If you are afraid of enabling rushing by decreasing the time needed to get to to AH, a buff to palace commerce would run the same risk. Basically, as long as pastures are on AH, any speed up to getting pastures will also enable a faster chariot rush.
I think you are taking some things for granted regarding map construction/ early game that are not necessarily true.
- We do not see many successful chariot rushes in current games as they are vulnerable and have bad odds against archers in cities. Currently, the most commonly used unit to rush (or choke with) is axes. Unique units like bowmen, skirmishers, impis and war chariots also come into play. Just search for all Superdeaths pitboss games if you want see early game rushes from both sides =)
- If you need to settle to get horses but everyone has bronze in their starting city then it suddenly becomes very hard to chariot rush a player even if you decrease the cost of AH by 20 beakers.
- Another solution is for map makers not to give all players a plains hill start but instead just mandate them to settle in place on maps where moving a settler might screw with balance.
I am in favor of decreasing the cost of AH by 20 beakers as it is the best way to address the fact that agriculture resource starts are better than pasture start (and fish starts but that is addressed in other ways). The problem in unmodded BTS is that teching AH first puts you behind others on the way to crucial techs like bronze working and pottery. Making the tech cheaper is the best way to address this.
You are right about chariot rushs being less common. But I think you missed one important factor with the palace commerce. My plan is not to increase the palace commerce in general. Rather I will only grant that extra commerce when you researched Mysticism. But first let's look at the different implication that happen with a reduced AH start:
It helps non-Agriculture/non-Hunting civs with a AH resource start, which is the reason for the change
It does help every single civ sooner or later
This also implies that it helps everybody with a chariot rush
It's a simple solution
It feels closer to BtS
In comparison this is what happens if Mysticism grants additional +2 commerce to the palace:
It helps non-Agriculture/non-Hunting civs with a AH resource start, even more then the reduction because you can also close the tech gap towards Bronze Working better
It does help every single civ sooner or later, but for non-Mysticism civs the effect is a lot smaller. This is because Mysticism now has a base cost of 60. Only researching Mysticism to gain those extra +2 commerce is for the most part not worth it for non-Mysticism civs, because the Return of Investment takes quite some time in the beginning. And when you research Mysticism later those +2 commerce have less of an impact on your overall economy.
Because of the last point Mysticism does not help everybody in a chariot rush, because you wouldn't tech it for the chariot rush. Only Mysticism civs get this help.
It buffs all Mysticism civs.
It's not so simple as just reducing tech costs
It feels farther away from BtS
Now it's also important to have a look at the actual civs that benefit most from this. There are 4, which already have Agriculture or Hunting:
Aztec (with Hunting): Right now they are better then average, while not being top tier. This buff will certainly help them with their UU, because they can get to Iron Working faster and while there are still forests to use for their UU. I'm fine with buffing them
Celts (with Hunting): Back in BtS their were in the lower midfield. Now with their UB no longer obsoleting they get a bit better, but the UB will get it's biggest use later with the introduction of gunpowder units. They definitly are worth a buff.
Holy Roman Empire (with Hunting): They had quite a fan-base in BtS. I would rate them as upper midfield similar to the Aztec. But their advantages first show in the medieval era. Getting them a bit faster there is probably fine.
Inca (with Agriculture): Now this is most likely the biggest problem with Mysticism buffed. But at the same I nerfed their UB pretty hard. I doubt that the Mysticism buff will bring them back to their top spot.
The rest of the Mysticism all belong to the non-Agriculture/non-Hunting/non-Fishing group with the exception of Spain:
Arabia (with The Wheel): The only thing this civ has going for it right now is their UB. They desperately need a buff and I'm happy to provide it with Mysticism.
Byzantium (with The Wheel): Like Arabia their starting techs sucked and their UB was annoying. The only thing they had going for them was the UU, which I nerfed because it was way to OP. A buff is definitely justified.
