles.


This part is controversial I would say. The rest I agree with, but I believe a conqueror should not go without penalty, even when winning battles on foreign lands.

+1 trade route on circumnavigation? Not a fan, this feels like a civ5 mechanic.

Tech Costs:
Moving slavery to masonry I believe is very game changing. If I was to point to "where is this mod exceeding its stated goals" I would point here. The closeness is 1/2, not 3.

The revamping of tech costs is well-argued for the ancient era, but I need to formulate my thoughts on this more. I dislike the idea of giving scouts an extra movement point with hunting, it just seems like a overly engineered mechanic. The fact that hunting is still necessary for spears to counter that lone chariot which is now easier to get (AH is cheaper, de-prioritization of bronze working makes chariots a far more likely rush unit, yet another reason I dislike the new change) makes hunting fine as it is. There's a huge chain of choices being meddled with with the tech cost changes in the ancient era, and I need to think about it more.

I feel like swapping pastures/camps as done in RTR, keeping AH just as expensive, making fishing/hunting/agri both 50 beakers, keeping myst/mining as is would be closer to vanilla. Wheel would remain a bit more expensive.

Additionally, with how you are buffing lumbermills, machinery becomes that much better and more essential, making MC so drastically cheaper is something to think about. Perhaps 350 beakers is a bit more tempered.

Alphabet changes I agree totally with.

These tech changes I believe warrant the most scrutiny.

Buildings:
Aqueduct - yes
Colosseum - why this specific change? +1 commerce seems like one of those arbitrary things modders tack on when they don't know what to do with a building (I am guilty of doing this in my own balance mod). The +1 unit exp from RtR perhaps makes more sense, and would have some synergy with a chm player?
Castle - make it come earlier as well, perhaps with construction.

Customs house - move to banking - provides a counterbalance to adopting mercantilism?


No reference to Statue of Zeus - I know you cover this in the war weariness changes, some of which I disagree with. Perhaps it could be made to obsolete with gunpowder, allowing for a singular boost in a medieval war?

Unit Mechanics:
I am COMPLETELY side tracking, and this is a change that would be worth looking at for RtR - perhaps a slight flanking boost to tanks? Machinegun era combat becomes extraordinary static. Of course, make MG's their own unit class so they're not affected by the flanking, but tanks should be able to wipe out artillery in cities and somewhat balance out the heavy presence of units which don't take collateral damage in the industrial era.

Land/naval units:
Agree with.


Corporations:
Have they been extensively used in MP? I've attempted to replicate the infamous wonderbread strategies from the civfanatics forums, but SP is a whole different story. Would not a race-to-the-bottom state property mass adoption in similar fashion to race-to-the-bottom mercantilism adoption against a GL or heavily expanded opponent occur? Point is - do they need the extensive nerfs proposed for our MP-oriented community?

Civics!!!!!!!!!!!! The discussion trails off a bit, but I'll try to keep it organized.

Serfdom thoughts:
I have extensive testing with this option from the xml in an iteration of my own balancing mod. It is absolutely disadvantageous when compared to slavery. The most efficient food -> hammer conversion is when whipping size 2->1, and later on when you need to whip maces, 4->2. You want to be whipping small cities for maximum production. In any case, cities not growing is a huge disadvantage. This prevents the development of a proper specialist economy or a cottage spam, while not being very effective with whipping as a specialist economy is, and not offsetting the need to grow pop with cottages.

What to do with serfdom/emancipation:
Instead, my balancing mod (which, I believe handled economy/production decently), had a tradeoff between caste system buffing workshop produciton, and serfdom buffing the growth of workshops (Instead of tech improving workshops, they grew like cottages, only 2x as slow). However, such a change is too far removed from BTS and would change the meta. Giving serfdom a 1/2 of the emancipation bonus and switching emancipation to giving some other bonus that would provide meaningful tradeoffs is a good solution. For example, give emancipation state property's 10% hammer bonus, removing it from SP to nerf it, which is currently very necessary, and combine it with a +1 hammer to windmills bonus that would stack with environmentalism to make that civic less useless. Additionally, decrease the amount of unhappiness caused by emancipation by half.

Overall considerations:
I would strongly advise against the shuffling of civics around categories as suggested. Change what the civics do if you want to, but don't change the categories, it gets way too confusing.

Civics are not about what category they're in, but more about the synergies they play to. Rep/Caste, herd/slavery, free speech/univ suffrage. Bad civics are those that HAVE to be adopted.

"Bad" civics - from a standpoint of game balance, that is:
State property - assuming you are not playing around with corporations, this is the civic to be in. Environmentalism is absolute shite - health is only a problem between coal plants/factories and getting public transit. Plus, the +1 food of state property on water mills/workshops is I believe the only direct food bonus in the game except the baray. That's very telling about just how op it is. That +1 food compensates whatever health you're going to be losing in the industrial era. Remove the 10% hammers from SP if you are nerfing corporations. This bonus is just the icing on the cake.

Emancipation - the malus to happiness is game breaking, forcing all civs out of it, and penalizing those who are behind without any counterplay. It should be removed/nerfed in some fashion and replaced. Perhaps, swapping emancipation and free speech is reasonable, but simply swap the benefits, keep the names/positions. This would prevent players from being able to both pop and gold rush, in a civ3 style logic.


Free Speech? If you are doing well in your game, this should absolutely be a net positive to your commerce as compared to bureaucracy. I would say that bureaucracy's maintenance cost should be lowered to medium, and vassalage's set to low. This tuning should give more balance between the choices.

To recap:
Serfdom - Don't implement the food mechanic it will be bad. Instead, give it 50% bonus to cottage growth (this requires a DLL change due to stupid nasty rounding - giving 50% in the XML doesn't work for quite a few mechanics) as a counter to the specialist economy of caste system. Maybe give caste unlimited priests as well, to synergize a tiny bit with angkor and make it just a bit more op, now that serfdom has a major buff? Or, perhaps remove the worker speed buff from serfdom instead.

