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RON T&P Beta Balance Patch

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Topic Subject: Good Plausible Balance Ideas
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posted 11-15-04 05:28 PM EDT (US)   
Remember, balance fixes for this beta are to be mainly XML changes. Therefore, balance won't be perfect, but at least we can help make it better. From what suggestions I've read and what I think, here goes:

Change List

Elephants

1. Decrease Elephant unit costs in Classical by 10%, and in Medieval by 5%.


Despotism: change to 15% cheaper military research and barrack unit cost from 25% cheaper.

This will slow down assaults a bit more, and although I'd like to see Republic to be a bit more interesting, this change seems fine. I'd rather leave Despotism as is, and increase Republic COM cap to +100 instead of +50.

1. Change Despotism to 20% cheaper military research and barracks unit cost instead of 15%.
2. Change Republic to +100 Commerce Cap instead of +50.


CEO General Range

1. Change range in CEO General's radius to +2 instead of +4.


Americans: take away their free science tech and reduce the number of free bombers they get from 2 to 1.

This might be enough to slow them down at the start... but free Governments at the Senate are huge bonuses, especially with regards to saving Knowledge (and they get a free Scholar to boot with each University).

In vanilla RoN, we all agreed Knowledge bonuses for a Nation was too powerful. It was one reason Chinese no longer have instantly built Scholars, and Greeks do not have the free Scholar for each University and the +100 Knowledge at the start (instead they get it in Classical Age). With Republic now working correctly with Democracy, I can see them surviving a bit longer and using the +3 Food, Timber, Metal, and Wealth from non-scout Barracks units. I'd suggest reducing it to +2, and also decreasing the upgrade for Barracks military down to 15% from 25%. Otherwise, I'd rather have them get a discount for Governments at the Senate instead of getting them for free, or still have them pay the Knowledge costs at the least.

1. Keep the no free SCI 1 research.
2. Change to +2 Food, Timber, Metal, and Wealth from non-scout Barracks units instead of +3.
3. Change Barracks military upgrades to 15% cheaper instead of 25%.


French: change siege to 15% cheaper from 25% cheaper. Change siege production speed from 50% faster to 25% faster and lower siege move speed bonus. Change bonus woodie at lumbercamps from +2 to +1. Take away +1 attack from their Heavy Cav.

The problem with the French is their healing ability in enemy territory and their UU Heavy Cavalry. The siege are eventually going to get to the enemy Cities, and the speed of movement isn't going to change much. The Lumbercamp bonus is always nice to have at +2, but it being +1 still won't impact them much. I can still see HC/HA raids with the Senate General work well, and the French HC/FA Assault, although the assault will be a bit slower, so that's good. I don't see any fix with just using XML changes for the French.

1. Change the +1 slot for WoodCutter's Camps back to +2.
2. Keep the change for 15% cheaper siege costs.
3. Keep the change for 25% faster siege production and movement speed bonus.
4. Keep the -1 attack change for the Heavy Cavalry.
5. Nothing else can be done. Water all the bonuses down, but their healing in enemy territory will still pose rival nations a lot of trouble.

British: Remove free Fishing Boat unit when Docks are built.

Most games with British fishing, they'll only have the need to build 2 Docks for 2 free fishing boats, unless it's Great Lakes (even then, it's still good to delete the Docks after the first one if there are 4-5 fish in the first lake). I never felt the need to build more than 1 or 2 Barracks with the British to spam FA/Enlightenment LI, mostly because of their economy. Another possibility is to lower their Commerce Cap bonus and don't give them 50% cheaper Taxation costs when they already receive double Taxation.

1. Return the free Fishing Boat for every new Dock.
2. Decrease Commerce Cap bonus to 15%.
3. No longer get 50% cheaper Taxation.


Nubians: weaken Kushite Archers versus Foot Archers and Horse Archers. They should still beat Foot Archers 1v1.

Sounds good. However, the Nubians can be monsters with the right Rare Resources (Knowledge in particular, see "Americans"). Gigi should be a big help on this one. I don't know if it can be done, but Merchants should collect 50% bonuses from rare resources except Knowledge. If not, reduce the collection bonus to 33% or 25%, and the cost for Merchants and Caravans to 33% to 25% from 50%. Trading is fine as is.

1. Keep the slightly weaker Kushite Archer vs. FA and HA.
2. Reduce costs of Merchants and Caravans to 25% from 50%.
3. Merchants collect 25% bonus resources from Rare Resources in friendly territory instead of 50%.


Romans: remove free military upgrade.

It will slow them down a little, but the Wealth from Cities is what helps them become overpowered. If not the change for +5 (1st City), +10 (2nd City), +15 Wealth for all other Cities, then slightly up the cost for UU Heavy Infantry.

1. Keep the removed free MIL 1.
2. Change the UU HI costs to normal cost. Nation bonus will still make them 10% cheaper and produced 10% faster. If they are already at normal cost, change Nation bonus for all HI to cost 5% cheaper but still produced 10% faster.


Greeks: increase Library and University discount from 50% to 66%.

Ah, I misread that. I was thinking of something else. Increase it up to 75% and let the Greeks start with +20 more Knowledge (they lose out on +20 Knowledge from building completion bonus for the first University).

1. Increase Library and University discount to 75% from 66%.
2. Increase Knowledge start with +20 Knowledge.


Maya: increase timber discount on buildings to 25% cheaper from 20% and hitpoint bonus on buildings to 25% from 20%.

