Hey Vanigo, I've noticed this trend, and I'd like to discuss it. Here are all posts I've found in this thread, by you, discussing game balance. Here are the ones where you say that you're underpowered, or someone else is overpowered:
That's an awful lot of techs to start out with. I only got seven, and my civ is technology-oriented. And only two of mine weren't base techs, compared to four of his. (And why doesn't he have ceremonial burial?)
Hey, while we're on the subject, can I point out that, since you can turn a unit of animals into two food, horse farms make normal farms obsolete? Seems pretty crazy to me.
I don't like it. Makes it too easy to get tons of resources from the same tile, especially special resources that you can only get from that tile.
Okay, the school is completely worthless. For an exorbitant 10 gold I can get half a labor worth of research? Less, even, unless you're multiplying research modifiers, which I doubt. If it gave +50% it would be okay - still not as much research as the museum, but two labor is worth more than 10 gold. +10% research, though, is not terribly significant.
(I also had a thought that some education-related structure could let the populace innovate on their own, providing free or highly-discounted research towards a tech I don't get to choose. 1 labor and maybe a couple gold for two labor worth of unguided research sounds about right.)
Wait a minute, muskets only take half as much labor to make as bows? Not counting the labor that goes into making the strong iron, of course, but still, what's up with that?
Also, percussion caps? That's 19th century technology you're talking about. Which I guess is kind of okay if it's reasonably balanced against everyone else's magic, but unless you're going to get machine guns (which is really pushing it) it doesn't really leave you anywhere further to go.
Hey, what kind of rules for shields vs. two-handed weapons are we using? I kind of doubt you can use tower shields and muskets at the same time like Ched is planning.
That's... kind of weird, but whatever; I guess the shields have planting spikes or something. Normal shields, too? And what about polearms?
Workalot Distillate
You realize that's both cheaper and better than my Arcane Servitor? This is, of course, offset by the lower MP of the alchemists, but if anything improves their capacity they'll be better at construction than constructors. Granted, he's put more research in, but still.
Aqua Kaolinae
Wait, what? One unit of medics can feed 6,000 people, with no downside? That's kind of ridiculous. Maybe if it also reduced available labor, since it's not really that healthy to be eating lots of semi-food? Knocking off one labor per casting is probably too much, though; maybe double the cost and effect, then lose one labor per casting? That would be equivalent to spending compounds to access extra 4 food tiles (limited by total population), which sounds pretty reasonable.
I have to learn to stop juggling with numbers after midnight. It might not create gremlins yet, but I guess it can't take long. I think my intended numbers were 3 compounds, 4 food.
Still awfully potent. Maybe if you added a half-percent penalty to population growth any year it gets used at least once?
And here are the ones where you say that you're underpowered, or someone else is overpowered:
Could you... stop? I mean, it seems like every turn I have to defend myself and/or get nerfed, and it's really getting irritating. To be honest at this point, I think some of
your technologies are overpowered, especially compared to mine ex-nerf. You paid what - two labor for Earth Dowsing, five for Construction Magic, and just like that you get a spell that beats my Aqua Kaolinae, which I paid a total of 32 labor, counting bonuses, for? And your School and Academy seemed especially powerful too. Now we can argue balance all day, but that's not the point I'm trying to make here. The point is this: I saw your techs, so what did I do? I certainly didn't tell Knight to make your techs worse, because what if they weren't overpowered after all, and I ended up leaving you with a bad technology that you couldn't un-research? I kept my mouth shut, and I built them myself, or traded for them. That's fair for everyone. You see a good technology, you get it - everyone has a chance at it. That, I think, is how the game should be played - if something's overpowered, getting it yourself, so it's not an unfair advantage any more. Not running to the GM every turn saying how overpowered someone is, and how they need to be nerfed, so they get saddled with crap technologies all the time.