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Empire balancing adjustment #6604
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- sheepfarm now costs the same as piggery
…ildings in emp04 to match changes to the originals
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Assigned to tothxa |
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Mirrored from Codeberg
On Sun Jan 12 09:19:46 CET 2025, Benedikt Straub (Nordfriese) commented.
| purpose = pgettext("empire_building", "Carves marble columns out of marble.") | ||
| purpose = pgettext("empire_building", "Carves marble columns out of marble."), | ||
| -- TRANSLATORS: Performance helptext for an Empire production site: Stonemason’s House | ||
| performance = pgettext("empire_building", "The stonemason needs %s on average to produce one marble column"):bformat(format_minutes_seconds(1, 36)) |
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Mirrored from Codeberg
On Sun Jan 12 09:22:56 CET 2025, Benedikt Straub (Nordfriese) wrote:
Missing period at end of sentence
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Well, sorry to say that but we already had some discussions in the other PR, and from my point of view we already had some consensus on a lot of points while only having some points left to discuss. This PR is completely throwing everything we discussed away to start from the beginning. Furthermore it does even propose a lot more changes and thus altering the tribe and its play much more fundamental. |
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I'm sorry for that, but I mentioned in the other PR that I wasn't satisfied by it and that I was looking into solving the marble issue from the demand side instead. It took me quite some time to evaluate the relative buildcosts of building classes between tribes, and it led to the realisation that the main problem was the extreme cost of marble columns, hence the big change of direction. I was even quite surprised when I saw that just changing marble columns to use only 1 marble fixed most of the problematic buildcosts. I ended up writing scripts to gather the data and create some diagrams to visualise the buildcosts, so I'll do the last steps to make it all more presentable, and I'll post them here for explanation. As for the extent of this PR: if you look at them, you'll see that there are not even that many changes: of the 24 changed files 6 are just external updates, and another 4 are only changing dismantle returns. BTW that point is completely up for debate, because I'm not entirely sure whether it's a net positive or negative: turning columns back to marble means they have to be processed again for reuse in advanced buildings, but it makes more marble available for medium level buildings from dismantling advanced ones. Then blockhouse is a much needed and not very big adjustment, and bakery and warehouse are only small tweaks. Plus you agreed with removing 1 marble column from vineyard in the other PR. Of the 4 that are changing marble production sites, stonemason's house is the most substantial, implementing the big change of the cost of marble column. Quarry is a minor simplification just like in the other PR, but in the other direction, and mines are doing the fix that was agreed before for costs, and adding harmonisation of production times with the other mines on top of that, which I also consider a fix. (made possible by the marble column cost change) So that leaves us with only 6 bigger changes, all with strong justification:
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So here are the calculation scripts. Copy the files from buildcosts_lua.zip to your I also attached the generated CSV file which can be imported into a spreadsheet if you prefer doing your comparisons that way. The building material costs are as described in my forum post. |
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And an afterthought, with consequences to this PR: This shows that it may be better to not increase its cost so much after all. Also its image is more like the vineyard, so I adjusted it accordingly. See next commit. |
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Updated graph and all_buildcosts.csv for weaving mill: |
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There are a few points where I'm undecided:
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I am not really familiar with the subject but want to give my 2 cents anyway: <@>tothxa you spend a lot of time into this. I didn't looked in detail at your calculations, so i can't say if all circumstances which affect balancing are taken into account. Balancing in regard to "create soldiers" is a task of it's own and balancing in regard to "train soldiers" is another task of it's own. Anyway both tasks are standing at the end of a more or less complicated production chain and i guess this needs probably a bit more than comparing buildcosts. Since i always play Empire and never felt it was not balanced (my tournament results were always satisfying for me), and i can't remember anyone complaining about the Empire tribe i wonder why it suddenly should not be balanced. As already mentioned elsewhere balancing is also map specific: If i play empire although the map, or the starting position, does not apt for Empire, it's my fault if i loose the game, not the fault of the tribe. I fear such a big change like in this pr will sooner or later produces a "balancing war", where a change in this tribe will need a change in tribe y which then needs a change in tribe x which then needs a change in tribe z, and so on. So i am more on <@>hessenfarmer s side to make small changes and see how this change affects balancing. |
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In fact this PR would create a new tribe, as it changes that much of the empire. We were always very cautious by changing our "legacy" tribes in a fundamental way for good reasons. |
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OK, I'm already working on breaking this down to several separate PRs for easier reviewing. Though they should be evaluated together (this PR ;) to assess the overall effect on balancing, and also to not have to do it all over again for each one separately.
Uh... The marble column change is the most "fundamental" one here. (and 90% of the rest is cleanup made possible by it, most of it actually strengthening the character of the tribe) Please have a look at the diffs (commit by commit makes it easier already) before dismissing this PR as too big, or as:
because this is nowhere near that. What I'm trying to achieve with my balancing PRs is that the choice of tribes shouldn't put neither player at an obvious advantage or disadvantage in tournaments, so that we could see bigger variety in the use of the tribes. |
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As you can see, the partial PRs are up. (except for the blockhouse, which is way too tough to solve for the building's importance, but also too annoying to leave alone) I also created a branch merging all of them, so you can check that they stay in sync with this one. I'd rather not pollute our PRs further with it though... |
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It's already known that Empire soldiers are among the more expensive ones, and still they are the second weakest. So it's really unfair that the buildcosts of the Empire are so extremely bad too. (not even speaking of the number and total cost of all buildings needed to be able to start mining, where the Empire is among the harder tribes too) But the differences of soldier costs and strengths are much smaller, so acceptable. (the strength balance is also way too delicate, as the fight simulator shows)
But you can also see from the tournaments that players who pick their tribe for strength only choose the Empire when an early colosseum can be decisive.
I believe there had been a lot of discussion of the very high demand for marble, and that it's a serious drawback of the Empire.
These changes certainly don't eliminate the need for good stone resources, only lessen it a little. :)
I made sure to keep them still depend on marble (preferably from mines, otherwise requiring a lot of rocks) and to keep their buildcosts still among the more expensive ones for each category, exactly to avoid starting such a "balancing war". Just like the Amazon PR tries to lessen a huge unfair advantage, this one tries to lessen a huge unfair disadvantage. Neither one wants to eliminate it altogether. |
| purpose = pgettext("empire_building", "Carves marble columns out of marble.") | ||
| purpose = pgettext("empire_building", "Carves marble columns out of marble."), | ||
| -- TRANSLATORS: Performance helptext for an Empire production site: Stonemason’s House | ||
| performance = pgettext("empire_building", "The stonemason needs %s on average to produce one marble column."):bformat(format_minutes_seconds(1, 36)) |
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Mirrored from Codeberg
On Sun Jan 12 09:22:56 CET 2025, Benedikt Straub (Nordfriese) wrote:
Missing period at end of sentence
Created on Sun Jan 12 02:08:54 CET 2025 by Tóth András (tothxa)
Type of Change
Balancing
Issue(s) Closed
Fixes extreme buildcosts of some Empire buildings
Replaces #6530
New Behavior
Make the Empire more competitive with the other tribes:
but all buildings using it return only marble blocks on dismantle to compensateSome relative buildcost anomalies within the tribe were also corrected:
Adjustments to marble production:
The blockhouse was made cheaper, only uses 2 planks. (this is equivalent with the cost of the Barbarian sentry)
Possible Regressions
Empire economy and balance against other tribes