Although tall play has been buffed lately, it still has many problems. The most important problem is that it's very difficult to keep up with development. Many people would think: "Stack development cost modifiers! Use the dip and adm points to don't spend on conquest to develop your country!". And yes, they're correct in a sense, but more importantly, there is a major problem: development cost isn't a tall play modifier! No, this modifier is best for empires between tall and wide.
Why? Well, let look at what the modifier does: it reduces the dev cost by for example 10%. However, it applies this discount on the base cost, and not the total cost. The base cost, at game start, is 50, so you get a 5 points discount. This sure is useful to develop low dev provinces, but not high dev provinces. On high dev provinces, the development cost reduction will barely matter, since the cost reduction is tied to the action, instead of the province. So this modifier is best for empires with plenty of low dev provinces, and still have monarch points left to invest. "But late game, my provinces stacked up with the dev cost reduction are extremely cheap?" Interesting point. That's entirely due to the dev cost efficiency of technology, which reduces the base cost, which also means that your very high dev provinces (and low dev provinces) become very cheap. However, dev cost reduction has little to do here: since the base cost goes down, so does the efficiency of the dev cost modifier! -10% on a base cost of 35 (late game base cost) is a reduction of 3,5, which is nearly nothing!
The dream every tall player (which I am not) of creating super high dev provinces is difficult and inefficient in this game. Reduced dev cost is almost worthless once you get reasonable large provinces. This is because of the increase in dev cost due to development. For each dev over 9 dev, you pay 3% more. For each dev over 19, you'll pay another 3% per dev, and so on. This makes the dev cost increase very quickly to numbers much larger than the -20% dev cost one gets from economic ideas, and makes it very difficult to play decently tall. That's why I suggest the following modifier: Decreased development cost increase.
Calculations:
The posted table shows the following:
- Dev from: the development is province is at. I've skipped all uneven dev numbers, to make the table somewhat legible. I don't expect that to have a big effect on the calculations.
- Dev cost from dev: the additional cost one has to pay in % due to the current development level. Note how quickly this increases! It's this number that the modifier will affect.
- Cost: the cost one has to pay to increase the development.
- Total cost: sum of the row
- Calculations for a few scenarios.
Scenario 1:
-20% dev cost, the modifier found in the economic ideas, does exactly as expected. It gives a reduction of 50*0.2=10 monarch points. Great for low dev provinces, but hardly noticeable for high dev provinces.
Scenario 2:
Here, the new modifier gets applied. The same value of 20% gets applied, just to make comparing a bit easier. As expected, this modifier hardly matters for low dev provinces, but once one goes over 30 dev (from then one, provinces can be considered as really large), the modifier becomes more effective than the dev cost reduction. The total cost remains higher than the lower dev cost reduction. It's safe to assume this is not a game-breaking modifier!
Scenario 3:
Even with a high number, the modifier doesn't become way too powerful. Sure, if you get a 44 dev city, the reduction will be very strong, but first you'll need to reach such a city, and secondly, you still pay a lot for adding 1 dev to a province!
Scenario 4:
Combining the modifiers has nice results, although it's only 75 less monarch points than the -20% dev cost. Note that this assumes you've gathered two sources for reducing your development cost!
This has the following advantages:
- Makes it easier to balance development cost reductions, as stacking will become harder, since several of the now -X% dev cost modifiers will become the proposed modifier. This will also be a great opportunity to look back at the Imperial City modifiers and the pathetic -5% dev cost reduction from the theocratic government reforms.
- Makes tall play a little better without forcing too much. With forcing I mean, without adding strange mechanics. For example, the advisor upgrading had a good intention, but ultimately also favored wide empires (who can easily control trade) too.
- Both cloth and cotton have the same province modifier. Cloth could get this new modifier instead.
- For many other sources of development cost reduction, this modifier could make sense: burghers, trade centers, prosperity, etc.
Why? Well, let look at what the modifier does: it reduces the dev cost by for example 10%. However, it applies this discount on the base cost, and not the total cost. The base cost, at game start, is 50, so you get a 5 points discount. This sure is useful to develop low dev provinces, but not high dev provinces. On high dev provinces, the development cost reduction will barely matter, since the cost reduction is tied to the action, instead of the province. So this modifier is best for empires with plenty of low dev provinces, and still have monarch points left to invest. "But late game, my provinces stacked up with the dev cost reduction are extremely cheap?" Interesting point. That's entirely due to the dev cost efficiency of technology, which reduces the base cost, which also means that your very high dev provinces (and low dev provinces) become very cheap. However, dev cost reduction has little to do here: since the base cost goes down, so does the efficiency of the dev cost modifier! -10% on a base cost of 35 (late game base cost) is a reduction of 3,5, which is nearly nothing!
The dream every tall player (which I am not) of creating super high dev provinces is difficult and inefficient in this game. Reduced dev cost is almost worthless once you get reasonable large provinces. This is because of the increase in dev cost due to development. For each dev over 9 dev, you pay 3% more. For each dev over 19, you'll pay another 3% per dev, and so on. This makes the dev cost increase very quickly to numbers much larger than the -20% dev cost one gets from economic ideas, and makes it very difficult to play decently tall. That's why I suggest the following modifier: Decreased development cost increase.
Calculations:
The posted table shows the following:
- Dev from: the development is province is at. I've skipped all uneven dev numbers, to make the table somewhat legible. I don't expect that to have a big effect on the calculations.
- Dev cost from dev: the additional cost one has to pay in % due to the current development level. Note how quickly this increases! It's this number that the modifier will affect.
- Cost: the cost one has to pay to increase the development.
- Total cost: sum of the row
- Calculations for a few scenarios.
Scenario 1:
-20% dev cost, the modifier found in the economic ideas, does exactly as expected. It gives a reduction of 50*0.2=10 monarch points. Great for low dev provinces, but hardly noticeable for high dev provinces.
Scenario 2:
Here, the new modifier gets applied. The same value of 20% gets applied, just to make comparing a bit easier. As expected, this modifier hardly matters for low dev provinces, but once one goes over 30 dev (from then one, provinces can be considered as really large), the modifier becomes more effective than the dev cost reduction. The total cost remains higher than the lower dev cost reduction. It's safe to assume this is not a game-breaking modifier!
Scenario 3:
Even with a high number, the modifier doesn't become way too powerful. Sure, if you get a 44 dev city, the reduction will be very strong, but first you'll need to reach such a city, and secondly, you still pay a lot for adding 1 dev to a province!
Scenario 4:
Combining the modifiers has nice results, although it's only 75 less monarch points than the -20% dev cost. Note that this assumes you've gathered two sources for reducing your development cost!
This has the following advantages:
- Makes it easier to balance development cost reductions, as stacking will become harder, since several of the now -X% dev cost modifiers will become the proposed modifier. This will also be a great opportunity to look back at the Imperial City modifiers and the pathetic -5% dev cost reduction from the theocratic government reforms.
- Makes tall play a little better without forcing too much. With forcing I mean, without adding strange mechanics. For example, the advisor upgrading had a good intention, but ultimately also favored wide empires (who can easily control trade) too.
- Both cloth and cotton have the same province modifier. Cloth could get this new modifier instead.
- For many other sources of development cost reduction, this modifier could make sense: burghers, trade centers, prosperity, etc.
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