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Soviet Arms Factory is so overpowered its not even funny anymore. It needs change.

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4 years ago
Aug 25, 2021, 12:43:14 PM

Effects

+5 Industry Industry

+5 Money Money

+10 Pollution Pollution

-10 Stability Stability

Creates a new Deposit of Weapon Weapons which is automatically exploited.

-10 Stability Stability per Weapon Weapon on all Cities

+1 Strength Combat Strength per Weapon Weapon on Unit


This bonus is applied for every single arms factory built by the soviets. A friend of mine easily managed to maintain 20 of those. 20!

Even a small difference in power is already strong. but 20 is just nuts. Even 10 is. 


This should be a 1x building. You can have exactly 1 of it and maybe gain 1-3 strength but not more.

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4 years ago
Aug 25, 2021, 8:23:51 PM

I think the bigger problem here is Stability scaling in the lategame.  Most Contemporary cities have something like +1200 Stability from various modifiers and -800 from districts, etc.  That 20 combat strength gives -200 Stability to those cities, which isn't enough to tip the scales - but should be.  If Stability were reigned in a bit, such that cities were at closer to (100)+250-250, your friend would only be able to build 10 before stability hits 0 and no more districts could be built.


TLDR: nerf manufactories.

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4 years ago
Aug 25, 2021, 8:53:26 PM

Agreed with drocco. The concept is good, but since stability is very easy to maintain it's completely broken. Ideally you shouldn't be able to build that many.

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4 years ago
Aug 26, 2021, 10:54:58 PM

Soviets are too strong and need a nerf overall... they aren't even designed right. Why do they get +3 combat strength AND bonus strength from Arms factories? The Soviet way was to win with massive attacks, not be better fighters 1-1. I'll spare the history lesson but they overwhelm with numbers, not better fighters. If anything, their bonus should be - 30% unit cost, - 30% unit upkeep, - 1 unit population requirement (if the number is 2 or above) but suffer a -3 penalty to unit combat strength. 

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4 years ago
Aug 27, 2021, 12:11:12 AM

You don't have to pick and call out any Era5 or Era 6 culture. Everone is OP in their own way

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4 years ago
Aug 27, 2021, 9:09:27 AM
Drullo321 wrote:

You don't have to pick and call out any Era5 or Era 6 culture. Everone is OP in their own way

ummm... no? Care to elaborate? Please explain how Americas ONE gold per trade route (this is literally 1% of my income and less as time goes on. I make 25k a turn and have like 140 trade routes do the math ) and 10 influence on resources you sell is "overpowered" 


Second, the argument of "you don't have to pick Soviets if its OP or America if it's weak" is beyond idiotic. It's just so stupid it defies reason, I weep for what the world is becoming. You should have a tough choice on the picks, not have some nations suck and others clear winners. Some nations very clearly need a nerf bat and others need a buff. Soviets need a nerf mallet. WAAAAY Over powered ATM. 

Updated 4 years ago.
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4 years ago
Aug 27, 2021, 9:24:02 AM
Cruor34 wrote:
Drullo321 wrote:

You don't have to pick and call out any Era5 or Era 6 culture. Everone is OP in their own way

ummm... no? Care to elaborate? Please explain how Americas ONE gold per trade route (this is literally 1% of my income and less as time goes on. I make 25k a turn and have like 140 trade routes do the math ) and 10 influence on resources you sell is "overpowered" 


Second, the argument of "you don't have to pick America" is beyond idiotic. It's just so stupid it defies reason, I weep for what the world is becoming. Just because YOU don't want to play as America, doesn't effect the people that do. You should have a tough choice on the picks, not have some nations suck and others clear winners. It very clearly needs a big buff. It's not just America, every era has nations that need a nerf and other that need a buff. 

The math isn't 1 gold per trade route, but 1 gold per trade route on city and outpost. So, depending on how your trade routes and cities are located, it's probably some hundreds more with 140 trade routes. Still, not really strong. The problem is that trade is overpowered and everybody has these +x per trade route buildings everywhere already at this point, so +1 isn't a huge difference. Now, if it would be +10...


And more on topic of the thread: +20 CS is certainly strong. But it is still reasonable, as it takes many turns to end the game early with the Soviets if you are leading even with airports and train stations. Australians, Swedens, and Japanese can end the game much faster and even the soviets can have a hard time stopping them from doing so (which is less a problem of culture bonuses but of the end conditions). It seems that almost all the contemporary cultures are designed to feel absolutely overpowered for that late game psychological reward. If this is the design decision (only guessing here) the problem aren't the Soviets, or the three others mentioned, but America, India, and Egypt, that don't come with quite the same instant boost. Once Turkey's EQ is fixed, they join Brazil, Soviets, and China in the strong but not ending the game too soon club, which I think is 'just fine' for the moment.

Updated 4 years ago.
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4 years ago
Aug 27, 2021, 10:11:41 AM
Cruor34 wrote:
Drullo321 wrote:

You don't have to pick and call out any Era5 or Era 6 culture. Everone is OP in their own way

ummm... no? Care to elaborate? Please explain how Americas ONE gold per trade route (this is literally 1% of my income and less as time goes on. I make 25k a turn and have like 140 trade routes do the math ) and 10 influence on resources you sell is "overpowered" 


Second, the argument of "you don't have to pick Soviets if its OP or America if it's weak" is beyond idiotic. It's just so stupid it defies reason, I weep for what the world is becoming. You should have a tough choice on the picks, not have some nations suck and others clear winners. Some nations very clearly need a nerf bat and others need a buff. Soviets need a nerf mallet. WAAAAY Over powered ATM. 