India (with Mining): Their UB comes way too late to matter and when it comes to starting techs, they at least had Mining. Of course the biggest power lied in their UU, which was the single reason despite their starting techs to take them. But just like Byzantium I nerfed them and pretty hard too. Still their UU has the ability to make up for a bad starting even with increased cost. It remains to be seen how much Mysticism will buff them.
Korea (with Mining): They are actually fine and I think the change to their UU will make people choose them more often. Mysticism will make this decision even easier. I think this will push them in the upper midfield of civs.
Maya (with Mining): Now this is one civ that will definitly profit most from the buff, because they can get their buffed UU earlier in place. It remains to be seen how good this will be.
Spain (with Fishing): They never really made it out of the worst civ group and I doubt even the +2XP to water units on their UB will help them that much, but together with Mysticism they can leave that group
Now back at my other post I mentioned that there are more civs that have a harder start with only AH resources. The remaining civs are:
Carthage (Fishing/Mining)
England (Fishing/Mining)
Japan (Fishing/The Wheel)
Portugal (Fishing/Mining)
Rome (Fishing/Mining)
Mali (The Wheel/Mining)
I think the Fishing/Mining civs will be fine for now as long as they have a water tile to work with, especially if they have more going for them like Carthage, Rome and hopefully Japan. I'm more concerned about England and Portugal. Mali might also be in trouble, but at least they have an amazing UU and their UB is also one of the better ones and they have Mining.
EDIT: Another nice side effect of the Mysticism buff is that it also buffs Bureaucracy.
This is only the changelog compared to version 1.0. All differences between versions are in yellow. If you prefer a clean changelog just look at the second post of this thread.
Changelog version 1.1
Tile Yields and Improvements
Lumbermills: Available at Machinery, +1 commerce, +1 commerce with Electricity, Lumber mills now +1 commerce on the corner of rivers
Forest preserves: +1 commerce, now +1 commerce on the corner of rivers like above
Game Mechanics
Drafting: Rifles now cost 2 pop to draft. A city must now end a draft at size 6 instead of size 5 (So size 8 to draft a rifle, size 7 to draft a musket).
AP Resolutions: Declare War (on a non-member), Force Peace (between two members), Religious victory, and Assign City are no longer eligible resolution actions.
Fail-gold: You never get fail-gold if you also completed the wonder somewhere else (so no National Wonder fail-gold, or doubling up on a wonder to guarantee yourself a paycheck. The game still informs you that you received "0 gold" from your hammers).
Toroidal Maintenance: Now return city maintenance as if the map were Cylindrical.
Inflation: Inflation still occurs with increasing turn numbers, but in addition if (All techs you discovered / All available techs) * Maximum turn numbers is higher then the current turn, inflation takes the calculated turn from techs as a base for the calculation.
War Weariness: War weariness declines faster after the war ended
Religion spread: Spreading religions via missionaries to your own cities never fails
Global warming: Removed
Espionage: Active missions removed
Espionage: 'No espionage' option fixed, see bugfix section for more details
Techs
Agriculture: Cost 40 instead of 60
Mysticism: Cost 60 instead of 50
Hunting: Cost 50 instead of 40
Animal Husbandry: Cost 80 instead of 100
Metal Casting: Cost 300 instead of 450
Alphabet: Cost 250 instead of 300
Mysticism: Now adds +1 commerce to Palace
Astronomy: Add Paper as another prerequisite
Refrigeration: lose +1 sea movement
Buildings
Castle: Obsoletes at Corporation instead of Economics
Customs House: Cost 120 instead of 180, also applies to all UBs based on Customs House (Feitoria)
National Wonders
Red Cross: Cost 200 instead of 600
West Point: Cost 550 instead of 800, +5 XP instead of 4, Requires a level 5 unit instead of 6
Wonders
Resource modifiers: All wonders that had +100% production with a specific resource now only have +50% production with that resource.
