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Incidentally, chopping/harvesting yield also increases over time. Base Value*(1+9*Larger of [100*(Number of Techs/67 OR Number of Civics/50)]/100)
And right now I'm totally having a Mandela effect moment. Until 15 minutes ago I thought for sure district cost in cogs increased with number of cities. I'm pretty sure the mistakes I've made in advice on this forum over the last several months have been the result of multiple tears in the time space continuum by time travelers altering the future.
ok, that last part wasn't true, but still. It's weird how many things I thought I knew which panned out incomplete or patently false.
edit: oh, also I'm glad the devs removed "partial buyout", it was too exploitable. It's not so much a different thing, though, to project the cost and anticipate the buyout. Just have to be careful to not spend your last dime if Monte or Shaka are sitting next to you, because they are watching...
If I understand you correctly, you're saying that allowing partial buyouts would bias the game in favor of certain victory types, which I've yet to see the connection. Every victory type in a 4x usually requires adequate attention to other areas as well. To attribute the bias simply to partial buyouts without testing is oversimplifying the issue imo.
I also don't get the part about it being "unnecessary". Of course, if you're arguing based on personal preference, no one's going to dispute you on that. But once you mention "balance", it's a completely different issue. There are ways to balance it, which I already explained. Similar to what you see in the Endless games, the remaining buyout cost would still scale according to the industry point requirement and it becomes less cost effective the closer you are to project completion, which would discourage cheap last minute partial buyouts.
I mentioned AI because it's relevant. If the AI is capable of taking advantage of such a feature, I don't see how it's necessarily "unbalanced" as long as it's tested. I'm not saying the change is necessarily easy but then again, we're not talking about personal preference but balance.
I'm not against cost increases because that's besides the point, which is that cost increases should not be arbitrary (as it seems to be the case) and the viability of partial buyouts in this game.
Explain "exploitable" please. Maxing out religious output to use religious purchases to bypass gold buyouts is not "exploitable"? Cutting off expansion of a neighboring civ that happens to be at the corner of a map is not "exploitable"? If you played the Endless games, I'd suggest you take a look at how partial buyouts are implemented before you conclude it's an exploit.
also, gonzo jerusalem did a good job in the post below. don't need multiple people flogging the horse.
https://en.wikipedia.org/wiki/Game_balance
"In game design, balance is the concept and the practice of tuning a game's rules, usually with the goal of preventing any of its component systems from being ineffective or otherwise undesirable when compared to their peers. An unbalanced system represents wasted development resources at the very least, and at worst can undermine the game's entire ruleset by making important roles or tasks impossible to perform."
More gold IS changing the balance of the game. By definition.
It's a direct consequence of modifying how much Gold you can accumulate. Under the current rules, if you can mitigate any city production with Gold, then it makes Gold more valuable AND makes the game faster (already pretty fast imo.) This should already make you suspicious. As for Victory conditions, I wouldn't know which one(s) it would favor because the game doesn't currently work that way and it takes a ♥♥♥♥♥♥♥ of games to figure out, but modifying a yield is basically tampering with Victory conditions because it gives more importance from one yield and the consequences on the other yields are modified. I cannot explain it better, I'm sorry. Google it, I guess.
It is not unfair to assume that this will happen. Based on common knowledge, common experience and logic.
It's unnecessary because the yields are already fairly balanced. It's not a preference: it's observable when you play the game.
Yes, "there are ways" to balance it. But it is already balanced... So, why rebalance it? Why implement a new system with multiple constantly changing moving parts, evaluate every building, every unit's value based on the partial buyout cost, then check how much Gold is left, check if there's a way to exploit it, and so on, when it already works? Is it because you would LIKE the feature to be in the game? You're talking about a bias on my part but it seems it's the other way around. I wouldn't mind if there was a partial buyout, but not under the current rules of the game because the game works and the values are fair: you can win with every Victory type and none of them appear to be favored (based on yield...). And the Civs are all "fairly" balanced (not really, but close).
The AI argument is irrelevant on this matter. It changes strictly nothing that the AI can take advantage of it or not.
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I played the Endless games, but not necessarily enough to make a fair judgement. All I remember was picking a Dust-oriented faction in EL and paying my way to victory. To me, that's totally fine in the context of EL's mechanics because that is how the devs decided to balance the game. It's a different game.
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We're not discussing the Government buildings or strategies, we're discussing partial buyouts. Apples and oranges.
At that point why have you not already won the game?
There is also the production queue mods where you can just queue up a whole bunch of those projects so you aren't doing it every turn.
And with the update coming with the next expansion, the vanilla game is getting production queues as well. They announced this back in Nov/Dec. And if you watch the stream replay (you can find it on youtube) from yesterday you can see them go into how the queue will work in game. It actually looks pretty decent. Looks like they even improved on how the mod was doing it.
note: they did announce the production queue WILL be back ported to all versions of the game, so you don't need to own any DLC or expansions to get the new feature
Districts and Great people are an illusion, they actually cost so much in resources that in the short term are almost useless. But eventually in the very long term become useful.
You can use the build q mod, tbh tho, even tho i have it, I don't actually use it that much except for building reserve armies when off fighting a war. (sp only obviously)
There is a very real issue with the games economy, if you start where there is no plantation gold resources or heaps of copper or rivers.. you've just lost the game. The game is now very much won or lost on your random starting position, it isn't about how skillfull you are. In many games I am 1 pt off my first golden age.. which means I will struggle to get a religion if I'm going for one, religion is useful for buying settlers, workers, soliders later on as well as some minor buffs to your civ.
The "common sense nerf" to the economy was caused by focing upgrades to lighthouse and market.. it essentially doubles the time period to build them. And during that time period is when you most desperately need them.
It should be, that your default district is the marketplace and when you build it, it also produces the zone as well. So the default would be marketplace, bank and so on.. or lighthouse/docks etc. Building a harbour should automatically create a lighthouse..
They've extended the economy game to basically frustrate and piss off players, it's been done purposefully to make the game worse to play. I do now actually believe that firaxis actually produce games to sell as a scam and then make patches to deliberately chase off their customers and their ultimate goal is to push their company into bankruptsy..
It's the only possible explaination for how they operate.
Great quote.. since if you raise the minimum wage, your overal costs actually go down. Due to you having more money. The price increases never go above your wage increases. Or you just don't buy those items that do.
It's a funny thing, but here in the Uk, the avg price for every item currently on sale, except for foods. Has remained at the exact same price for the last 40 years. A top end car is still only 30k a top end pc is still only 1300£ and so on. The same goes with whitegoods, like fridges, washing machines, cookers and so on. Yet our wages, have increase 100x over the same period.
Food, electricity, gas/heating and fuel has also increased 100x.. ie the essentials of life.