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Hand-picking wonders is going to change the entire game's balance toward this Civ no matter how it's put, and having specialist slots so available really seems to allow stacking bonuses a bit too easily. With the potential to gain great engineers so fast, the free wonders is a redundant power anyway.
If it's even possible, it might be a good idea to replace all specialist slots on everything with Client Slots while changing the requirement of pseudo-great-person points per great person to be slightly harder to reach early on, then easier later when all of the other civilizations will be coming out with cultural great people at a decent rate alongside their other great people. This, though, would make the ability to annex cities a bit more powerful than would be fair, so just allowing puppeting might be better if you use this idea. This way, instead of having Client Slots being an outright bonus, they become a unique gameplay element that has drawbacks and benefits.
On all ways but the defense bonus, the palace seems a bit too boosted, but I like the idea. If you just shaved a few numbers down, that would be a very well-fitting while not overpowered building. The real problem there is the tripled early culture, the two slots that are essentially better than most tiles you could normally work in the first few steps of the game (that also move you toward great people from turn 1), and the happiness bonus that goes to a civilization that seems based on being small, which would give a very early golden age that could send the Civ to the top too easily.
I like the idea of the unique unit, but as a way to balance it (and act more like the source material) it might be a good idea to give it a 10 percent penalty outside of friendly territory as well as changing every "20" in the description to a "10".
The unique bonus is easy to fix, even if it is one of the most overpowered parts of the Civ. The free wonder is going to be ridiculous outside of duel-sized maps, so I can't actually see a way to keep it while remaining fair (unless this mod is strictly for duel-sized maps). The culture bonus is not a bad idea in the early game, but a free 15% reduction in policy cost is huge in the middle and late game. Also, annexing and not puppeting allows even the most poorly-located cities to still be powerhouses for great people production, which is a huge problem with the mod.
Another idea to consider is that the yield for Clients might be a bit too high, even if they are the only specialist slot available. It seems like a Civ should have to put effort toward using their unique traits instead of being just passively powerful.
Even if you don't like some of these ideas, at least a few (or even most) of them could help balance the god-tier powerhouse Civ while still keeping the idea, focus, and vision of the Civ the same. The problem is that every single unique part of the mod places the Civilization into the highest level of power alone, not to mention what happens when they are all together.
On the other hand, I'm somewhat busy with my 3 projects, so it's going to take at least a month before I start looking into this. But you have my thanks for reviving a dead thread that was aimed at making this mod better.
Some of these concerns are things that I have considered:
"Another idea to consider is that the yield for Clients might be a bit too high, even if they are the only specialist slot available. It seems like a Civ should have to put effort toward using their unique traits instead of being just passively powerful."
It feels too high because of the synergy with the National Wonders: the base Client Yield is 2 Culture 1 Production 1 Gold and 1 Science, which is buffed by things like National College that buffs Science yield and etc. It isn't so much passively powerful but rather the requirement to get to that thing is what you'd naturally do anyways. Now, in the current system,
National College and National Intelligence Agency: +1 Science
Ironworks: +1 Production
East India Company: +1 Gold
Circus Maximus: +1 Food
and Hourai Elixir (E&D Exclusive): +1 Food, Science, Production, Gold
What tweaks would you suggest here?
"If it's even possible, it might be a good idea to replace all specialist slots on everything with Client Slots while changing the requirement of pseudo-great-person points per great person to be slightly harder to reach early on"
Most of my balance patches with Kaguya involved hitting this exact system: It used to be 4 point per Client regardless of Age once Kaguya opened up a Golden Age, which naturally caused a glut of GPs in the Medieval Era and caused her to snowball like s**t, and in the current system, Clients only yield 1 point before Renaissance. So the most likely solution is to hit the timing, which is where I don't have a sharp idea.
One way of balancing this is to force puppeting, which would also have the side effect of making Collective Rule useless instead of crazy overpowered, but at the same time rob Kaguya of the chance at double Wonders, which IMO was one of the charms of the mod.
"On all ways but the defense bonus, the palace seems a bit too boosted, but I like the idea. If you just shaved a few numbers down, that would be a very well-fitting while not overpowered building. The real problem there is the tripled early culture, the two slots that are essentially better than most tiles you could normally work in the first few steps of the game (that also move you toward great people from turn 1), and the happiness bonus that goes to a civilization that seems based on being small, which would give a very early golden age that could send the Civ to the top too easily."
Many of these I've already considered and blocked at the very beginning: Tripled early culture and happiness may be superfluous or overpowered, yes. However, the clients are not useful in early game because you need the growth. It simply isn't worth working Client slot and stunt growth in the very early game, and they don't provide GP points until the first Golden Age which was there for that exact concern. But perhaps I should reduce Culture output and eliminate Happiness: I never found Kaguya to be in need of Happiness anyways.
The gist of the upcoming remake involves first increasing the user-friendliness of the Wonder selection UI by merging that with the old small Client points UI, expanding that for a giant single piece of UI.
The balance changes I'm working on are as follows:
1) Wonder Acquisition Changes: The rules for acquiring the wonders will remain the same, although the player is no longer forced to make such a decision at the beginning of the turn, allowing the player some time to think about which wonder the player wants to choose. In addition, Wonder Points is added as a new mechanic, allowing Kaguya to gain more Wonders in this manner (although it will be limited, hopefully to 2-3 at most.)
2) Impossible Request Items: This is the primary nerf to the Clients: The Client yields are no longer boosted by National Wonders, but instead through these buildings, and they can only be acquired after certain National Wonders are built, and require investment of culture. In addition, National Wonders are also nerfed, some of their added benefits transferred over to these Impossible Requests. It is essentially a small late game buff but a major early game nerf.
3) Client Points Changes: The Client Points work as usual, but requires 200 points per GP instead of 100 in standard speed. In return, Client GPs no longer delay generation of other Great People, and GPs unique to other civilizations can be chosen.
So I've managed to upload a beta and while there are things I'd like to fine-tune the main rework is up and ready for testing.
1) Wonder Points are now implemented, although I'd like to make a few adjustment to the Wonder Points.
2) Impossible Request Items are implemented, and now the Client's base yield is nerfed down to just 2 culture, meaning Kaguya have to build those National Wonders and Impossible Requests to bring them up to the pre-nerf levels, meaning it is a big early-game nerf which was necessary. However, the Impossible Request system will grant Kaguya an early-game bonus in certain aspect even if it is an early game nerf overall.
3) Client Point Changes are implemented and I think the points are fine as it is in the Beta.