Great Lighthouse: +1 trade route in coastal cities instead of +2
Statue of Zeus: Obsolete at Gunpowder
Unit mechanics
Flanking: Flanking strength (used to calculate damage from flanking strikes) of all units reduced by 50%.
Circumnavigation: +1 trade route in all coastal cities instead of +1 movement and can be achieved by everybody
Coastal blockade: only blocks trade routes, blockaded cities can still work blocked tiles.
Land units
Scout: +200% vs animals instead of +100%, no tech required, that way everybody starts with a scout, movement 1 (+1 gained with Hunting)
Swordsman: +20% city attack instead of +10%, also applies to UUs Jaguar Warrior and Gallic Swordsman
War elephant: Strength 7 instead of 8
Airship: Cannot see submarines
ICBM: Cost 1500 instead of 500
Tactical Nuke: Cost 750 instead of 250
Nukes: Nukes never create fallout on tiles containing strategic resources.
Naval units
Work Boat: no longer require any tech (still require Fishing to work water tiles).
Privateer: Required techs are Gunpowder and Astronomy instead of Chemistry and Astronomy
Submarine and Attack Submarine: Flanking vs Transports
Corporations
Tech: Discovering the corresponding tech for a corporation earns you an executive of that corporation. To settle the HQ you still need a great person.
Sid's Sushi Co.: Food bonus per resource 0.25 instead of 0.5 and culture bonus per resource 1 instead of 2, maintenance costs halfed
Mining Inc.: Hammer bonus per resource 0.75 instead of 1, maintenance costs 3/4 of original
Civics
Serfdom: +1 hammer on Farms and Watermills, +1 commerce on Windmills
Emancipation: lose unhappiness bonus, gain +10% Hammer in all cities
State Property: Lose +10% Hammer in all cities
Environmentalism: Available at Biology instead of Medicine, remove Corporation costs
Vassalage: Medium cost instead of High
Traits
Financial: +1 commerce on land tiles that have 3+ commerce, +1 commerce on water tiles that have 2+ commerce
Expansive: Remove Worker bonus, add +100% production of Aqueduct and Grocer
Creative: Reduce Library bonus from 100% to 35%
Charismatic: +100% production of Monument, +35% production of Library
Imperialistic: +100% production of Customs House and Stable
No City Trading: Unable to trade cities, cities appear untradable in diplomacy screen
No Map Trading: Maps appear untradable in diplomacy screen
No Wonder resource modifiers: Resources do not affect world wonder or world project construction speeds.
No Immediate Peace (Peace treaty negotiations are only possible after 5 turns)
True AI Diplo: All single player trade items are also available in MP
BUG integration
BUG fully integrated
New BUG feature "Grid for graphs"
New BUG feature improved Active advisor screen
Additional bug fixes
The No Espionage game option now works properly:
GSpy points are converted into Great Merchant points.
Espionage no longer gets converted into culture.
Cultural expansion now happens at normal values.
Spies cannot be built.
Graphs are always visible on contact.
Workboats no longer count as military units for upkeep. They're also no longer considered a military unit so a War Academy will not speed their production.
Trade route turn order bug.
Foreign trade route cities lost permanently when your city using those routes is destroyed (fix is taken from BTS unofficial patch).
Build culture double production.
Build wealth/research/culture + production automation double production.
Proposed trades including cities, where the cities no longer exist to be trades, are not cancelled (note: I consider this a bug because proposed trades are already cancelled if a player lacks the requisite e.g. resources/gold. could be considered not a bug).
Production decay counter on a type of build (e.g. axeman) is not reset after completing one if the next item in the queue is of the same type (fix is taken from BTS unofficial patch).
Feature growth/disappearance rates, and bonus discovery (mine pop) rates, do not scale with game speed.
Diplomacy Pausing: Diplomacy windows do not occur on game login whilst the game is paused.
Autosaves: Autosaves are generated at login and log out; log out saves are saved to a folder specified within the global defines XML file. Default location is C:\temp.
