April 9, 2003, 18:27
|
#1
|
Deity
Local Time: 19:25
Local Date: November 1, 2010
Join Date: Feb 2001
Posts: 21,822
|
Trait balancing
I have a few ideas as to how to balance the traits somewhat. I'm working from the assumption that Industrial is the most powerful trait, which seems to be the majority opinion.
Industrial - same as before
Scientific - +10% science*, can build Research**, otherwise same as before
Religious - no longer has revolution bonus, +10% luxury*, otherwise same as before
Expansionist - has revolution bonus, otherwise same as before
Militaristic - -1 war weariness***, no drafting penalty in WLTKD****, otherwise same as before
Commercial - +10% tax*, otherwise same as before
* Say the civ is getting 10 gpt, and has tax 30% sci 50% lux 20%. If they were scientific, they would actually have tax 30 sci 60 lux 20. Same thing for religious and commercial (for lux and tax, respectively). Yes, they essentially get 10% extra gpt
** Essentially wealth, except it creates beakers instead of gold. Also, researchers in a city building Research produce twice as many beakers.
*** Refers to the war weariness setting of the government it is in. None = 0, low = 1, high = 2. Thus, a militaristic civ in a Monarchy would actually get a happiness BONUS for being at war, and in Democracy would only have a slight penalty.
**** This ties in with the war weariness thing. If a city in a militaristic civ is in WLTKD, then it won't suffer happiness problems from drafting.
__________________
[Obama] is either a troll or has no ****ing clue how government works - GePap
Later amendments to the Constitution don't supersede earlier amendments - GePap
|
|
|
|
April 14, 2003, 18:01
|
#2
|
King
Local Time: 18:25
Local Date: November 1, 2010
Join Date: Aug 2001
Location: Wichita
Posts: 1,352
|
I actually really like these ideas.
__________________
http://monkspider.blogspot.com/
|
|
|
|
April 14, 2003, 18:16
|
#3
|
Local Time: 01:25
Local Date: November 2, 2010
Join Date: Nov 2001
Location: jihadding against Danish Feta
Posts: 6,182
|
Skywalker, those are good ideas
I originally thought religious was made too weak without the revolution bonus, but having a free and permanent 10% luxury is very solid to keep the population in order.
Really good ideas.
|
|
|
|
April 14, 2003, 19:23
|
#4
|
Prince
Local Time: 23:25
Local Date: November 1, 2010
Join Date: Nov 2002
Posts: 310
|
Great ideas.
The Force is indeed strong with you, Skywalker.
__________________
"When we begin to regulate, there is naming,
but when there has been naming
we should also know when to stop.
Only by knowing when to stop can we avoid danger." - Lao-zi, the "Dao-de-jing"
|
|
|
|
April 16, 2003, 16:18
|
#5
|
Deity
Local Time: 19:25
Local Date: November 1, 2010
Join Date: Feb 2001
Posts: 21,822
|
My one concern is that the +10% bonuses are really interchangeable, because your can effectively redistribute it to something else. I don't see how to fix it, though.
__________________
[Obama] is either a troll or has no ****ing clue how government works - GePap
Later amendments to the Constitution don't supersede earlier amendments - GePap
|
|
|
|
April 18, 2003, 00:42
|
#6
|
Moderator
Local Time: 18:25
Local Date: November 1, 2010
Join Date: Feb 2003
Location: Dfb climate North America
Posts: 4,009
|
Quote:
|
* Say the civ is getting 10 gpt, and has tax 30% sci 50% lux 20%. If they were scientific, they would actually have tax 30 sci 60 lux 20.
|
Quote:
|
My one concern is that the +10% bonuses are really interchangeable, because your can effectively redistribute it to something else.
|
"But ours go to 11!"- Nigel (?)
Sounds like my golf game- 25% driving, 50% fairway shots, 25% chipping, and 50% putting. 8(
How about just adding the bonus after the normal calculation? In your example the scientific civ would end up with 3 gold, 5.5 (6)bulbs, and 2 smileys. The more they put into science, the greater the benefit from their trait. And vice-versa.
|
|
|
|
April 18, 2003, 13:11
|
#7
|
Deity
Local Time: 19:25
Local Date: November 1, 2010
Join Date: Feb 2001
Posts: 21,822
|
That's a good idea, but the problem is that except for very high levels of the trait or very high levels of trade arrows, the effect wouldn't be noticable. You'd have to raise the bonus to, say, 50%. And you couldn't just apply it over the entire empire, instead of in individual cities, because of luxuries.
__________________
[Obama] is either a troll or has no ****ing clue how government works - GePap
Later amendments to the Constitution don't supersede earlier amendments - GePap
|
|
|
|
April 18, 2003, 16:31
|
#8
|
Deity
Local Time: 19:25
Local Date: November 1, 2010
Join Date: Jul 2001
Location: Kneel before Grog!
Posts: 17,978
|
I disagree.
I think the traits are pretty good as they are, it's just that some of them are heavily map-dependant (such as Expansionist).
Religious & Industrious are fine, IMO.
Commercial got a much-needed boost recently. I suppose a 5-10% discount on trade deals with the AI might bring it right up to the level of the top traits.
Scientific is solid as-is, especially with the 1.21PTW fix of the "free tech" bug. If anything, I suppose doubling the effect of research specialists could help it out... 2 beakers from each instead of 1 might make them worthwhile.
Expansionist revolution bonus? Don't get it. If anything, a discount on granaries (though 1/2 price would probably be overpowering).
