GLARING balance issues for POCUS
Posted: Sat Jun 08, 2024 10:41 pm
I will format as a quick reference list in order of importance with some suggestions without elaborating much:
1) National Authority for Declaring Wars:
Attacking Factions of the Same Fate should be -50 penalty, Same Ethnicity -30, No claims -25. Aligned Religions and Ethnicities cut penalties in half. Declaring on top 20 Legacy nations is -10, on top 10 Piety Nations -10, on higher level nations is -5 for every level, -5 for big Land Power discrepancy, -5 for big naval power discrepancy, -5 for having 2 or more Vassals. Halved penalties for allies with same conditions
2) AI aggression, Manifest Destiny and Fortifications:
AI vs AI must have bonuses for bigger factions to avoid losing troops. One of the reasons Rebels are so powerful later on against AI is them spawning with unified big stacks. Smaller nations can survive for many turns since AI scared to assault anything above lvl 1 walls unless they have a huge Combat Power advantage. On turn 365 AI nations had miniscule amount of lvl 3 walls, mainly those regions who started with them. About only 30% of regions had lvl 2 walls. And in Kingdoms you can go up to lvl 6 easily. Thats obviously need to be fixed since right now its Empires situation all over again i.e. OP archers vs lvl 2 walls easy assaults.
3) Percentage based economy:
All impediments chances, random events, plagues, rebellions, herecy, famine deaths, buildings dismantling, etc. chances should be multiplied by x2.5 At the moment economy doesn't feel dynamic cuz these chances are far too low compared to the pace of combats and conquest. Transmission events for all of these should be quadrupled in chances. Please make RGD chances altering modifiers two times more pronounced.
4) Diplomacy and AI aggression:
Gifts should carry Authority penalties similar to exchanging 3 units by default. 2 units for vassals and allies. 4 units for factions with -15 or below relationships. Extra 1 units penalty for each 75 points of land power discrepancy, naval power discrepancy, 1 unit for 500 gold income discrepancy, 1 unit for bad relationships with non-vassal factions they like. AI must have to be more willing to attack player. Think Empires pre 1.02 patch. They should be way more likely to pounce if income and/or regions amount difference is huge, you are in war and you have bad relationships with nations they like. At least I saw one vassal backstabbing me in 400 turns when I purposely disbanded 90% of my forces.
5) Tokens active gain
First of all we need Quick tokens gain/lose mechanic from Empires. And now for the general dynamics:
Actively participating in Crusade and Jihads must land progress tokens. Reaching the highest tier of education in the region is another one. Absorbing nation from the top 20 of Legacy. Conquering or building the World Wonder for the first time. Gaining a new vassal past the first 3. Forming Kingdom or similar region based higher level regions based title for the first time. Killing top 20 Legacy opponent leader. Killing or visualizing current number 1 top piety Christian or Muslim faction.
1) National Authority for Declaring Wars:
Attacking Factions of the Same Fate should be -50 penalty, Same Ethnicity -30, No claims -25. Aligned Religions and Ethnicities cut penalties in half. Declaring on top 20 Legacy nations is -10, on top 10 Piety Nations -10, on higher level nations is -5 for every level, -5 for big Land Power discrepancy, -5 for big naval power discrepancy, -5 for having 2 or more Vassals. Halved penalties for allies with same conditions
2) AI aggression, Manifest Destiny and Fortifications:
AI vs AI must have bonuses for bigger factions to avoid losing troops. One of the reasons Rebels are so powerful later on against AI is them spawning with unified big stacks. Smaller nations can survive for many turns since AI scared to assault anything above lvl 1 walls unless they have a huge Combat Power advantage. On turn 365 AI nations had miniscule amount of lvl 3 walls, mainly those regions who started with them. About only 30% of regions had lvl 2 walls. And in Kingdoms you can go up to lvl 6 easily. Thats obviously need to be fixed since right now its Empires situation all over again i.e. OP archers vs lvl 2 walls easy assaults.
3) Percentage based economy:
All impediments chances, random events, plagues, rebellions, herecy, famine deaths, buildings dismantling, etc. chances should be multiplied by x2.5 At the moment economy doesn't feel dynamic cuz these chances are far too low compared to the pace of combats and conquest. Transmission events for all of these should be quadrupled in chances. Please make RGD chances altering modifiers two times more pronounced.
4) Diplomacy and AI aggression:
Gifts should carry Authority penalties similar to exchanging 3 units by default. 2 units for vassals and allies. 4 units for factions with -15 or below relationships. Extra 1 units penalty for each 75 points of land power discrepancy, naval power discrepancy, 1 unit for 500 gold income discrepancy, 1 unit for bad relationships with non-vassal factions they like. AI must have to be more willing to attack player. Think Empires pre 1.02 patch. They should be way more likely to pounce if income and/or regions amount difference is huge, you are in war and you have bad relationships with nations they like. At least I saw one vassal backstabbing me in 400 turns when I purposely disbanded 90% of my forces.
5) Tokens active gain
First of all we need Quick tokens gain/lose mechanic from Empires. And now for the general dynamics:
Actively participating in Crusade and Jihads must land progress tokens. Reaching the highest tier of education in the region is another one. Absorbing nation from the top 20 of Legacy. Conquering or building the World Wonder for the first time. Gaining a new vassal past the first 3. Forming Kingdom or similar region based higher level regions based title for the first time. Killing top 20 Legacy opponent leader. Killing or visualizing current number 1 top piety Christian or Muslim faction.