Maximum player number increased to 52
Additional alterations have been made to enable hosting of games on the pitboss server belonging to Zulan. These changes are detailed here
CvCity::init - Building a city on floodplains no longer removes floodplains, they'll still be there if city is destroyed (from Mongoose SDK)
CvCity::getProductionModifier (three versions of this function) - Changed to allow mods to create negative production modifiers (thanks NotSoGood)
CvCity::setBuildingHealthChange - Fixed several copy/paste and logic bugs affecting bonus building health from events, especially after city conquest (thanks Emperor Fool)
CvCity::setBuildingHappyChange - Fixed several logic bugs affecting bonus building health from events, especially after city conquest
CvCity - Added function getNumActiveWorldWonders()
CvCity::PopOrder - Fixed issue introduced by prior attempt to fix handling of buildings with player limits. Building classes which set iMaxPlayerInstances should now work correctly regardless of what iExtraPlayerInstances is set to. (thanks ztjal)
CvCityAI::AI_yieldValue - Fixed issue causing city governor and AI to heavily weight food when building gold or any other form of commerce. Produced unexpected and poor results for human player, did not help AI either.
CvCityAI::AI_doHurry - Fixed several bugs where AI would incorrectly think it was getting a great deal on a pop/gold rush when it was actually doing the other kind of rush. (thanks Pep)
CvPlayerAI::AI_isFinancialTrouble, CvCityAI::AI_updateBestBuild, and CvPlayerAI::AI_getMinFoundValue - Fixed bug in calculating expenses when AI has negative gold per turn
CvCityAI::AI_cityThreat - Fixed bug when AI is running crush strategy, wrong int was divided
CvCityAI::AI_neededDefenders - Improved efficiency and minor tweaks
CvCityAI::AI_chooseProduction - Fixed bug reducing AI production of workers, and a similar issue for barb players producing too many
CvDLLButtonPopup::launchFreeColonyPopup - Removed cities whose liberation player you are at war with from popup.
CvPlayer and CvDLLWidgetData - Fixed bug where you could acquire unlimited free techs from Oracle or Liberalism (thanks Emperor Fool)
isPotentialEnemy in CvGameCoreUtils - Fixed bug leading to AI launching invasions when unable to declare war, troops eventually got bounced when war was declared
CvGameTextMgr::setBuildingHelp - Fixed issue in mods with display of exposing spies text for buildings which lower espionage defense (thanks Afforess)
CvGameTextMgr (many places) - Fixed issues where unhappiness and unhealthiness from civics or buildings would incorrectly show up as -(unhappy face) instead of +(unhappy face) in several circumstances. (Thanks EmporerFool, Grave, Afforess)
CvGameTextMgr - Game will now properly display info for buildings which generate unhappiness in an area or globally, or produce state religion unhappiness (should these ever come up in mods)
CvPlayer::canFound - Changed handling of founding on water tiles so that Python callback has final say if it is turned on
CvPlayer::removeBuildingClass - Fixed issue with removing buildings when building class was maxed out for some mods (thanks EF)
CvPlayer::canTradeItem - You can now ask AI members of your own team to change religion or civics (thanks denev)
CvPlayerAI::AI_civicValue - Fixed crash bug in multi-player simultaneous turns games created by necessary re-timing of AI_doSplit (thanks to TheOnlyDJCat for debugging help)
CvPlayerAI::AI_conquerCity - Fixed bug where cityAcquiredAndKept event reported wrong player in some circumstances (thanks Maniac)
CvPlayerAI::AI_targetGold - Fixed bug causing AI to not bother with budgeting for expenses for first 40 turns of scenarios and advanced start games
CvPlayerAI::AI_foundValue - Added missing division for iClaimThrehsold (thanks denev)
CvPlayerAI::AI_unitValue - Stealth boats do not make good escorts since they often don't defend, so AI is now very unlikely to use them as escorts for transports.