That is good. Would still be nice if they had a slight Wonder building bonus. If things still do not work out, increasing Timber discount on buildings to 33% wouldn't hurt. It was always the military building speed that made them overpowered.

1. Change Timber discount on non-Wonder and non-Military buildings to 33% from 25%.
2. Keep Hitpoint Bonus on buildings at 25%.


Lakota: change food production from citizens and cavalry to +5 from +4.

They still lose out on all the upgrades at the Granary. They'll have a stronger start, but I don't see any middle ground from them being either underpowered or overpowered with just Food Production changes. I'd rather leave them as is if changing to +5 becomes overpowered, though. Is an increase of the HA razing bonus able to be increased substantially, and by Age, possibly? Free CIV 1 would help them out much better by enabling an early 2nd City with the extra Food going into producing more Citizens for Food. A faster 2nd City enables faster Caravan trading, and a faster 2nd Market to build for Wealth.

1. Return the Food Production rate of Citizens and Cavalry from +5 back to +4.
2. Give them free CIV 1 research.
3. Increase HA razing bonus by 100%.


Persians: reduce cost of their heavy infantry line slightly. (change to Immortal 5f 3m - Anusiya 5f 4m - Athanatoi 6f 4m - Arquebus Immortal stays the same)

That is good. They had UU Heavy Infantry that were more expensive and less powerful than normal line HI, but how does this cost affect them in Ancient Age?

1. Keep the reduced costs of UU HI.
2. Increase UU HI speed to offset weaker attack.


Iroquois: reduce line of sight for their unique scouts to 5/7/9 (still better than normal scouts) and slow them down to 35/36/38. (1 point faster than normal scouts)

That works. I always liked the thought of them moving "slower" through forests by 25%, too, but that's too much too late. As far as Enlightenment Age sniping goes, either shorten their range for sniping, or up the cost for it... or both.

1. Keep reduced line of sight for UU Scouts.
2. Change Enlightenment Age UU Scouts to 50% less range for sniping, and 25% longer time to complete sniping attempt.
3. Change Barracks units +10% Hit Point Bonus to +5%.


Dutch:

1 Free Light Ship per Docks is fine, but getting free COM 1 isn't needed, especially when they get COM research relatively cheap. If not discarding the free COM 1, then tone down the discount for further COM research.

1. Change Commerce Research to 20% cheaper from 25%.
2. Change Free Light Ships per Dock to 1 free Light Ship per Dock.
3. Increase ship upgrades to 20% cheaper from 10% cheaper.

[This message has been edited by El_Capitan_ (edited 11-18-2004 @ 07:06 PM).]

Replies:
posted 11-17-04 06:13 PM EDT (US)     26 / 30  
I don't really like the idea to reduce Romans' city gold income, when this is boosted from +10 to +15 in patch 3. Similar things for British. I prefer:

Romans
Remove free mil1.
Remove free tactical line upgrades. Keep the other one free.
Reduce HI bonus as el_cap suggested.

British
Remove free fishing boats.

I don't see how British is that overpowered. Just top-tier. I expect we will have a more detailed balance patch later to boost all other nations to top-tier.


AU_bird
posted 11-18-04 12:46 PM EDT (US)     27 / 30  
Look this game

http://kiwiclan.2.forumer.com/index.php?act=ST&f=4&t=972

Don't say bowman have not too mutch hitpoint ?


PS: My Internet conection turn off so i drop . I wished passing age 4 and re-attac .

I just wish I upload the good game ^^


[img]http://membres.lycos.fr/ne0phenixxx/neor.JPG[/img]

[This message has been edited by Ne0PHeniXXX (edited 11-18-2004 @ 01:32 PM).]

posted 11-18-04 01:39 PM EDT (US)     28 / 30  
heh, i didnt want to offend you cap. =P

The thing what makes nubians strong is the combination of rares + trade. Through trading wealth for food (with very good manip. you can even make your ruins worth more than 50 through getting wealth by purpose and buying food when it's cheaper than 100) you can get a quick civ2, rather than com2. This gives you access to even more rares and trade routes as well making you able to build a 3rd cheap market for even more wealth and quick rares replacement if you should be raided.

And as i said, reducing the discount on caravans, merchants and markets substantially would be ok imo, coped with the nerf of their UU. That way they wouldn't lose their unique feel but still be weaker. With certain rares and in big team games they'd still be quite strong, but other nations excel in special circumstances too.


BC_Tascan_ger

[This message has been edited by Tascan (edited 11-18-2004 @ 01:41 PM).]

posted 11-22-04 04:59 AM EDT (US)     29 / 30  
Dutch merchants are way too hard to kill. Lower their armor bonus or whatever it is that makes them almost kill your HC instead of your HC killing them...

They can still have an armor bonus (or whatever it is) but just not as huge.

Just a little pointer,

The brits,
give the poor fisher a break ... it's not like it cost you the game... 40 wood isn't gonna cost you the game ... I don't see how this make the brits so damn hard to beat ... the nation you are probably saved you something somehow


Dear Lord can u feel my pain ?
If you can't, it's alright, cause I'ma live my life anyways!
posted 11-22-04 02:49 PM EDT (US)     30 / 30  
"The brits,
give the poor fisher a break ... it's not like it cost you the game... 40 wood isn't gonna cost you the game ... I don't see how this make the brits so damn hard to beat ... the nation you are probably saved you something somehow "

In expert games, yes it can and will cost you the game early on.

I thought dutch were fine?

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