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Offline CanuckSoldier

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Feedback for a league balance mod
« on: September 24, 2010, 11:24:39 AM »
Ok for the moment mods are disabled for MP, but that will not be forever, so here is the thread to post what you think we need to do to balance the game for MP.  So all things are up for discussion but please be logical in your arguments, and of course some things will be applicable to the entire game and other for some era starts.

So things like Civ traits, unit properties etc are all up for discussion.

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Offline Donald Kipper

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Re: Feedback for a league balance mod
« Reply #1 on: September 27, 2010, 10:36:24 AM »
ranged units need a range of 3 to be any use early game

Offline CanuckSoldier

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Re: Feedback for a league balance mod
« Reply #2 on: September 27, 2010, 01:36:52 PM »
ranged units need a range of 3 to be any use early game

For thier cost Archers and Chariot Archers are not that effective in the early game is it is now, so something needs to be done to make them more useful.

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Offline Lord_Phan

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Re: Feedback for a league balance mod
« Reply #3 on: September 27, 2010, 03:21:11 PM »
Archers have a use on defense. I rarely build them but if I was turtleing there'd be at least one in my army. Chariot archers.... I actually see no point in them at all.

Offline Donald Kipper

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Re: Feedback for a league balance mod
« Reply #4 on: October 05, 2010, 02:51:34 PM »
don't allow trading gold till currency

right now in a 3v3, all 3 can pool gold to 1 to pump out units and go attack with them - ie to greece to get lot of companion cavalry very early

Offline polukaks

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Re: Feedback for a league balance mod
« Reply #5 on: October 09, 2010, 09:53:41 AM »
remove healing when levelup

Offline CanuckSoldier

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Re: Feedback for a league balance mod
« Reply #6 on: October 09, 2010, 02:37:04 PM »
I think we also have to look at units being able to embark/swim/disembark  all on one turn.  Seems a little powerful to me.

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Offline RikD

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Re: Feedback for a league balance mod
« Reply #7 on: October 11, 2010, 12:42:28 PM »
A combination of start position priority and UA's that are sometimes really dependent on game settings will probably make some civ's allot more popular then others.
Maybe these can be adjusted to keep the diversity of leaders in all popular game types.

-Rik
 

Offline CanuckSoldier

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Re: Feedback for a league balance mod
« Reply #8 on: October 11, 2010, 01:02:02 PM »
Yes I am hoping for some ideas on how to make the more SP centric Civ/leaders more useful in MP, they need new traits and UU's maybe that are balanced for MP, right now you only see these civs in random games because no one in their right mind would chose them :P

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Offline tommynt

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Re: Feedback for a league balance mod
« Reply #9 on: October 12, 2010, 04:28:36 PM »
Well its real hard to have a interesting diversity and still balance in civ traits without the civ4 2 traits for every1 system.

- 1 cultre per city for france d still make it one of best ancient civs.
- more civs need some way to get culture in ancient - there are just no real ways apart   henge - making ctons somewhat dumb.
- I d like archers being upgradeable to chariotarchers - maybe this d make both of em more popular
- horse revealable a bit later - maybe with traping and iron maybe with bronze to balance both a bit out
- increased settler costs ... obvious ...

well as long as code is so bad mods wont help this game
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Offline TheBadSeed

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Re: Feedback for a league balance mod
« Reply #10 on: October 13, 2010, 03:35:50 AM »
- 1 cultre per city for france d still make it one of best ancient civs.
- more civs need some way to get culture in ancient - there are just no real ways apart   henge - making ctons somewhat dumb.

I think Monuments need to be cheaper. That would solve a lot of issues right there. We need to make a mod that allows for a decent game to be played in 90-120 turns, making monuments less expensive would help there.

I'd also like to point out that, with France, their culture requirement per policy advance goes up more per city planted than with other civs, thus taking a little bit of the power of +2 culture per city away. It is still very strong though.
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Offline khanofmongols

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Re: Feedback for a league balance mod
« Reply #11 on: October 26, 2010, 12:20:35 AM »
I completely agree that with polukaks on the instant heal. It would be great if it was balanced and/or removed completely.

Offline CanuckSoldier

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Re: Feedback for a league balance mod
« Reply #12 on: October 26, 2010, 03:36:42 AM »
I completely agree that with polukaks on the instant heal. It would be great if it was balanced and/or removed completely.

I think maybe we could balance it if we made it not a "instant" heal but coded it so that it took 2-3 turns to heal, you could still get the excellerated healing effect but not the exploit of attacking with a fresh unit the very next turn.

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Offline tommynt

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Re: Feedback for a league balance mod
« Reply #13 on: October 26, 2010, 10:43:51 AM »
often a good way of "balancing" isnt only to nerf strong stuff - but promote weak stuff - so maybe just keep the instantheal but make the other promotions way stronger so that its a real decision which promo to use.
also give a hotkey for promo ... totaly suckz the way it is - fastlicking .., and well 1 turn delay for the heal to occur might be a good idea but also d increase last sec attacks even more ....

same goes for the civtraits -maybe just keep the strong ones but promote the totaly useless ones.

In late eras city def should be way stronger - atm its ridic - taking cities is way to easy - well at least if u got a slight upper hand in units - a cav got 6vs2 odds when attacking city- takes of 1/3 of city hp while loosing close to nothing in hp in indu for example - same goes for all other later eras.

Another imortant point is getting "balanced maps" - last indu I played - tiny map - strategic res setting - there was 1! coal on all map and 2 oils both in same teritoy - same often happens in anc with horse/iron.
there are multiple solutions:
- getting a decent nouth vs south like mirror map
- maybe just adding more resources as default - a tiny map should just have 4 coals 4 iron and so on - or more or whatever - but not 1 ....


balancing units is well hard - maybe the actual unit balacne isnt even that bad - but maybe a good idea d be to:
- decrease horse strength
- reduce spear bonus vs horse at same time to 50%
- increase upgrade costs for swordsmen (or all upgrade costs)
- and as said allready make promo from archer to char archer possible and maybe increase chariot strength a bit

tbc
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anything

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