CvPlayerAI::AI_getHealthWeight - Fixed bug for mods where civics with negative iExtraHealth were evaluated incorrectly (thanks phungus420)
CvPlayerAI::AI_getHappinessWeight - Fixed bug for mods where civics with negative happiness effects from troops, largest cities, or war weariness were evaluated incorrectly
CvPlayerAI::AI_bestPlotEspionage - relevant weights are 0, +- 50, +- 100, so comparison for Agg AI should be < 51 instead of < 50
CvPlayerAI::AI_changePeacetimeTradeValue and CvPlayerAI::AI_changePeacetimeGrantValue - AIs you haven't met yet will no longer get angry at you for trading with their worst enemy (thanks Sephi)
CvPlayerAI::AI_doDiplo - Fixed issue where team is sneak attack ready but hasn't declared war, AI would still demand tribute. If other team accepted, it blocked war declaration for 10 turns but AI still launched invasion and was then bounced when it could eventually declare.
CvPlayerAI::AI_getStrategyHash - Fixed incorrect counting of destroyers as mobile anti-air
CvPlayerAI::AI_getTotalFloatingDefendersNeeded - Fixed poor decision by AI if it has captured one or two cities on someone else's continent, it would minimally defend its new cities
CvPlayerAI::AI_getStrategyHash - Fixed several bugs where player ID was used where team ID was intended
CvPlayerAI::AI_targetCityValue - Fixed issues with valuation of cities with inactive world wonders, multi-holy-cities
CvPlayerAI::AI_commerceWeight - Improved valuation of generating culture in human player cities when culture bar is > 50% (ie, player probably going for cultural victory)
CvPlayerAI::AI_bestTech - Fixed potential rare crash bug in mods where units with no transport capacity can upgrade to units with transport capacity (thanks Afforess)
CvPlayerAI::AI_missionaryValue - Fixed copy and past bug causing overvaluation of missionaries for AIs going for cultural victory early in the game.
CvPlayerAI::AI_unitValue - Fixed potential crash bug in looking up AI_unitValue for UNITAI_MISSIONARY units without passing a valid CvArea*
CvSelectionGroup::continueMission - Fixed issue causing units with multiple orders to forget their later orders under certain circumstances. (thanks Pep)
CvTeam::doTurn - Added barbarian passive tech fix from Mongoose SDK
CvTeam::shareCounters - Fixed bug causing inappropriate overflow research and effectively free techs when forming a Permanent Alliance
CvTeam::addTeam - Fixed bug where, if civs A and B join in a permanent alliance, they get the max of A and B's espionage points against C but C just keeps its point against A and loses its points to B if that's higher
CvTeam::shareCounters - Fixed bug in permanent alliances when No Tech Brokering is turned on, where a civ would often become unable to trade a tech they had researched after entering a permanent alliance.
CvTeamAI::AI_doWar - use bFinancesProLimitedWar for limited war calc instead of max war version
CvTeamAI::AI_calculateAreaAIType - Fixed incorrect index usage (thanks cephalo)
CvUnit::convert - Fixed potential issue in mods where units with transport capacity might upgrade to units without (from Mongoose SDK)
CvUnit::shouldLoadOnMove - Fixed issue with all terrain land units moving onto water tiles with transports in them (from Mongoose SDK)
CvUnit::canMoveInto - Removed strange behavior where setting a unit to be unable to enter a terrain type would be overridden by features (forrest, fallout) (thanks TC01)
CvUnit::isIntruding - Kept 3.17 unofficial patch feature that vassal spies are never caught in master's territory
CvUnit::canAirDefend - Land units which are on transports can no longer defend against air attacks (from Mongoose SDK)
CvUnit::collateralCombat - Kept 3.17 unofficial patch feature which allows mods to enables barrage promotions for collateral damage units
CvUnit::canSpread - Moved Python cannot spread callback to end of function where it belongs, will speed up those mods which use this callback a little
CvUnit::canRangeStrikeAt - Added check for whether target plot is visible (thanks God-Emperor)
CvUnitAI::AI_spreadReligionAirlift and CvUnitAI::AI_spreadCorporationAirlift - AI will no longer airlift multiple of the same kind of missionary or executive to the same target spread city on the same turn
CvUnitAI::AI_paradrop - fixed bug with valuation of terrain bonuses causing paradrops to avoid bonuses in some circumstances when intention is clearly to encourage landing on bonuses and pillaging
CvUnitAI::AI_settleMove - fixed bug when settler cannot reach a city site in an area (blocked by mountains, other player). Caused settler to wait infinitely in city instead of loading into transport.
