I have made a couple of changes to the files. I decided to put the city bonus square's settings back to their original values until we can see how these other changes are going to affect growth.
I am glad to read about Matte's obseration that city growth seems under control with the previous proposed changes. I need more of these kinds of posts this week, while I am away from my computer, and can't play the game myself.
I have been scribbling some numbers on a notepad to try and figure out how the new improvement costs based on pop are going to affect the game. It's obvious that they are going to at least triple the current costs of improvements' maintenance, since the cost per pop has to be an integer, rather than a fraction as I initially intended.
I need someone to implement this new cost structure as I detailed it above, and play a quick game, and compare the percentage of income going to buildings with that in plain games.
If costs eat up too much commerce, then we may have to raise the effect of commerce improvements, which may neccessitate changes to science improvements and rush-buy rates.
If you could also note the percent going to wages, I would appreciate it. I am fairly certain that the wage rate will need to be reduced from my earlier 8 to about 6 on average, but I can only guess at this point.
I spent Friday night working on the new unit values for land units. I thought that having the Med mod 4 chart as a guide would help, but it didn't much since I changed the ratio that costs increase from half the stat increase to 2/3rd's of the stat increase. And when you factored in Armor in the last two eras, it complicated things even more.
All the units are pretty well balanced in relation to one another, we will have to see if the settings are right for cities' production capabilities. Generally speaking, costs are lower while upkeep is higher.
I am happy to hear Colorme's comments about the diffdb, though I am disheartened that these bonuses still don't seem to be enough for the AIs to give a decent game. I had them playing with almost no bonuses in the Med mod, and giving great competition. We can look at this after all the other proposed changes have been tested.
AW, if you could make a thread detailing what you changed in the TI area, I would be interested in seeing it.
Just a note on posting, since many here seem to be new to the forums:
If you want to mention something you would like to see implemented in the Med mod, or to comment on something proposed to be in it, then that is fine.
If you are asking a question about whether something can be done or not, or posting about independent changes you have made to the game, then you need to start your own thread, where these new subjects can be discussed by themselves. Most of us regulars here try adn check out all interesting threads, so you should not be ignored if you start your own "comversation".
I am not trying to be smug, just trying to keep the thread on topic.
I am glad to read about Matte's obseration that city growth seems under control with the previous proposed changes. I need more of these kinds of posts this week, while I am away from my computer, and can't play the game myself.
I have been scribbling some numbers on a notepad to try and figure out how the new improvement costs based on pop are going to affect the game. It's obvious that they are going to at least triple the current costs of improvements' maintenance, since the cost per pop has to be an integer, rather than a fraction as I initially intended.
I need someone to implement this new cost structure as I detailed it above, and play a quick game, and compare the percentage of income going to buildings with that in plain games.
If costs eat up too much commerce, then we may have to raise the effect of commerce improvements, which may neccessitate changes to science improvements and rush-buy rates.
If you could also note the percent going to wages, I would appreciate it. I am fairly certain that the wage rate will need to be reduced from my earlier 8 to about 6 on average, but I can only guess at this point.
I spent Friday night working on the new unit values for land units. I thought that having the Med mod 4 chart as a guide would help, but it didn't much since I changed the ratio that costs increase from half the stat increase to 2/3rd's of the stat increase. And when you factored in Armor in the last two eras, it complicated things even more.
All the units are pretty well balanced in relation to one another, we will have to see if the settings are right for cities' production capabilities. Generally speaking, costs are lower while upkeep is higher.
I am happy to hear Colorme's comments about the diffdb, though I am disheartened that these bonuses still don't seem to be enough for the AIs to give a decent game. I had them playing with almost no bonuses in the Med mod, and giving great competition. We can look at this after all the other proposed changes have been tested.
AW, if you could make a thread detailing what you changed in the TI area, I would be interested in seeing it.
Just a note on posting, since many here seem to be new to the forums:
If you want to mention something you would like to see implemented in the Med mod, or to comment on something proposed to be in it, then that is fine.
If you are asking a question about whether something can be done or not, or posting about independent changes you have made to the game, then you need to start your own thread, where these new subjects can be discussed by themselves. Most of us regulars here try adn check out all interesting threads, so you should not be ignored if you start your own "comversation".
I am not trying to be smug, just trying to keep the thread on topic.
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