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Otherwise I'm curious to see how the increased Tech and Civic costs work. Will have to do some testing or rely on feedback to evaluate.
Finally I'm not completely satisfied with the siege mechanics. I'm thinking of doing away with Siege tower ability and if possible change it so that a ram and a siege tower increases damage to walls 50% each. So that you need to have both in order to gain the maximum benefit. Without ranged strikes there's no point in being able to circumvent the walls and attack the Garrison HP directly.
Liang (surveyor governor) now gives +1 production to Fishing Boats. But if placed in a city before getting the Aquaculture promotion, no bonus will be given when the promotion is chosen. This can be fixed either by moving her to another city and then back again, or by reloading the save game.
Currently I feel that the A.I. are having trouble building Campuses and keeping up with Tech progression. I'm considering increasing the yield from 'Marketplace of Ideas' even further, to maybe +4, 8 or even 10 per tech/civic behind.
I'm not sure the number of General and Admiral points from kills are sufficient to make up for the loss of points from Encampment/Harbor. Or maybe the points are too easy or too difficult to get.
Also going to increase the yields from Marketplace of Ideas and the General and Admiral points gained from kills, as previously mentioned.
Another thing on the agenda is to reduce the resource extraction rate for Horses, Iron and Niter. I'm not sure Dunklosteus tested it properly after GS was released, and after a bunch of playthroughs I've never run out of a necessary resource.
I'm also experiencing that you easily get a huge gold income in the mid and later eras, so I'm considering increasing the gold maintenance cost for units overall. And increasing the maintenance cost when troops are outside allied territory. It might be difficult but preferably I'd like units to cost more in maintenance for every promotion they've earned, and possibly even cost more to upgrade depending on the number of promotions. Right now it's easy to field a small expert army and upgrade them without any real downside.
Military engineers can't boost wonder production as intended, so I'll have to look at that as well.
I'm thinking that it would be best to remove the starting food yield from water. But Farms needs a boost that is not related to rivers in any case. Maybe allowing them to be built on hills earlier, or give them adjacency bonus for Woods (Reduces soil erosion) and/or adjacency to hills (More water runoff for irrigation).
Also, the adjacency bonus for other Farms could be moved to the start.
I'm thinking that the food bonus from Pasture should only be applied to Hills and Features, since it currently removes the inventive to build Farms on flat land.
Coast tiles adjacent to City-centers or Harbors get +1 Food.
Fishing boats won't get minus Food from adjacent ones.
Kupe's trait will be changed back to vanilla version of giving +1 Food to all Fishing Boats.
I'm thinking of changing Granaries to give food from farms or boost city growth by a %.
As for boosting resource yields, my main objection is that generally I dislike giving resources yields when the tile isn't improved. Of course I could increase the yield once the resource is improved, but I'm very uncertain that the A.I. can take such modifiers into account.
How much would you like resource yields to increase? Double? All kinds of yields?
It's going to bring back the science and culture catch-up mechanism for trade routes and make a whole lot of changes for naval and embarked units, like movement on Oceans, among other things.
I would ideally like to add some world generation code to place more forests on Taiga tiles, but I haven't yet had time to tinker with lua script, so I'm thinking that it's best to release the next update first and then make an attempt.
Another issue that I have is that I find the A.I to be too friendly. Ideally I would like A.I's friendship to require more effort on your part or at least be based more on their self-interest. For e.g. they should become more friendly if they send trade routes to you, or you send them gifts etc. The passive agendas seem to reward players with friendlyness for being ahead in tech/civics/yields. The lack of A.I aggression and small wars in my last games feels ahistorical. But I suppose there are quite a few mods that changes diplomacy already so it's probably best to start looking around.
I'm thinking that the A.I. should simply be ambivalent towards you if they aren't gaining or loosing anything. And that they should like you only if you actively gift and trade with them. Maybe I should look into Agendas, and reduce their positive (friendlyness) impacts at the very least. Suggestions or mod recommendations are welcome of course!