[bug?][1291] What happened to pioneer pop cost?

In the 1.20 changelog it states that a pop cost has been added for pioneers. This was working just fine and it seemed like a good mechanic. But now in 1.29 it's been replaced by gold cost, but no mention in the changelog anywhere? Is this a mistake of was there a reason for this and if so why???

47,806 views 62 replies
Reply #1 Top


What's a gold pop? Do some of the population turn gold and then you can build a pioneer? :)

Reply #3 Top

The new gold cost simply makes the wealthy trait OP...

Reply #4 Top

Quoting willie, reply 1

What's a gold pop? Do some of the population turn gold and then you can build a pioneer?

You know what I meant. ;) Edited now.

Reply #5 Top

 

I agree that the population cost was a HUGE improvement and would love the bug (or the design decision?) to be fixed back...

Reply #6 Top

Well the 30 population cost did not make much more sense lorewise since cities founded by settlers start at pop 1...

But I would rather focus on gameplay than lore. The current game has too many balance issues because of trying too much to stick to lore

Reply #7 Top

Quoting ulysses_31, reply 7
Well the 30 population cost did not make much more sense lorewise since cities founded by settlers start at pop 1...

But I would rather focus on gameplay than lore. The current game has too many balance issues because of trying too much to stick to lore

 

They could solve that by starting beginning cities at 30 pop ...

Reply #8 Top


Master of Magic took "population" away when you made a settler why are they changing it to gold? When a settlement of people move (nomads) there's population in that group and gold really plus a maint cost while they are looking for new territory to settle and I believe that was 2 food points not sure about the gold requirement but I do remember the food cost to the city they came from. Food in MOM also was related to gold income as each worker you turned to producing food brought more gold into the cities, each one you turned into a production worker increased production points. It was such a simple and easy method to use. Wonder why they didn't adopt it in this game?

Also making it a pure gold cost makes it even more easier to make a pioneer because even in the early game I can make tons of gold but my population doesn't grow very fast. The AI alone gives tons of gold in just greeting events. Usually around 80gp a pop. I don't even ask for it I just happen into their area and whammo "Hey we like you and would like to give you this X tribute thanks for being friendly". lol Too easy man too easy and this is on higher difficulties.

Reply #9 Top

Quoting ins2, reply 8
They could solve that by starting beginning cities at 30 pop ...
Then it would be useless, since you could daisychain settlers (build in city 1, settle city 2, build in city 2 etc...)

Reply #10 Top

Quoting willie, reply 9
lol Too easy man too easy and this is on higher difficulties.
Then try insane. It's possible to beat the game consistently on ridiculous, but insane...

Reply #11 Top

Quoting ulysses_31, reply 11



Quoting willie sanderson,
reply 9
lol Too easy man too easy and this is on higher difficulties.Then try insane. It's possible to beat the game consistently on ridiculous, but insane...

I'd rather have a "realistic" game than some insanity. :) Fix the regular or just a bit above game. Afterall insanity level is for the insane. ;)

Reply #12 Top

Quoting ulysses_31, reply 3
The new gold cost simply makes the wealthy trait OP...

Yep and that was the reason they went for a 30 pop cost in 1.20, which worked pretty good. I think it was unintentionally changed back to gold cost. Derek can you confirm or at least give a reasoning on changing it tot gold cost.

Reply #13 Top

Quoting LordTheRon, reply 13



Quoting ulysses_31,
reply 3
The new gold cost simply makes the wealthy trait OP...


Yep and that was the reason they went for a 30 pop cost in 1.20, which worked pretty good. I think it was unintentionally changed back to gold cost. Derek can you confirm or at least give a reasoning on changing it tot gold cost.

Hey how bout we have a gold AND pop cost? That will slow down the pioneer spamming for sure.

Reply #14 Top

Yeah but that might hurt the AI too much I guess and still make the wealthy trait OP.

Reply #15 Top

Quoting willie, reply 12
Afterall insanity level is for the insane.
That's what most people thought about Civ V deity level, which can now be beat regularly if not consistently. Given the difficulty of programming an effective AI, it's unreasonable to expect the game to be both realistic and challenging. Although improvements are always nice ;) (and disregarding the fact that the majority wants the game to be easy to win, after all it's partly an ego trip)

Reply #16 Top


Well I've heard stories about how the humaans beat the diety level of Civilization and it wasn't fair at all. They play on a SMALL map with ONE AI opponent and RUSH over and eliminate it before it has time to progress. TO me that's hardly beating the Diety level of difficulty.

Nope, until you have beaten DIETY with ALL AI OPPONENTS on the MAP at the same time then you haven't beaten it you've only EXPLOITED it. I've yet to see ANYONE who has done this and can PRODUCE RESULTS.

