Multiplayer: Small Wonders buy cost halved
This is directly caused by by the fix to Bug #706727.
In the multiplayer ruleset, this change heavily impacted the balance by effectively making small wonders (i.e. almost all wonders in the ruleset) more powerful, especially under trade-oriented economies.
#3 Updated by Lexxie L about 2 years ago
The Multiplayer ruleset was done a long time ago as a 'fix' or 'adjustment' for games involving large numbers of human players. It's typically being used in large map games of 50+ players. . Otherwise, with 50+ players, whoever gets a Wonder which is a major advantage becomes a very rare stroke of luck and advantage over all the other players.
While the 'fix' to make Small Wonders 2g/p may make a small improvement for single player and games with <12 human players, it completely breaks the game balance of the Multiplayer ruleset and the large following of people who enjoy games of 50+ players.
Game Balance is now completely off in so many ways.
1. Wonders with very large power become rather cheap to buy. Players report they don't even use Caravans and just buy them immediately, often on the turn they are available.
2. The bonus effect of the wonder compared to its low buy-off cost becomes imbalanced to where there is little strategic decision on whether to buy a Wonder. For best expert play, .
3. The noted advantage of trade-based governments (Repub., Demo.) over production-based governments (Fundamentalism, Monarchy, Communism) is wildly exaggerated. It is now that much easier for governments getting +1 trade per tile to buy off 1 prod for 2 gold, whereas production-based economies have less gold, and the use of caravans to make wonders is now at an economic ratio disadvantage to purchasing with gold. Whereas before, it was possible for a good leader to be competitive with strategies using non-trade based governments for part or most of the game, this one change forces every expert player into the same trade-based government strategies and wrecks diversity of strategic creatvity and game play.
4. 4g/prod created an efficiency ratio where it was more efficient to use Caravans to build Wonders, rather than using gold. Since it is now efficient to use gold to buy Wonders, Caravans become not only useless units but every city continues to make its own improvements without ever bothering to plan or contribute to a Wonder, since its excess gold is enough for Wonders while it continues making its own improvements.
#6 Updated by Marko Lindqvist almost 2 years ago
- Status changed from New to In Progress
This ticket is now about implementing the engine feature that allows ruleset to define how buy cost of Small Wonders is handled. Multiplayer ruleset change is split as Feature #767397
I'm working on an new effect that gives percentage change to the buy cost of a building. In addition to resolving Small Wonders case, it unhardcodes Great Wonder behavior too (and much more)
#8 Updated by Marko Lindqvist almost 2 years ago
- File 0011-Add-Building_Buy_Cost-effect-type.patch 0011-Add-Building_Buy_Cost-effect-type.patch added
- File 0009-Add-Building_Buy_Cost-effect-type.patch 0009-Add-Building_Buy_Cost-effect-type.patch added
- Status changed from In Progress to Resolved
- Renamed effect as "Building_Buy_Cost_Pct" (added "_Pct")
- Apply effect after doubling cost for prod=0 cities, for better rounding results on integer math
- Fixed typo in commit message
- Removed unused "present" column from effect requirements in rulesets
#10 Updated by Jacob Nevins almost 2 years ago
We previously considered adjusting buy cost in gna bug #22089 . We came to basically the same design. We also considered letting Building_Buy_Cost_Pct=-100 act as "prevent buy", and adjusting unit buy cost too (with a separate effect, which the design here leaves room for).