CvUnitAI::AI_assaultSeaMove - Fixed bug where unit type was used when unit AI type was intended
CvUnitAI::AI_specialSeaTransportMissionary - Fixed minor bug in valuation for executives
I had some time to play around with the mod and so far I'm mostly satisfied. There are some things still bothering me, but first the changes
(May 14th, 2020, 15:52)Charriu Wrote:
Animal Husbandry: Cost 80 instead of 100
Mysticism: Now adds +1 commerce to Palace
This was discussed in some previous posts. As you can see I decided not to go for the cost reduction and instead buff all Mysticism civs for the reasons I provided in my previous posts. But in the end I decided only to go with +1 commerce instead of +2. This bonus will only have a major effect in the first 50-100 turns and even +1 commerce reduces the research time to Animal Husbandry by 2 turns on Standard map size, Monarch.
(May 14th, 2020, 15:52)Charriu Wrote:
Japan UB: NEW Tatara, Forge replacement - +2 XP to Melee, +10% hammer bonus with coals
I felt that the new UB only really has a limited use, albeit being a good one. With this I give it some additional use in the later stages of the game, when the Melee bonus does no longer matter.
Lastly here is a short list of things that I want to address in the future:
I want to add a mod section to CtH (and RtR) explaining the different balance changes to XML and DLL, so that any future developer has an easier time with it.
I'm mostly satisified with the civ changes, but there are two civs that still feel boring or too weak, those being Arabia and the Persian UB. I'm not sure what to do with Arabia to make it a bit better, but when it comes to Persia I have the idea of adding a healing effect to the UB like the Hospital, maybe "Heals units extra 5% damage/turn".
I'm not sure if the changes to Germany are enough, mostly because the UB still comes late.
If the new buildings and units are good, I will add custom art assets. Right now they still use their former UB and UU art assets.
This is all very interesting and I look forward to a test game.
I only found this thread because of your signature Charriu, so others who didn't check Civ general before the thread got moved here may not realise this discussion is going on. A note over there pointing to this thread would be handy.
It's possible I haven't read in enough detail, but did you discuss what happens on maps where some players start with Animal Husbandry food resources and others with Agri/Fish/Hunting food? Having to get an expensive tech to pasture pigs or sheep can slow a start down horribly. I thought RtR's solution of swapping pastures and camps with Hunting was pretty elegant.
I know you're trying to balance minimalism and balance, but we've got RtR for balance so I think of this as trying to be so minimalist that BTS players can pick it up without effort. However as Mjmd has pointed out there's still quite a lot of changelog to read, so if you get the urge to minimize further I think the ban lists from a few of the most recent BTS games might be instructive as a baseline of what the very minimum should be:
PBEM 77 & 75:
Units at start: scout and settler
No: Statue of Zeus, war elephants, blockades, active espionage, nukes, Great Lighthouse, Apostolic Palace diplo victory, tribal villages, events, tech trading
PBEM 76:
Scout start for everyone
AI Diplo - no communication and no city gifting/trading
huts off/random events off/vassals off/ barbs off
Elephants - banned
no blockades
No nukes
No espionage missions. Spies/GSpy allowed to explore
No Fin leaders, Inca or India.