Reply #17 Top

Quoting LordTheRon, reply 15
Yeah but that might hurt the AI too much I guess and still make the wealthy trait OP.

Then on higher difficulties give the AI the wealthy trait from the start. ;)

Reply #18 Top

Quoting willie, reply 17

Well I've heard stories about how the humaans beat the diety level of Civilization and it wasn't fair at all. They play on a SMALL map with ONE AI opponent and RUSH over and eliminate it before it has time to progress. TO me that's hardly beating the Diety level of difficulty.

Nope, until you have beaten DIETY with ALL AI OPPONENTS on the MAP at the same time then you haven't beaten it you've only EXPLOITED it. I've yet to see ANYONE who has done this and can PRODUCE RESULTS.
You're quite misinformed. If you care about this subject, I would suggest you have a look over at civfanatics. They have deity challenges, some games of the month at deity level, and even videos showing deity game wins... It's got to the point that it's not even about winning, but how fast a win can be done

Reply #19 Top

Quoting willie, reply 18
Then on higher difficulties give the AI the wealthy trait from the start.
Good idea, but that does not address the choice balancing issue for the player.

Reply #20 Top

 

I've been back and forth on this.  It's a tough one.  These are the options (without getting into anything to fancy):

1. Pioneers return to their original costs.  This incents players to quickly produce and spread pioneers for a Pioneer Explorer strategy, which can be fun but I feel like it is an unbalanced decisions and players don't have the play in the single city model for long.

2. Increase the labor costs of pioneers.  This just slows things down, i tihnk this probably the worst option.

3. Gate Pioneers.  We could have pioneers unlocked with a later civics tech.  I've always been interested in this idea but I've never found a way that made it fun.  Instead you lose one of your early growth strategies.  You either ignore it and play as a 1 city game or feel forced ot rush to that tech every time because the civs that have it get such an advantage.

4. Pioneers cost Pop.  I like the idea of this solution the most.  But it comes with a really high cost, these kind of resource decisions are very hard for the AI to make, so the AI ends up running on the tightrope between being to conservative (and not expanding enough) or to aggressive and pop starving its cities.  So this becomes unworkable because of the Ai considerations (gating pioneers behind a tech is also a difficult mechanic for an ai that isnt hard coded to deal with).

5. Pioneers cost Gold.  This is our best compromise that ties pioneer creation to the economy, causes players to more carefully consider when they build them and is the easiest for the AI to deal with.

So that's the logic.  I can't say any fo the options are right or wrong.  But thats my thinking as I considered the issue.

Reply #21 Top

I wonder if an alternative approach would be to increase the cost of a 'young city'. I.e, instead of making the pioneer expensive; create a burden when a city is first starting (think of it as larger cities having to support the smaller one). This would also create an incentive to raze a small captured city rather than adopt.

-

This still allows for pioneer exploration but makes rapid expansion somewhat more difficult and adds a decision factor on what to do with newly captured cities.

Reply #22 Top

Thanks a lot for clarifying Derek. I really liked option 4, but if it cripples the AI too much, it's a big nono in my book, unless Brad can come up with some magic to offset this. I really hope this can be made to work.

I guess the gold cost is the second best option. The AI seems to handle this pretty well in my current game, but (especially on harder difficulties) it really makes the wealthy trait the way to go. It's still better than having pioneers back to their original cost though.

I can't come up with better ideas. Was thinking about a fixed number of pioneers per city level to make food more important, but that's probably not fun and will be very difficult for the AI to handle.

Reply #23 Top

The only real problem I see with Population cost, Gildar cost, or increased Production costs is that it costs a whole Pioneer to construct an Outpost.
The player can handle these things, but the AI haven't learned that Outposts are not all that important early game, and only very few places is worth the Outpost, when you find a place worth the Outpost it is really important to put it there, though.

I still don't like the Gildar cost for the outpost, due to the Wealthy trait which have been nerfed several times (and I honestly only think it is nessecary when it comes to pioneer without Population cost...)

I still hope that all the faction-wide traits are moved to the faction creation, since that would help state a better balance between the factions themselves, and that Pioneers be split up with another unit, so we have a cheaper solution for Outposts...

Sincerely
~ Kongdej

Reply #24 Top

I just think there should be more benefits to not spamming pioneers. City level ups should give more bonuses like production increase, more gold, etc.

Reply #25 Top

here is an idea on how your "gate pioneers" could work.  instead of tying the pioneers themselves to the technology, you let people make as many pioneers as their economy will allow.  the "gate" technology is instead tied to the number of "special" cities the player can have by introducing a limited but powerful building with the technology that the player can designate.  the capital would by default be one such city (tower of dominion maybe?), and more would have to be teched up.  otherwise the player is just making tons of small cities that are not as significant without the proper research.  the player has to make a choice between growing tall vs wide because he only has a limited number of those buildings to use.