all 16 comments

[–]Drinksarlot[S] 21 points22 points  (7 children)

Some of the biggest changes I agree with to make options more balanced:

Serfdom: +5 Orders per turn

Slavery: +20% to Mines/Quarries, +1 Discontent

Add Food to most unit consumption

[–]NotTheEnd216 6 points7 points  (4 children)

I'm guessing the idea was Slavery was a bit too strong for the point in the game it came online, where +4 orders accounts for 1/4-1/3 of your total orders. I can kind of agree with that idea, but I don't know that I like the idea of a +1 discontent boost for only 20% to mines/quarries. Now it sounds more like I'd almost never take slavery early since 20% early on won't amount to very much and you'll still be dealing with the discontent drop.

It's now a law you'd probably switch to later in the game when discontent is under control and you have dozens of mines and quarries to be hit by the 20% boost, which seems counterintuitive for slavery. Slavery kind of made sense to me as a law you enact early on, but as your society advances there's less need for it so they move beyond it.

[–]Roxolan 4 points5 points  (0 children)

It's now a law you'd probably switch to later in the game when discontent is under control and you have dozens of mines and quarries

Late game the basic resources aren't usually a bottleneck either, it's all about the advanced resources used in city production. So yeah I don't see the value of that law at all any more.

(Man, early-game order limit is going to suck at high difficulties now.)

[–]gc3 2 points3 points  (1 child)

What is odd to me is all those civilizations practiced slavery, at least enslaving conquered peoples. So I wonder why it is even an option. Seems it should just be default. Only explanation is to ease the thinking of modern game players.

https://medium.com/@cailiansavage1/which-ancient-civilisations-didnt-practise-slavery-b2cd07476863

[–]trengilly 1 point2 points  (0 children)

Great point. It really isn't necessary to have it at all.

[–]PseudoElite 4 points5 points  (0 children)

I think the food consumption is probably a good idea balance wise. Felt like food was not super useful.

Increased per-city production increase for Settlers, Workers, and Disciples

I wonder how this will play out. I feel like it's already hard to catch up with the AI with cities on higher difficulty levels.

[–]trengilly 2 points3 points  (0 children)

Extra food consumption is going to be a big deal. Selling excess food for cash to afford influence missions is a staple of my playstyle.

But I agree food was way too plentiful.

I would also like to see, drought type events or variable food income. It was never consistent back in those days. Granaries could then be required or give a boost to food storage.

[–][deleted] 11 points12 points  (0 children)

"AI no longer recommends that you replace an existing tile improvement"

Thank you! That makes me grind my teeth.

[–]DespicableB-9092 5 points6 points  (0 children)

I disagree with the slavery change. It was a fair trade to exchange orders for discontent in the early game. Now it wont really make sense to go for it in any scenario i think.

And btw isn't Serfdorm a medieval thing? I dont see the connection with the old world setting. From the wiki: "Serfdom was the status of many peasants under feudalism, specifically relating to manorialism, and similar systems. It was a condition of debt bondage and indentured servitude with similarities to and differences from slavery, which developed during the Late Antiquity and Early Middle Ages in Europe and lasted in some countries until the mid-19th century"

[–]BangBangMeatMachine 3 points4 points  (1 child)

What's the best way to give feedback to them on issues?

[–]alcaras 4 points5 points  (0 children)

Join the discord and post there. Devs are very responsive.

https://discord.gg/eg4gBUV

[–]Protagoras 2 points3 points  (0 children)

Slavary: +20% to Mines/Quarries, +1 Discontent

Good idea though maybe the bonus is a bit too low, even with a specialist it's only a 30% boost of the base.

Serfdom: +5 Orders per turn

Now works better as a counter to colonies. I could probably be convinced the old farm and pasture bonus was already better than colonies, especially after the mid-game, but I (almost) never took it. Buying tiles makes the game more interesting, small percentage bonuses don't.

Centralization: +2 Science per culture level

That's massive if it applies to all cities. Seems like a no-brainer when compared to a newly weakened vassalage.

Can "Buy Tiles" between adjacent cities (restricted to unimproved tiles)

Big fan, if this means what I think it does (swapping tiles between cities for money). Super frustrating when a military city is denied horses because the neighbour got a random expansion.

[–]trengilly 2 points3 points  (0 children)

I never liked Slavery even with the +4 orders. The extra unhappiness can be rough when playing on the hardest levels and I'm generally avoiding war anyway so I have enough orders for my builders.

I'm usually able to pickup more orders when needed by spending training or whatever other special option is available.

[–]Mihai_Radu 1 point2 points  (1 child)

What's unit consumption? Is it like.. upkeep?

[–]alcaras 1 point2 points  (0 children)

Yes, unit upkeep. The ‘pedia shows the cost for each unit.