Emancipation - Swap bonuses with Univ. Suffrage. In effect, make Emancipation give +1 hammers on towns, and gold rushing, and have Univ. suffrage give the unhappiness of Emancipation, or perhaps some other, more creative bonus. The universal unhappiness is a terrible mechanic and should be avoided. Maybe give it 100% GPP boost? It would help carry specialist economies further. 
----------------------------------------------------
State property: remove 10% bonus.
----------------------------------------------------
Vassalage: either make it give more extra free units or make the costs significantly less.

Bureaucracy: Set cost to medium.

Free Speech: No change - fine tune as needed compared to previous 2.

Traits:
I found this thought surprising:

Quote:I already said how I wanted to nerf FIN by unlocking the upgrades with different techs, but I deem that to risky. I would have loved to give hamlets at something like Currency and Villages at a bit later. Because of that I'm back to the above change.

Tech unlocks are a step backwards in the game thought. If anything, more things should behave like cottages. (e.g. workshops, farms for a commerce bonus)


Now, about each trait individually:

Financial - the nerf is effectively for early game only - you're losing out only on a small dole of the commerce. The bank +50% is totally unnecessary.

Agg - sure, that's not a bad change, but I would swap the jail/stable bonus between imp and agg. Buff jails as well, make them come earlier, they're not that amazing anyhow, and it would give players some ability to leverage espionage. Give one of the two drydock bonus.

Pro - Ah, similar to my mod, you are changing it to the "trade route" trait, at least somewhat. Not sure that +1 hammer on the city tile is a necessary change, but it gives it early game kick. Anyhow, Pro will synergize with castles much more nicely.


Ind - now the "hanging gardens" trait. I don't disapprove, however. Though, since the resource bonus is less, is Ind not better now? 

Civs:
America - what? The UB description confused me. If I get it correctly, it seems kind of op, maybe +2 is fine instead.

Arabia - tbh Camel archers can just get a 25% withdrawl chance instead. Tune instead of changing should be the tune of a mod like this.

Babylon - I don't believe in messing around with food too much. Anyways, it looks a lot like the Baray.

Byzantium - I guess?

Celts - interesting change.

France UB - agreed
UU - keep musketeer as is? I don't see the point of the change, they're a good unit. The fact you give a similar bonus to germany doesn't really seem exclusive - you didn't have the same problem with giving a food bonus to an aqueduct.

India/Inca - should be fine, but given the unpopularity of early rushes in our meta, keep quechuas at 15.

Japan - I guess, Nanban Harbor I liked a lot because few harbor UB's

Mali - does it really need a nerf

Mongolia - move fewer things around, keep arabia and mongolia in place...

Native America - give dog warriors woody + guerilla, keep at strength 4.

Portugal UB is fine. No need to change this, given changes to imp -  we need some renaissance civs as well, but perhaps make it give bonuses to domestic trade routes as well. This would make portugal a premier mercantalism civ, with the ability to offset foreign trade route losses. The nerf to astro makes portugal much better.

Zulu - don't nerf, fine as is...

Overall, I feel like civs were changed more than necessary in many cases. Civs that are good can stay good (amazing ones, india/inca, do need nerfs), we just need to get the bad civs up to their level - Zulu, Mali - no need to nerf tbh.
"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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Do you want a subforum for this like the other mods? I'm happy to set that up if you like.
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(April 26th, 2020, 23:34)T-hawk Wrote: Do you want a subforum for this like the other mods?  I'm happy to set that up if you like.

That would be great. Thanks a lot.

Thanks for pointing out the mistake with war elephants, Superdeath. I corrected that in the initial posts.

I will answer the other posts as soon as I have more time to answer them adequately.
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

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About serfdom.

I would propose the change that I play with in my single player mod taht is close to bts: Serfdom is unchanged but is now available from Animal Husbandry. As it is now Serfdom would be good early game civic but it comes so late that its effect is overplayed.

This has a number of good effects in my opinion:

1) Gives a valid alternative to slavery in the early game.
2) Easy to learn change.
3) Animal Husbandry becomes a more critical tech which makes early game tech choices more interesting
4) Less obvious best opening
5) A slight buff to spiritual

6) Less eurocentric view of history. Corvée labor was used all over the world by the Incas, Egyptians, Mesopotamians, Indians, Chinese etc.

The big downside is that it will not be used much later in the game except occasionally by spiritual leaders. I think that is okay as more interesting early gameplay compensates for that.
My singleplayer balance mod of BTS: https://dl.dropbox.com/s/3u6g4b2nfa74qhm...%20mod.odt?
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That Dojo is broken as all hell.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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(April 27th, 2020, 10:56)Commodore Wrote: That Dojo is broken as all hell.

Toku of Japan best combo
"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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About that Dojo. I just noticed that I made a mistake in my changelog. It was meant to be the same bonus as the armory from America in RtR.
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

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With his new Aristofarms, yeah.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Ok, I just had to have a look at this. I totally missremembered the Armory change back in RtR. Checking back with RtR I realized that Armories give the following:
  • +5 XP to Melee
  • +4 XP to Mounted
  • +4 XP to Gunpowder
  • +4 XP to Armour
This of course is way overpowered and I will give Japan something else. I'm sorry for the confusion and outcry. You are absolutely right about the dojo.
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

Buy me a coffee
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Quote:Serfdom is unchanged but is now available from Animal Husbandry. As it is now Serfdom would be good early game civic but it comes so late that its effect is overplayed.

I like the sound of that. Would need to think about the details for balance, but the idea seems good.
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