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Balancing ideas poll (Community mod)


Atrik
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Balancing suggestions (Available in current or past community mods)  

16 members have voted

  1. 1. Cheaper But Weaker Walls

    • Strongly Approve
    • Approve
    • Neutral
    • Disapprove
    • Strongly Disapprove
  2. 2. Free and Instant Stone Mining for Carth

    • Strongly Approve
    • Approve
    • Neutral
    • Disapprove
    • Strongly Disapprove
  3. 3. Numidian cavalry +10% speed for Carth

    • Strongly Approve
    • Approve
    • Neutral
    • Disapprove
    • Strongly Disapprove
      0
  4. 4. Changes to Carth Embassies and Mercenaries

    • Strongly Approve
    • Approve
    • Neutral
    • Disapprove
    • Strongly Disapprove
      0
  5. 5. Metal Discount (but increased food) for gaul mercs Technology for Carth

    • Strongly Approve
    • Approve
    • Neutral
    • Disapprove
    • Strongly Disapprove
  6. 6. Buff Fort Accuracy

    • Strongly Approve
    • Approve
    • Neutral
    • Disapprove
      0
    • Strongly Disapprove
  7. 7. Elephants +1 pierce armor, +0.5m splash range

    • Strongly Approve
    • Approve
    • Neutral
    • Disapprove
    • Strongly Disapprove
  8. 8. Longswords increased splash damage, decreased direct damage

    • Strongly Approve
    • Approve
    • Neutral
    • Disapprove
    • Strongly Disapprove
  9. 9. Changes to Maiden for Mauryas

    • Strongly Approve
    • Approve
    • Neutral
    • Disapprove
      0
    • Strongly Disapprove
  10. 10. Han Minister rework

    • Strongly Approve
    • Approve
    • Neutral
    • Disapprove
    • Strongly Disapprove
      0
  11. 11. Give Civilians small Capture Rate (For defending buildings)

    • Strongly Approve
    • Approve
    • Neutral
    • Disapprove
    • Strongly Disapprove
  12. 12. Increase Capture Regeneration Rate of Structures

    • Strongly Approve
    • Approve
    • Neutral
    • Disapprove
    • Strongly Disapprove


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I hope, that by "instant free stone mine", you mean the P1 tech is free and instantly researched, not Carthaginians getting a diamond pickaxe with infinite mining rate. ;)

 

If you want the tech to be free and researched immediately, you might as well implement it as a civ bonus. 

In general I am for giving Carth a stone mining bonus, because that allows them to go for embassies and barracks earlier but without making them too OP

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57 minutes ago, Dakara said:

We need also have a reflection about what players want about towers sytems. 

 

Players want their towers to actually defend their base, and not act like a liability that will be exploited by the enemy.

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Hello all,

I give my sincere thanks for working to differentiate civilizations further. I have some comments regarding the proposed changes to the Carthaginians. I love the differentiation of the embassies. I do not like the option to lower the metal cost of Gaulish mercenaries though. I think it is a better direction to make the Carthaginian economy more able to afford the metal cost of mercenaries than making the cost of mercenaries approach that of citizen soldiers. Maybe make the trade bonus more effective? And regarding the stone collection techs: Carthaginians already have an economy bonus, why do they need this? Is there a historical background to it? And are they the biggest stone users?

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The tech to lower Gaul mercenary cost is intended to provide a means for more sustainable merc production. You pay plenty of resources up front for long term savings.

Buffing the trade bonus doesn’t make sense because trade itself is not balanced for usual games. Buffing the trade bonus for carth means it will be very OP after any buffs to trade in general or when playing a map where trade is good.

the stone bonus is because of the amount of non-unit stone that the civ spends (temples, walls, big houses, etc). Historically, I’m sure it took plenty of stone to build Carthage so I don’t think its a problem historically.

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7 hours ago, real_tabasco_sauce said:

The tech to lower Gaul mercenary cost is intended to provide a means for more sustainable merc production.

All good, but why is the tech to make merc production sustainable only for one unit? Wont it limit choices by making it extra attractive compared to the other mercs?

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1 hour ago, Outis said:

only for one unit?

The entire Gallic mercenary roster, but the point still stands.

Why would people train other mercenaries if Gallic ones are cheaper? The other embassies need to have techs that make their corresponding units "better" in other ways for this to work.

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8 hours ago, Deicide4u said:

The other embassies need to have techs that make their corresponding units "better" in other ways for this to work.

I don't think so. I think other mercenaries have their appeal, especially with the unique qualities of the iber mercs.

9 hours ago, Outis said:

Wont it limit choices by making it extra attractive compared to the other mercs?

I think it will for late game mercenaries. The inspiration is historical, with Gauls at times making up large portions of the Carthage army in Europe due to allegiance. It was @borg-'s idea so I am paraphrasing from him.

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As for gameplay appeal, mercs that cost more metal and less food (mercs not in the gaul embassy) can be accessed with faster build orders which use fewer farms. Costing more food and less metal doesn't make the unit universally better than standard mercs, especially if that cost change requires a tech first. 

Edited by BreakfastBurrito_007
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