PBEM 72:
Barbarians: Off
Bans: default bans (War 'Phants, Espionage, etc) I assume this includes SoZ and Great Lighthouse. Please say so now if this is not amenable to you.
Starting Units: Standard
Picks: Restricted. Inca banned.
Is this necessary? I have found the Hwacha to be satisfactory.
"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
(May 18th, 2020, 09:13)GeneralKilCavalry Wrote: "Korea UU: Targets melee first outside of cities"
Is this necessary? I have found the Hwacha to be satisfactory.
There definitely isn't some poor green who chose base Korea in PB51...... Reasons are spoiler of course.
@Old Harry I agree its still a little long, but a lot of that is mechanics text which I couldn't really fault any of that (which is why I made random requests to reduce on the rest)
While I'm posting. I like the tech cost increase of mysticism. I don't like the commerce added with it. While you make a lot of valid arguments for helping the mysticism civs, it might be one of those things that it feels bad if you don't start with it, even if its totally fair and balanced. I'm a lover of value and I'm very green, so as both those things I would have trouble picking a non mysticism civ even if its still not correct by people who know what they are doing.
(May 18th, 2020, 08:34)Old Harry Wrote: This is all very interesting and I look forward to a test game.
I only found this thread because of your signature Charriu, so others who didn't check Civ general before the thread got moved here may not realise this discussion is going on. A note over there pointing to this thread would be handy.
Thanks for pointing that out and good to know that some people look at signatures. I was actually thinking about doing a test game pretty soon, but a note and possibly a survey like SevenSpirit did for ToW would be a better option for now.
(May 18th, 2020, 08:34)Old Harry Wrote: It's possible I haven't read in enough detail, but did you discuss what happens on maps where some players start with Animal Husbandry food resources and others with Agri/Fish/Hunting food? Having to get an expensive tech to pasture pigs or sheep can slow a start down horribly. I thought RtR's solution of swapping pastures and camps with Hunting was pretty elegant.
Yes I actually did discuss the Animal Husbandry food resources a few posts ago. You are right that the start is slower at least for non-Agriculture/non-Hunting civs. This is one reason why I put an additional +1 commerce for palace onto Mysticism. I agree that the RtR solution is good and elegant, but at the same time it changes the game a lot more. At least teching Animal Husbandry shows you some additional info for early dot mapping and you eventually will tech it any way in the first 75 turns. I'm still not totally happy with the Animal Husbandry situation.
(May 18th, 2020, 08:34)Old Harry Wrote: I know you're trying to balance minimalism and balance, but we've got RtR for balance so I think of this as trying to be so minimalist that BTS players can pick it up without effort. However as Mjmd has pointed out there's still quite a lot of changelog to read, so if you get the urge to minimize further I think the ban lists from a few of the most recent BTS games might be instructive as a baseline of what the very minimum should be:
PBEM 77 & 75:
Units at start: scout and settler
No: Statue of Zeus, war elephants, blockades, active espionage, nukes, Great Lighthouse, Apostolic Palace diplo victory, tribal villages, events, tech trading
PBEM 76:
Scout start for everyone
AI Diplo - no communication and no city gifting/trading
huts off/random events off/vassals off/ barbs off
Elephants - banned
no blockades
No nukes
No espionage missions. Spies/GSpy allowed to explore
No Fin leaders, Inca or India.
PBEM 72:
Barbarians: Off
Bans: default bans (War 'Phants, Espionage, etc) I assume this includes SoZ and Great Lighthouse. Please say so now if this is not amenable to you.
Starting Units: Standard
Picks: Restricted. Inca banned.
