Fixing Neutrality Learning Centers
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GalCiv2 Forums
So, I played a "long" game this weekend. 9 civs + me (modified Yor, as usual). At Challenging. And I came to a conclusion:
NLC's are just a little too powerful.
On their own, they're probably not uber. But, if you combine them (as I often do) with a 300+% bonus from Economy starbases (planets near corners can get access to up to 16 econ bases), they become exceptionally powerful. And, because you can get this well before most people get Discovery Sphere, you win the tech race. Which, ultimately, means you win the game (as long as you have decent infrastructure, which is guarenteed if you can get 16 econ starbases).
You could make NLCs just be a version of Discovery Sphere, so that it gives the same tech bonus. But that isn't a powerful enough thing, I think. There's a better way.
Get rid of them entirely.
Don't stop until you've heard the whole thing.
So, neutrals are supposed to seek balance, right? Evil is all about war, and Good is all about defense. Research funnels into both, so having a powerful research building early on isn't really funding neutrality. So, do this instead.
Take the best production building (Industrial Sector). The best research building (Discovery Sphere). And the best morale building. Divide their output by 4 (round up). And make a building that provides all of that.
Building one of these isn't even as good as the lowest-quality building of each individual one of the others. But, you can come close to the output of the others with just this building. And note: you're replacing 3 hypothetical buildings with 4 tiles (divided by 4). So, it is more expensive, but you never have to run up the entire tech tree for all three of the building types. You just need this one.
You pay for it in tiles, (which can be countered by actually researching one of the final buildings and using it where needed). But you gain access to these buildings far sooner than you would normally do.
If the 3:4 ratio is too much, you can add economy boosting to it, and make it a 4:5 ratio.
In effect, neutrals get an advantage if they have fairly high-quality worlds.
NLC's are just a little too powerful.
On their own, they're probably not uber. But, if you combine them (as I often do) with a 300+% bonus from Economy starbases (planets near corners can get access to up to 16 econ bases), they become exceptionally powerful. And, because you can get this well before most people get Discovery Sphere, you win the tech race. Which, ultimately, means you win the game (as long as you have decent infrastructure, which is guarenteed if you can get 16 econ starbases).
You could make NLCs just be a version of Discovery Sphere, so that it gives the same tech bonus. But that isn't a powerful enough thing, I think. There's a better way.
Get rid of them entirely.
Don't stop until you've heard the whole thing.
So, neutrals are supposed to seek balance, right? Evil is all about war, and Good is all about defense. Research funnels into both, so having a powerful research building early on isn't really funding neutrality. So, do this instead.
Take the best production building (Industrial Sector). The best research building (Discovery Sphere). And the best morale building. Divide their output by 4 (round up). And make a building that provides all of that.
Building one of these isn't even as good as the lowest-quality building of each individual one of the others. But, you can come close to the output of the others with just this building. And note: you're replacing 3 hypothetical buildings with 4 tiles (divided by 4). So, it is more expensive, but you never have to run up the entire tech tree for all three of the building types. You just need this one.
You pay for it in tiles, (which can be countered by actually researching one of the final buildings and using it where needed). But you gain access to these buildings far sooner than you would normally do.
If the 3:4 ratio is too much, you can add economy boosting to it, and make it a 4:5 ratio.
In effect, neutrals get an advantage if they have fairly high-quality worlds.
