I am playing on endless speed and the buyout cost is far too high in my opinion. There is no way I can spend that much money or population for a farmers quarter.
Amplitude were always very bad at balancing. They like to nerf something into oblivion, instead of making it simply usable as all other options. Their solution to end game pacing is to hammer down early game.
Funny thing is buyout costs in one of the pre-release betas were way too low. It didn't help that we had two cultures that reduced costs and one was 50%. Nerfing that was obviously needed. However they also redid the formula to be dramatically harsher. It overshot the mark. A problem they seem to be having with their solutions. If a dev reads this I'd strongly suggest perhaps going in smaller steps with your solutions to balance issues.
I am playing on endless speed and the buyout cost is far too high in my opinion. There is no way I can spend that much money or population for a farmers quarter.
The latest patch has made the problem even worse.
Exact same problem for me. Check out this mod to reverse it: https://humankind.mod.io/NoExponentialQuarterCost
I mean way I see it every government in the game ATM is some kind of socialism since building anything or rushing a unit costs so much money that the working class is going to live better than the rulers of the empire by forcing us to pay these insane costs.
The devs need to consider that we have FIMS... what are the FIMS for? As it stands, money has absolutely no value other than upgrading units. There's nothing else you can use it for. Opening trade routes is a one and done. Event costs or benefits are essentially zero. Buyout is never affordable. So with only one use for money, why have it? They need to give it more uses - use as defined by, "it makes sense to use this resource for this purpose because the ROI is worth it."
Turn almost 500, with less than 200 gold income? The resource income doesn't seem right. I started a new game after the recent patch and felt pacing was a bit worse, i mean, 35 turns for a harbor or hamlet... Comparing to other forum posters my game doesn't seem so bad. Only science is lagging far behind.
Turn almost 500, with less than 200 gold income? The resource income doesn't seem right. I started a new game after the recent patch and felt pacing was a bit worse, i mean, 35 turns for a harbor or hamlet... Comparing to other forum posters my game doesn't seem so bad. Only science is lagging far behind.
I checked that. Harbor and Hamlet are "high cost" formula.
Basic quarter : 50 + 20* first exponential factor + FM exponential factor.
High cost : 70 + 30* first exponential factor + FM exponential factor.
Here it's the +30 instead of +20 that make the difference.
It was already like that pre patch, but we didn't noticed it in the pre patch version because overall costs was ok.
But cost of harbor and hamlet don't scale in the same way. The more you wait, the more it cost, relatively to a basic quarter.
The devs need to consider that we have FIMS... what are the FIMS for? As it stands, money has absolutely no value other than upgrading units. There's nothing else you can use it for. Opening trade routes is a one and done. Event costs or benefits are essentially zero. Buyout is never affordable. So with only one use for money, why have it? They need to give it more uses - use as defined by, "it makes sense to use this resource for this purpose because the ROI is worth it."
To be fair.... many many times in my experience can trade routes be destroyed and then you do have to buy them again. A bummer most foul.
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