You are right about the intention of this mod, but I want to clarify again that this is not a minimalist mod. Rather it's a bit beyond minimalist, but not so radical as RtR. Thanks for the list of common bans. To summarize common bans/balance changes:
Scout as starting unit
No blockades
No active espionage
No nukes
No Statue of Zeus
No Great Lighthouse
No AP voting
No war elephants
No Financial
No Inca
No India
No Huts
No random events
No tech trading
No Vasalls
No corporations
No global warming
Note that I added some more bans at the end of the list in cursive. Looking at the single changes in version 1.1 I count 77 balancing changes. (I did not count all the changes in spoiler tags, because they are not relevant for every single game or are just minor bugfixes) Of those 77 20 address those common bans in some way or another. The other changes are mainly to make underused elements more appealing (22), balancing changes (26) or address common annoyances/exploits (9)
(May 18th, 2020, 09:13)GeneralKilCavalry Wrote: "Korea UU: Targets melee first outside of cities"
Is this necessary? I have found the Hwacha to be satisfactory.
I looked at this again. My initial thought was that the Hwacha melee bonus gets not enough use if you attack stacks of units, which is the main appliance of catapults. It's fairly easy to shield your melee units with units like Horse archers, Elephants, Knights, Crossbowman or Longbowman, so that your melee units are not the top defender. Now you might say that it's a common practice that units that have a bonus against certain unit types usual don't get the option to attack those units first in a stack and only can apply their bonus when there are less defenders, but the siege units this is a bit different. They are usually the first units you throw at the enemy stack. There's no point at destroying stronger defenders first, only so that the Hwacha can see its use against melee, while at the same time doing less collateral damage, because you already killed a significant part of the stack. All of this of course only applies if you are on the defense as this bonus does only work outside of a city, so this is a bonus that grants you better defense in the classical and medieval eras.
Now having said all of this I do believe that Korea would be fine without this change and this is certainly one change that could go first. Still I would like to give this change a try.
(May 18th, 2020, 10:25)Mjmd Wrote:
(May 18th, 2020, 09:13)GeneralKilCavalry Wrote: "Korea UU: Targets melee first outside of cities"
Is this necessary? I have found the Hwacha to be satisfactory.
There definitely isn't some poor green who chose base Korea in PB51...... Reasons are spoiler of course.
@Old Harry I agree its still a little long, but a lot of that is mechanics text which I couldn't really fault any of that (which is why I made random requests to reduce on the rest)
While I'm posting. I like the tech cost increase of mysticism. I don't like the commerce added with it. While you make a lot of valid arguments for helping the mysticism civs, it might be one of those things that it feels bad if you don't start with it, even if its totally fair and balanced. I'm a lover of value and I'm very green, so as both those things I would have trouble picking a non mysticism civ even if its still not correct by people who know what they are doing.
I think it is worth to compare this new Mysticism to the best starting tech combo in BtS that being Agriculture/Mining. I'm looking at a standard size map, normal speed, Monarch and no commerce tiles of any kind in the starting BFC. Tech path is a fairly common ->Bronze Working->The Wheel->Pottery. So how good/bad is Agriculture/Mining in comparison to Agriculture/Mysticism.
Well with Mining we get Bronze Working in 15 turns and we finish all of those techs after 34 turns. In comparison with Mysticism you get Bronze Working in 21 turns and all of those techs after 38 turns. I did not test any further after that, because at that point you commonly settled another city and a lot can change to due maintenance, additional commerce tiles and trade routes. It's true that we are missing the 60 base beakers from Mysticism with the Mining start as well as all which Mysticism gives. But with the exception of the commerce bonus you mostly don't need the other bonuses right away. After doing some test games I have to say that this +1 commerce has the biggest effect in the first 50 turns or even 75. With more players teching Mysticism and more commerce option from additional cities this bonus diminishs more and more.
Lastly I want to point out again that out of the 10 mysticism civs 4 were rarely used in BtS, while 3 civs received some harder nerfs.
As I admitted, it may be absolutely balanced or even not enough. I will continue to offer 0 input into balance. I was only offering perspective into how it might look to an untrained eye.
With both Covid going on and Civ survivor maybe rekindling some interest, it wouldn't be a horrible time for someone to put forth a new pitboss and see if there is interest. (not it)