|
Author
|
|
Topic: Tentative Project - Part Three |  |
|
Diodorus Sicilus Warlord Steilacoom, WA, USA May 99
|
 |
posted November 26, 2000 18:17
 |
 |
 |  |
Limey et al: One way to realistically hamper the "Build thru Slavery" model in CtPII, which I admit was an easy way to "supersize" early cities in CtPI, is to introduce the real drawbacks to slavery into the game. Neither CtPI nor, apparently, CtPII have them now. They are: Lack of Technical Improvement. It wasn't until the Roman Empire stopped expanding and bringing in slaves, coupled with a serious manpower shortage within the Empire, that they developed the great multiple-water wheel-powered mills or the windmills that powered much of the medieval improvements in manufacturing. Likewise, Heiro's early experiments with hydraulic and steam-powered gadgets went nowhere because with plenty of slave labor no one needed powered machinery to replace manual labor. Diplomatic Trouble. Quickest way to become enemies with some civilizations was to enslave their poeple. Rome was guaranteed to come after anyone enslaving Roman citizens, and Christian states in the later middle ages took an extremely dim view of non-Christians enslaving the believers. Later still, once the view that slavery was morally wrong began to spread, being a slave-holding state could leave you seriously isolated - as in the American Confederacy in the ACW, which even through military victories couldn't overcome the moral reluctance of European powers to intervene on the side of slavers. Slave Revolt. Even when the slaves don't revolt, immense resources have to be allocated to keep an eye on them. Sparta became a miliarist state partly to keep its Helots down, After the Spartacus episode Rome had large numbers of troops and semi-military vigiles watching the slave population.Count up the Overseers, Slave Catchers, Guards, Militia, etc., etc in the American South in the 1850s, and an appreciable percentage of the otherwise-productive part of the population is tied down watching their slaves. I think, if these elements were included in the game, the practice of slavery would become more 'balanced' and the option to become a slave-holding civ would be a real choice instead of one you can't afford to make because slaves make it too easy to outstrip your opponents. |
Diodorus Sicilus Warlord Steilacoom, WA, USA May 99
|
 |
posted November 26, 2000 18:17
 |
 |
 |  |
Limey et al: One way to realistically hamper the "Build thru Slavery" model in CtPII, which I admit was an easy way to "supersize" early cities in CtPI, is to introduce the real drawbacks to slavery into the game. Neither CtPI nor, apparently, CtPII have them now. They are: Lack of Technical Improvement. It wasn't until the Roman Empire stopped expanding and bringing in slaves, coupled with a serious manpower shortage within the Empire, that they developed the great multiple-water wheel-powered mills or the windmills that powered much of the medieval improvements in manufacturing. Likewise, Heiro's early experiments with hydraulic and steam-powered gadgets went nowhere because with plenty of slave labor no one needed powered machinery to replace manual labor. Diplomatic Trouble. Quickest way to become enemies with some civilizations was to enslave their poeple. Rome was guaranteed to come after anyone enslaving Roman citizens, and Christian states in the later middle ages took an extremely dim view of non-Christians enslaving the believers. Later still, once the view that slavery was morally wrong began to spread, being a slave-holding state could leave you seriously isolated - as in the American Confederacy in the ACW, which even through military victories couldn't overcome the moral reluctance of European powers to intervene on the side of slavers. Slave Revolt. Even when the slaves don't revolt, immense resources have to be allocated to keep an eye on them. Sparta became a miliarist state partly to keep its Helots down, After the Spartacus episode Rome had large numbers of troops and semi-military vigiles watching the slave population.Count up the Overseers, Slave Catchers, Guards, Militia, etc., etc in the American South in the 1850s, and an appreciable percentage of the otherwise-productive part of the population is tied down watching their slaves. I think, if these elements were included in the game, the practice of slavery would become more 'balanced' and the option to become a slave-holding civ would be a real choice instead of one you can't afford to make because slaves make it too easy to outstrip your opponents. |
Elucidus Chieftain Prattville, AL Mar 2000
|
 |
posted November 24, 2000 14:30
  |
 |
 |  |
I think all of these suggestion are pretty good, but I just add one thing. Now please understand I am not a historian nor do I wish to get into an arguement with one, but I believe that historically cities and colonies are initially more prosperous near water than they are land locked. And not just for the trade; Food is easier to get, as well. I don't know about production though, I imagine if grasslands can give you some production than oceans should give you some and beaches should give you a little more than ocean. I think beaches should be some of the best lands as far as resources goes. But again this is just what I think. I hope I didn't upset too many people with my remarks. Thank you for giving me the time to post my thoughts.------------------ Yours in gaming, ~Elucidus |