Maybe calm down a bit and think about it. In my opinion, before tinkering about nerfing single cultures, there should be more thoughts about why some cultures become OP. The exponential increase in FIMS, Faith and Stability is the main root for alot of balancing issues. Building as many soviet emblematic districts is possible because stability seems to be a non-issue. That is true. Let's have a look at Austria-Hungary era5. You can easily gain 400+ stability with its emblematic district. 

And while there is surely a typo with Turkeys emblematic district, it doesn't really matter because who cares if you are just OP or twice as OP as the rest? That is a game design issue that should be solved first, and only afterwards specific cultures should be balanced. Alot of problems will either vanish or become alot transparent afterwards.


While I hate all those Humankind - Civilization comparisons, the scaling factor from start to finish is way lower in Civ IV and V (can't elaborate about Civ VI), probably more like x10. Here it is ~x40 - x50 just by "non-typo" cultures like the Swedes.

Updated 4 years ago.
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4 years ago
Aug 27, 2021, 10:16:10 AM

Let dem commies have the cake and eat it for once! :-D
But I do have to agree that a simple fixed stability malus at a point in game when you already have like +3 stability per pop is a weak tradeoff.

Perhaps hurt max stability or per pop stability instead?

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3 years ago
Jan 20, 2022, 4:37:41 AM

TBH when I first played the game I didnt really read the desc close enough and I sort of assumed that the arms factory only affected the city it was built in(and that it only affected millita units in that city) which TBH would have been a lot cooler(and better version of the defense agency basically) 

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3 years ago
Jan 20, 2022, 10:14:11 AM
LegionhorseAintdumb8 wrote:

TBH when I first played the game I didnt really read the desc close enough and I sort of assumed that the arms factory only affected the city it was built in(and that it only affected millita units in that city) which TBH would have been a lot cooler(and better version of the defense agency basically) 

I agree. This would give the units an additional 3-5 CS from arms factory. But since I don't like pure

militaristic cultures, which is what the Soviets are like right now - this limits the game as you only have 1 way to gain fame - kill and if you fail you won't have a plan B - I would suggest removing the extra CS from their LT and give them some kind of economic bonus - for example, a 20% discount on infrastructure.

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3 years ago
Jan 21, 2022, 11:03:04 AM

stacking mechanics like this appear in so many places throughout the game and wherever they are, they seem to bring things completely out of balance...


A lot of things are simply missing a clear design vision on what should be a lower-end value provided, a higher-end value provided, and the average.

Updated 3 years ago.
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3 years ago
Aug 28, 2022, 3:31:15 PM

I'm a new player, this is only my 3rd game. I crushed the game on humankind difficulty with 9 opponents though, due to former experience with this kind of games. 


I am 5k fame ahead of the next civ, which has been my ally for millennia and happens to be the Soviets. I figured I'd attack them in the end, although it feels bad, it would give me an opportunity to test out all my new weapons. Accidentally I check out the combat strength of his musketeers, 62?? Ok, that's more than my attack helicopters... The dude has 11 weapons factories. While I don't really mind having the Soviets as an "end boss" on high difficulty games, I find it a bit weird that I will have to employ Soviet style strategy - strength in numbers, to crush his Napoleonic era, weapon bloated Rambos... I almost attacked him to my detriment without having built up my high tech army, which would've led to tragedy, although some comedy value!

To those who have followed the game closely, do you think that the devs are going to fix the game? I see such huge potential in it, but the balance issues seems to drag an otherwise golden title down in the mud :(

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3 years ago
Aug 30, 2022, 3:57:41 AM
Olsnes wrote:
To those who have followed the game closely, do you think that the devs are going to fix the game? I see such huge potential in it, but the balance issues seems to drag an otherwise golden title down in the mud :(

They've changed the Soviets a bit already: Those 62-strength Musketeers you saw would be able to attack you until a recent patch.  Now they're limited to benefitting from Weapons Factories within their own territories (while "Supplied") and not within your territories.  Still a bit of a terror.  I think/hope we may see more tweaks in the future, like units only benefitting from Weapons Factories within the city they're stationed in.  That might be 4-6 (or more, yeah) which makes them a tough nut to crack, but not impossible.

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3 years ago
Aug 30, 2022, 8:41:23 AM

My issue is that the Soviets still benefit from having better units because of their LT, so if they're not behind technologically, they can still go in, take the city and get Supplied, making counterattack impossible. But we've been told, I believe, that those balance changes were just a first wave and some may seem timid, because devs wanted to get the stats first. So fingers crossed.

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3 years ago
Aug 30, 2022, 11:17:40 AM

Here's a thread of mine in wich I proposed a possible rework of the district. I wouldn't like to advertise what I wrote but I hope that you could find it useful 

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3 years ago
Aug 30, 2022, 2:55:12 PM
DNLH wrote:

My issue is that the Soviets still benefit from having better units because of their LT, so if they're not behind technologically, they can still go in, take the city and get Supplied, making counterattack impossible. But we've been told, I believe, that those balance changes were just a first wave and some may seem timid, because devs wanted to get the stats first. So fingers crossed.

Oh yeah, I keep forgetting that the Soviet LT is cheaper, stronger units already (truth be told I've never played as them).  That's certainly already really strong.  I wonder if the solution is that instead of tweaking Weapons Factories, they just get some other sort of EQ entirely.

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3 years ago
Aug 30, 2022, 8:13:13 PM
A1y0sh4 wrote:

Here's a thread of mine in wich I proposed a possible rework of the district. I wouldn't like to advertise what I wrote but I hope that you could find it useful 

That is indeed useful! Posted in it :)

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