Hello again. Our ambition to make CTP the single best piece of Civ software continues, and with a new developement team member (Eerion), we're able to push the project forward.
What started as a minor update, is turning now into another serious overhaul, hence the 1.5 name. I'll try to summarize our goals the changes so far, and I invite anyone interested to discussion.
Goals/features:
1. Space and Sea no longer just for fun.
We're introducing a lot of changes to turn space and sea colonisation both more desirable and profitable, especially in the long run.
- Powerful orbital-only units; space presence allows for orbital, and, in extension, air and surface domination. Land cities cannot compete in the battle for orbital dominance for too long.
- Orbital cities make a lot of gold, thus allowing them, amongst other things, to easily churn out units from Nanite factories.
- Undersea cities are more or less safe from orbital attacks, and make a lot of production, which is important, because...
- General increase of prices of modern and future units (without making them overpriced, of course), coupled with greater difficulty of building high-end improvements in land cities; thus...
- Space or/and sea colonisation is the key to long-term domination.
- Control of land cities is still important; without them, the Space cannot efficiently attack Sea (no sea bombardment, lack of strong city-assault units, strong Sea active defense vs. space), and the Sea cannot attack Space (lack of transports or any other means to take the battle to orbit).
2.Goods!
Simply to make the game more fun. Goods will generate various bonuses, like little extra food or production. Generally, the worse the terrain, the better goods it has.
3.Terrain rebalancing
Grassland food yield brought back to 10, and mountain prod yield brought down to 15 (with better mines to compensate). A LOT of minor changes which were unavoidable because of this.
4.Temporary solution to end game problems.
The whole wormhole arc was turned off. Technological victory is now the question of researching a totally overpriced technology, which gives you a quite overpowering unit, the Autowar, that allows quickly wrapping up the opposition - if you're already the most powerful, that is.
5.Early game tech / wonder rebalancing.
No more useless tech/wonders in the early game at least.
HAMURRABI CODEX: production bonus --> 20%, enabled by Jurisprudence
COLOSSUS: boat movement bonus --> +6, doubles trade goods in the host city, obsoleted by Age of Discovery.
CHICHEN ITZA: enabled by philosophy, obsoleted by Agr. revolution
FORBIDDEN CITY: adds extra 25% food in the empire. prod. cost increased to 2880, enabled by Geometry.
Cartography empowered by a new fairly cheap and totally defenseless transport vessel it gives.
6.Layered Anti-Air/Space Active Defense
Various units have various ranges of Active Defense; high-end footsoldiers have weak anti-air active defense. All to make nuke spam increasingly more difficult, and to add to complexity of the game. Overview:
Short(1): SRM: Interceptor, Carrier, infantry etc., all land/water Active Defense
Medium(2): Laser: ASF, Cyberpanzer, SDI laser
Long(3): LRM: SAM, War Walker, Crawler, AA ships
Have fun with those.
7.Power graph tweak
All advances (other than the starting ones) yield 100 times more power points, which is about the right amount compared to population/units.
8.Units rebalancing
Too many changes to summarise them here, mostly to future units (up to Industrial era everything seems to work just right). Most drastic include nerfing of Space Plane and nuke cost increase. Four new units introduced:
- an exclusive underwater spy/infector;
- a comparatively inexpensive orbital domination vessel;
- an interdimensional, invisible hover transport, that is bigger on the inside than on the outside ;
- aforementioned defenseless early sea transport.
What started as a minor update, is turning now into another serious overhaul, hence the 1.5 name. I'll try to summarize our goals the changes so far, and I invite anyone interested to discussion.
Goals/features:
1. Space and Sea no longer just for fun.
We're introducing a lot of changes to turn space and sea colonisation both more desirable and profitable, especially in the long run.
- Powerful orbital-only units; space presence allows for orbital, and, in extension, air and surface domination. Land cities cannot compete in the battle for orbital dominance for too long.
- Orbital cities make a lot of gold, thus allowing them, amongst other things, to easily churn out units from Nanite factories.
- Undersea cities are more or less safe from orbital attacks, and make a lot of production, which is important, because...
- General increase of prices of modern and future units (without making them overpriced, of course), coupled with greater difficulty of building high-end improvements in land cities; thus...
- Space or/and sea colonisation is the key to long-term domination.
- Control of land cities is still important; without them, the Space cannot efficiently attack Sea (no sea bombardment, lack of strong city-assault units, strong Sea active defense vs. space), and the Sea cannot attack Space (lack of transports or any other means to take the battle to orbit).
2.Goods!
Simply to make the game more fun. Goods will generate various bonuses, like little extra food or production. Generally, the worse the terrain, the better goods it has.
3.Terrain rebalancing
Grassland food yield brought back to 10, and mountain prod yield brought down to 15 (with better mines to compensate). A LOT of minor changes which were unavoidable because of this.
4.Temporary solution to end game problems.
The whole wormhole arc was turned off. Technological victory is now the question of researching a totally overpriced technology, which gives you a quite overpowering unit, the Autowar, that allows quickly wrapping up the opposition - if you're already the most powerful, that is.
5.Early game tech / wonder rebalancing.
No more useless tech/wonders in the early game at least.
HAMURRABI CODEX: production bonus --> 20%, enabled by Jurisprudence
COLOSSUS: boat movement bonus --> +6, doubles trade goods in the host city, obsoleted by Age of Discovery.
CHICHEN ITZA: enabled by philosophy, obsoleted by Agr. revolution
FORBIDDEN CITY: adds extra 25% food in the empire. prod. cost increased to 2880, enabled by Geometry.
Cartography empowered by a new fairly cheap and totally defenseless transport vessel it gives.
6.Layered Anti-Air/Space Active Defense
Various units have various ranges of Active Defense; high-end footsoldiers have weak anti-air active defense. All to make nuke spam increasingly more difficult, and to add to complexity of the game. Overview:
Short(1): SRM: Interceptor, Carrier, infantry etc., all land/water Active Defense
Medium(2): Laser: ASF, Cyberpanzer, SDI laser
Long(3): LRM: SAM, War Walker, Crawler, AA ships
Have fun with those.
7.Power graph tweak
All advances (other than the starting ones) yield 100 times more power points, which is about the right amount compared to population/units.
8.Units rebalancing
Too many changes to summarise them here, mostly to future units (up to Industrial era everything seems to work just right). Most drastic include nerfing of Space Plane and nuke cost increase. Four new units introduced:
- an exclusive underwater spy/infector;
- a comparatively inexpensive orbital domination vessel;
- an interdimensional, invisible hover transport, that is bigger on the inside than on the outside ;
- aforementioned defenseless early sea transport.
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