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General Balance Suggestions #31

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HaneulCheong opened this issue Mar 7, 2022 · 14 comments
Open

General Balance Suggestions #31

HaneulCheong opened this issue Mar 7, 2022 · 14 comments

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@HaneulCheong
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HaneulCheong commented Mar 7, 2022

I am noticing Blackwarden, if left alone for a while, just straight up becoming a superpower and dominating the game for the last three consecutive games I've played. So I took a closer look on their uniques, and "[+10]% Strength <for [All] units> <when fighting in [Foreign Land] tiles>" combined with four starting techs smells significant and possibly irreversible early-game military lead.

Either the condition of its combat bonus should be stricter, or its science penalty should be harsher than "[-2 Science] [in all cities] <before discovering [Education]>" in my opinion. Or we can do both. Other uniques such as buildings or units seem fine.

@SpacedOutChicken
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What if I added <while the empire is happy> to Blackwarden's unique? I know that early game happiness is tricky, not to mention maintaining happiness when you go conquering. Would forcing Blackwarden to mind its happiness be a sufficient nerf?

@HaneulCheong
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<while the empire is happy>

A very interesting solution without directly hurting the faction's full potential. Definitely worth trying it out!

@HaneulCheong HaneulCheong changed the title Blackwarden probably a bit overpowered General Balance Suggestions Mar 10, 2022
@HaneulCheong
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HaneulCheong commented Mar 10, 2022

Also:

  • Most of the AI nations get knocked out in the very early game if left alone, at least in the Marathon speed. I suspect this being caused by the early-game weapons units being very powerful since the default city strength/health is comparatively lower than that of those units. I suggest swapping Adaptation's -25% Culture cost of natural border growth in all cities with Adaptation Complete's Provides a Walls in your first 4 cities for free so tall nations can withstand the first several turns much smoother. I guess Walls could have significantly more strength boost also.
  • A bit more resource generation on coast tiles wouldn't hurt the balance too much in my opinion...I guess. Lake resources also sound cool if possible.

@SpacedOutChicken
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SpacedOutChicken commented Mar 10, 2022 via email

@HaneulCheong
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Whoa didn't know those are moddable...

So I've done some research on the mod constants; Perhaps tweaking cityStrengthBase and cityStrengthPerPop could be enough, and if done right swapping the policy uniques wouldn't even be needed. Can you give me some time so I can experiment around a bit?

@SpacedOutChicken
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SpacedOutChicken commented Mar 10, 2022 via email

This was referenced Mar 12, 2022
@HaneulCheong
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So the current situation is...

@SpacedOutChicken
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When you say "Coast/Lake City Buff", what do you have in mind?

@HaneulCheong
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HaneulCheong commented Mar 20, 2022

Sorry, was sort of preoccupied doing other DeCiv and UnCiv stuff.

So the current yields of coast and ocean tiles seems unnecessarily weak compared to that of Civ 5 in my opinion, and that is making coastal cities unwanted even more than the base game, even after consideing the various coastal buildings.

Vast historical empires were often built upon a sound naval foundation. I think we can give coastal cities a slight push upwards by implementing some changes affecting tile yields. Here are some options I have in my mind:

  1. +1 Food from coastal tiles in this city to Harbors?
    Mariner's Seastead should also be changed if this is implemented.
  2. Making Fish Farms require a Harbor so... IDK they become lore-friendly?
    It's just my preference I guess.
  3. Salvage Sites for Sunken Ruins also?
    Actually, scratch that considering Ruins and Rubbles.
  4. An additional coastal bonus resource?

@HaneulCheong
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For documentation: #52 partially addressed this.

@calrissian-tendra
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calrissian-tendra commented Sep 29, 2022

For a little more balance, it might be nice if civs started with a founded pantheon. That would fit with being locked up in a bomb shelter for a number of decades, and would add a few nice bonuses to some civs, and make them a little more individual.
Ignore the first part, as base Unciv doesn't have a unique that will allow that directly, although it might be possible to throw in a conditional that grants a free pantheon upon founding a capital city. I'll have to work on that myself.
As for coastal bonuses, options 1 and 2 from HanuelChong seem right, but I might add lake tiles to the harbor bonus, as most lake tiles don't generate very close to oceans, and thus these two tiles aren't likely to be in one city's radius.

@opellulo
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opellulo commented Oct 6, 2022

BUG - Commonwealth Ranger costs 0 so if you pick a religion with the aspect that allows you to buy units with faith you have...
Infinite Rangers! Not only it is a great unit that can crash early game balance but you can also sacrifice it for a citadel so you can paint the map with your color if you feel so. Funny but definitely not WaD.
IMPROVEMENT - Solar collector Improvement is useless, even early game improvements grant more than +1 Production. Suggestion is to increase their value and grant them power generation ability with some industrial/postmodern tech so they could also solve late game power shortages (i mean the icon is a solar panel array!)

@Sullien
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Sullien commented Oct 22, 2022

BUG - Commonwealth Ranger costs 0 so if you pick a religion with the aspect that allows you to buy units with faith you have... Infinite Rangers! Not only it is a great unit that can crash early game balance but you can also sacrifice it for a citadel so you can paint the map with your color if you feel so. Funny but definitely not WaD. IMPROVEMENT - Solar collector Improvement is useless, even early game improvements grant more than +1 Production. Suggestion is to increase their value and grant them power generation ability with some industrial/postmodern tech so they could also solve late game power shortages (i mean the icon is a solar panel array!)

Solar Collector already provides 1 Power, perhaps it's not shown on the improvement tab?

Regarding the Commonwealth Ranger, that's fixed and now they cost faith if you take the belief..

@Alucard0Reborn
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Alucard0Reborn commented Dec 10, 2022

I'm not sure if I should add this here, but as I check the map with no fog of war, when playing on Four Corners map type, I notice that there's an imbalance of city states. Sometimes one corner can have 3 while the others 1, or 2 get 2 and 2 get 1, or in another recent one it put 5 city states on one corner with no Civs and one island with two Civs. Glad I wasn't on that one. Do you have any plans on making new city states?

Also, it could be a default UnCiv thing, but in my last game I was 200 something turns in and my water was really deteriorating and all my units kept being auto disbanded. I was like no, why, at least take my workers instead. So I tried to disband a few and all my best units who were all leveled up just disbanded, so I quit that game. I was playing Atlas thinking boosted science would lead me to victory.

Also in most games I played with max Civs, every Civ that discovered me automatically started war and sent their entire army towards me, and with units way above my tech level. So I've been playing with Four Corners with only 4 Civs so I don't immediately get obliterated.

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