Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
I've done some work on this, and it's getting there. Here are my current notes, for your comments.
Traits:
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* Advanced Power Conservation cost lowered from 1000 to 500.
This trait was rarely used, and while helpful, was not nearly as useful as other 1000-point traits.
* Mechanoids cost lowered from 1000 to 250.
This trait was probably never used by a skilled player in a competitive game. I have played many unmodded games, and have never been attacked by a plague bomb, and the few natural and espionage plagues have been easily cured for little cost and little effect. Moreover, empires with this advantage are immediately identified as such, so only an unobservant player would ever try to use a plague attack on a Mechanoid player. 250 points seems about right for this minor advantage, and removes the "balance penalty" for roleplaying mechanoid races.
* Lucky cost lowered from 1000 to 250.
The practical value of this varies depending on the game settings for random events. In many games, it will not be worth very much. In games with catastrophic events, at 250 points it simply becomes a dare to risk not taking it. Since the effects vary, and if multiple empires take it, they counteract each other, and since frequently this has little effect, it seemed to make sense to reduce it to a minor cost, which removes the amount of "wasted points" for empires which take Lucky in games where it won't have much or any effect.
* Natural Merchants, Propulsion Experts, Ancient Race and Hardy Industrialists left at 1000 points.
These all seem of roughly equivalent value to me. Ancient Race can be abused in some gamey ways, but gives no advantage beyond knowledge, so opponents can get more permanent advantages. Hardy Industrialists may be somehwat less efficient compared to construction aptitude, but it can be combined with it to reach the highest levels of construction rate, which some players use in their grand strategies.
* Advanced Storage Techniques cost increased from 1000 to 2000 points.
This one was pretty much universally accepted as the best 1000-point unmodded advantage, for its many effects and side-effects on facilities, starting strength, population, and cargo space. 2000 points seems about right to me compared to the other adjusted values.
* All racial techs remain at 1500 points.
After the many discussions over the years, it seems to me that these are all fairly well balanced and rated at 1500 points. They can all seem too powerful or too expensive if one doesn't appreciate all of their abilities and counter-tactics.
* Emotionless cost reduced from 3000 to 1800 (net 2200 to net 1000 when minimizing Happiness).
This is a very useful ability for lazy or new players, as well as for large empires that suffer damage that would otherwise make the entire empire riot and fall. Almost no competitive players were thinking twice about paying 2200 points for it, however. At 1000 net points, I'd say it's a good deal, and a valid choice for roleplayers.
Physical Strength:
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* Basic cost lowered from 25 to 3.
* Threshold lowered from 20 to 10.
* Positive threshold cost lowered from 100 to 5.
* Negative Threshold cost increased from 10 to 3.
Minimizing troop strength to 50 now only provides 150 points.
Maximizing troop strength to 150 now only costs 230 points.
Intelligence:
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* Basic cost increased from 25 to 50.
* Threshold lowered from 20 to 10.
* Negative Threshold cost increased from 10 to 40.
This means "the cheap bonus" is +10 for 500 points, instead of +20 for 500 points.
+20 costs 1500 points, and +50 would cost 4500.
Playing a "dumb" race is now more viable - a 90% race gets 500 points, while a 50% race gets 2100.
PvK
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