Militaristic is FINE, trust me.
-Arrian
__________________
grog want tank...Grog Want Tank... GROG WANT TANK!
The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.
|
|
|
|
April 18, 2003, 16:57
|
#9
|
Deity
Local Time: 19:25
Local Date: November 1, 2010
Join Date: Feb 2001
Posts: 21,822
|
For the expansionist revolution bonus, there are two reasons - a) it makes expansionist less map-dependent and b) a dynamic, expanding civ is going to have an easier time changing.
__________________
[Obama] is either a troll or has no ****ing clue how government works - GePap
Later amendments to the Constitution don't supersede earlier amendments - GePap
|
|
|
|
April 18, 2003, 20:46
|
#10
|
Moderator
Local Time: 18:25
Local Date: November 1, 2010
Join Date: Feb 2003
Location: Dfb climate North America
Posts: 4,009
|
Quote:
|
That's a good idea, but the problem is that except for very high levels of the trait or very high levels of trade arrows, the effect wouldn't be noticable. You'd have to raise the bonus to, say, 50%. And you couldn't just apply it over the entire empire, instead of in individual cities, because of luxuries.
|
50% would be way too strong. An after-bonus of 20% or 25% would approximate your overall 10% number on average. Since we're talking about percentages, the difference between empire and city level bonuses would be less than 1 unit per city, rather negligable. The type of roundoff could be changed to balance it out also.
I won't hazard a guess as to how your ideas would affect overall game balance, but you have ignored the convention of 2 advantages per trait. Beware the Dark Side...
|
|
|
|
April 18, 2003, 20:55
|
#11
|
Deity
Local Time: 19:25
Local Date: November 1, 2010
Join Date: Feb 2001
Posts: 21,822
|
The averaging couldn't be done empire-wide, because luxuries don't work that way.
__________________
[Obama] is either a troll or has no ****ing clue how government works - GePap
Later amendments to the Constitution don't supersede earlier amendments - GePap
|
|
|
|
April 18, 2003, 23:59
|
#12
|
Moderator
Local Time: 18:25
Local Date: November 1, 2010
Join Date: Feb 2003
Location: Dfb climate North America
Posts: 4,009
|
So why not just add 25% per city?
2 thru 5 = +1; 6 thru 9 = +2; 10 thru 13 = +3; etc.
This would be a measurable difference, but not as much as a library or marketplace. Plus, the bonus would only be good for the specific trait.
|
|
|
|
April 19, 2003, 01:42
|
#13
|
Emperor
Local Time: 19:25
Local Date: November 1, 2010
Join Date: Jan 2002
Posts: 7,017
|
Industrious is the best trait, bar none. Even when an Expansionist civ gets a free Settler, the Industrious one is not very far behind. For this reason, I think it's funny that the attempt is to make the other traits better, instead of making Industrious weaker.
An elegant (IMO) solution to the "Industrious problem" would be to only make the Industrious Worker bonus kick in when a certain tech is researched, the best candidate being Construction.
This would have the effect of 1) toning down Industrious' overall power, since there is no "I own the first 50 turns" snowball effect, and 2) forcing the Industrious civs to adopt a more focused approach to the game. As is, the Industrious player basically gets a bonus in everything he or she cares to do, making Industrious "good at everything". This is in contrast to the other traits, which work to direct the player into a more defined role (poprushing Temples and Culture for Religious, Literature beeline and tech leader for Scientific, etc.).
As a side note, given how powerful The Weather Paradigm was in SMAC, I'm still amazed at how its ability was granted to certain civs for free in Civ3. Surely the ability is less potent if many different civs have access to the it, but this just creates a situation where any human player would be silly not to pick an Industrious civ if he or she really wants to win. Play the World and MP have served to make even more apparent this flaw in the game.
Dominae
__________________
And her eyes have all the seeming of a demon's that is dreaming...
|
|
|
|
April 19, 2003, 12:51
|
#14
|
Deity
Local Time: 19:25
Local Date: November 1, 2010
Join Date: Feb 2001
Posts: 21,822
|
Rommel - the reason is that for many cities, adding 25% wouldn't do much.
And scientific is far weaker than the others - just look at the polls we had in the demogame forum.
__________________
[Obama] is either a troll or has no ****ing clue how government works - GePap
Later amendments to the Constitution don't supersede earlier amendments - GePap
|
|
|
|
April 19, 2003, 18:29
|
#15
|
Moderator
Local Time: 18:25
Local Date: November 1, 2010
Join Date: Feb 2003
Location: Dfb climate North America
Posts: 4,009
|
Maybe not while REXing, but all cities under the OCN would be able to produce a significant bonus once the land gets improved. For science, the benefit would show early and be pretty strong. For tax, you'd have to use a tech trading strategy to see large dividends, but it wouldn't be that difficult. Plus, it would be cumulative with the corruption bonus. For entertainment (I'm assuming this is what you mean by 'luxuries') the bonus wouldn't help until well into the game, but it would provide a unique benefit other Civs couldn't duplicate with improvements. Cheap temples and cathedrals are the real bonus anyway.
As it stands now, scientific gets 1 free tech for very 15-20 discovered. I'll bet 25% bonus beakers per city could more than double that.
BTW, why don't scientific civs start the ancient era with a bonus tech? It would be consistent with current rules and strengthen them a bit without any real changes.
Last edited by Rommel2D; April 19, 2003 at 22:46.
|
|
|
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
All times are GMT -4. The time now is 19:25.
|
|