
chrstgtr
Balancing Advisors-
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Everything posted by chrstgtr
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This whole discussion is replete with logical inconsistencies and dilettante historian cherry picking. If team bonuses aren’t meant to be an actual bonus then they should be eliminated. But I doubt anyone wants to eliminate features. It is asinine to throw a fit over the use of a word and not offer any suggestions when that word could be easily replaced with the word “colonizing” or any number of other options. Please move the discussion forward with a real suggestion or alternative: suggesting Athens should have a useless team bonus while other civs have helpful team bonuses isn’t a suggestion for improvement. This entire thread has been thrown askew because one person, who said they barely play the game, said they didn’t like the use of one word in one portion of one proposal. We can do better than this.
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This will be fun.
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All Civilizations are my favorite.
chrstgtr replied to wowgetoffyourcellphone's topic in Gameplay Discussion
This is a similar function proposed for Sparta already. I think it’s a good idea, but something to consider if you want it to be truly unique. -
I personally think they should be a raiding/looting civ (for similar reasons that borg stated). I would apply a speed bonus and a loot bonus. I also understand they were kind of disparate tribes that would occasionally band together. It would be cool if you apply an attack bonus when close to allies, but I don’t think that’s possible without significant computational drag
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Maybe just apply to inf. Merc cav is still quite strong I also would never want cav to train as fast as men, especially if the cav is barely more expensive and starts at level 2 The proposal in its current form would make cav have a much higher attack, much higher health, and get to the fight much quicker than CS inf. Their cost would also be basically the same since in terms of res cost and time to collect needed res (because food gather so much slower than metal). Add on top that all those advantages plus train time, res cost, and res gather time would also exist with respect to merc cav vs CS cav
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Ah, I was think civ bonus—not team bonus. My mistake. For trade, I think making traders=0 pop would be a good first step. Right now trade isn’t viable because it slows growth at the cost of men. It’s a good long term play but picking that strat usually means you never get to late game. We could set a trader limit to prevent it from getting OP
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That just means those units need to be better balanced. I would be fine with any of the options proposed by @real_tabasco_sauce. The carry capacity one would be an interesting p1 buff that could make their gameplay a little more interesting. It could also have a non-noticeable game impact, though. Old building pop bonus from a23? Or can we apply that elsewhere? That was one of the more unique and fun bonuses imo
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I played a few games in Vali’s mod. It was fun. It was basically the same game except with an added element of required expansion/strategic expansion. If you just want the current meta of boom, don’t expand, push, then you probably won’t like it with that said, this mod exists to test stuff like this out
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I like it with one small caveat below. I would decrease the cost of stone for CC from 350s--300s and for the colony from 200s-->150s. As you have it now, it unfairly disadvantages slinger civs--wood and stone should be the same cost. The whole point of the proposal is to encourage more CCs and make expansion become an actual part of the game. I am not worried about cheapness. The meta will change, but that's the point. This type of meta change is exactly what should be tested with this mod.