MrFun Prince United States, Iowa Nov 2000
|
 |
posted December 09, 2000 03:30
|
 |
 |  |
No reviews from anyone? wow |
MrFun Prince United States, Iowa Nov 2000
|
 |
posted December 09, 2000 03:30
|
 |
 |  |
No reviews from anyone? wow |
Semjaza Settler
Dec 2000
|
 |
posted December 09, 2000 05:10
 |
 |
 |  |
Yup, we're all too busy playing it to comment on it! |
Semjaza Settler
Dec 2000
|
 |
posted December 09, 2000 05:10
 |
 |
 |  |
Yup, we're all too busy playing it to comment on it! |
TheLimey Prince
May 2000
|
 |
posted November 26, 2000 20:58
 |
 |
 |  |
Agreed Diodorus... but...1) I can't see any way of introducing the lack of technical improvement idea 2) Diplomatically, it doesn't matter if everyone hates you if you have a supersize empire *IF* we haven't found a way to even out the game (see the other stuff at the top of the thread) 3) Slave revolts were and are a danger, however, the gain in production from the slaves ofsets the production cost of the garrison. All you can do is slow it down... |
TheLimey Prince
May 2000
|
 |
posted November 26, 2000 20:58
 |
 |
 |  |
Agreed Diodorus... but...1) I can't see any way of introducing the lack of technical improvement idea 2) Diplomatically, it doesn't matter if everyone hates you if you have a supersize empire *IF* we haven't found a way to even out the game (see the other stuff at the top of the thread) 3) Slave revolts were and are a danger, however, the gain in production from the slaves ofsets the production cost of the garrison. All you can do is slow it down... |
TheLimey Prince
May 2000
|
 |
posted November 26, 2000 20:58
 |
 |
 |  |
Agreed Diodorus... but...1) I can't see any way of introducing the lack of technical improvement idea 2) Diplomatically, it doesn't matter if everyone hates you if you have a supersize empire *IF* we haven't found a way to even out the game (see the other stuff at the top of the thread) 3) Slave revolts were and are a danger, however, the gain in production from the slaves ofsets the production cost of the garrison. All you can do is slow it down... |
TheLimey Prince
May 2000
|
 |
posted November 26, 2000 20:58
 |
 |
 |  |
Agreed Diodorus... but...1) I can't see any way of introducing the lack of technical improvement idea 2) Diplomatically, it doesn't matter if everyone hates you if you have a supersize empire *IF* we haven't found a way to even out the game (see the other stuff at the top of the thread) 3) Slave revolts were and are a danger, however, the gain in production from the slaves ofsets the production cost of the garrison. All you can do is slow it down... |
jkadabomb Warlord
Nov 2000
|
 |
posted November 24, 2000 16:10
 |
 |
 |  |
Actually Youleus Republic came before theocracy, the ancient greeks and romans had replubics setup. |
Emperor10 Warlord
Jul 1999
|
 |
posted November 24, 2000 16:13
 |
 |
 |  |
What about wonders? I loved the wonders in MMI. I hope they can somehow be translated to the new version for CTP2.  |
MrFun Prince United States, Iowa Nov 2000
|
 |
posted December 09, 2000 19:28
|
 |
 |  |
Hey Semjaza, did you seriously download my North America map? That's cool if you did - when you do find time, I would like to know what you think of it. |
MrFun Prince United States, Iowa Nov 2000
|
 |
posted December 09, 2000 19:28
|
 |
 |  |
Hey Semjaza, did you seriously download my North America map? That's cool if you did - when you do find time, I would like to know what you think of it. |
WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
|
 |
posted November 26, 2000 22:41
  |
 |
 |  |
In his mod, CD lowered the number of slaves that a unit suppressed from 3 to 2, which was a good change. In the Med mod, I raised the amount of food they consumed, and make them consume wages as well. In ctp2, I don't believe that slaves consume *any* food. I just checked the pop.txt, and slaves are not listed in it like they were in ctp1, so I am not sure right now how to adjust these settings. I also eliminated the production effect of rivers, to try and reduce the unbalancing effect of that resource.As far as the AI's reluctance to attack, I found in the strategies.txt that the goal for defense was higher than that for attack for all AI types. I have reversed this for militaristic types, and I may change it for other types later. From what I can tell from ctp1, the AI will not attack if it can't build a stack more powerful than your stack, even if it has other stacks to throw at you. This will be something else to look at as we become more familiar with the game. As far as the rich getting richer, I think it was Gedrin who set all wonders to give -1 happiness. I didn't try this in the med mod I, but I might try it in the med mod II. As far as unit settings, I am going to set them to what they were in the med mod I, as far as increases from one age to the next. We will have to see as far as production and upkeep settings. I will probably increase the effect of city walls as well. I need for someone to run some game tests to try and gage their effectiveness under the current settings, and figure out what they need to be raised to. |
WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
|
 |
posted November 26, 2000 22:41
  |
 |
 |  |
In his mod, CD lowered the number of slaves that a unit suppressed from 3 to 2, which was a good change. In the Med mod, I raised the amount of food they consumed, and make them consume wages as well. In ctp2, I don't believe that slaves consume *any* food. I just checked the pop.txt, and slaves are not listed in it like they were in ctp1, so I am not sure right now how to adjust these settings. I also eliminated the production effect of rivers, to try and reduce the unbalancing effect of that resource.As far as the AI's reluctance to attack, I found in the strategies.txt that the goal for defense was higher than that for attack for all AI types. I have reversed this for militaristic types, and I may change it for other types later. From what I can tell from ctp1, the AI will not attack if it can't build a stack more powerful than your stack, even if it has other stacks to throw at you. This will be something else to look at as we become more familiar with the game. As far as the rich getting richer, I think it was Gedrin who set all wonders to give -1 happiness. I didn't try this in the med mod I, but I might try it in the med mod II. As far as unit settings, I am going to set them to what they were in the med mod I, as far as increases from one age to the next. We will have to see as far as production and upkeep settings. I will probably increase the effect of city walls as well. I need for someone to run some game tests to try and gage their effectiveness under the current settings, and figure out what they need to be raised to. |
WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
|
 |
posted November 26, 2000 22:41
  |
 |
 |  |
In his mod, CD lowered the number of slaves that a unit suppressed from 3 to 2, which was a good change. In the Med mod, I raised the amount of food they consumed, and make them consume wages as well. In ctp2, I don't believe that slaves consume *any* food. I just checked the pop.txt, and slaves are not listed in it like they were in ctp1, so I am not sure right now how to adjust these settings. I also eliminated the production effect of rivers, to try and reduce the unbalancing effect of that resource.As far as the AI's reluctance to attack, I found in the strategies.txt that the goal for defense was higher than that for attack for all AI types. I have reversed this for militaristic types, and I may change it for other types later. From what I can tell from ctp1, the AI will not attack if it can't build a stack more powerful than your stack, even if it has other stacks to throw at you. This will be something else to look at as we become more familiar with the game. As far as the rich getting richer, I think it was Gedrin who set all wonders to give -1 happiness. I didn't try this in the med mod I, but I might try it in the med mod II. As far as unit settings, I am going to set them to what they were in the med mod I, as far as increases from one age to the next. We will have to see as far as production and upkeep settings. I will probably increase the effect of city walls as well. I need for someone to run some game tests to try and gage their effectiveness under the current settings, and figure out what they need to be raised to. |
WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
|
 |
posted November 26, 2000 22:41
  |
 |
 |  |
In his mod, CD lowered the number of slaves that a unit suppressed from 3 to 2, which was a good change. In the Med mod, I raised the amount of food they consumed, and make them consume wages as well. In ctp2, I don't believe that slaves consume *any* food. I just checked the pop.txt, and slaves are not listed in it like they were in ctp1, so I am not sure right now how to adjust these settings. I also eliminated the production effect of rivers, to try and reduce the unbalancing effect of that resource.As far as the AI's reluctance to attack, I found in the strategies.txt that the goal for defense was higher than that for attack for all AI types. I have reversed this for militaristic types, and I may change it for other types later. From what I can tell from ctp1, the AI will not attack if it can't build a stack more powerful than your stack, even if it has other stacks to throw at you. This will be something else to look at as we become more familiar with the game. As far as the rich getting richer, I think it was Gedrin who set all wonders to give -1 happiness. I didn't try this in the med mod I, but I might try it in the med mod II. As far as unit settings, I am going to set them to what they were in the med mod I, as far as increases from one age to the next. We will have to see as far as production and upkeep settings. I will probably increase the effect of city walls as well. I need for someone to run some game tests to try and gage their effectiveness under the current settings, and figure out what they need to be raised to. |
Drakenred Warlord Hou Tx b.02-15-99
|
 |
posted November 24, 2000 21:39
 |
 |
 |  |
quote:
 Originally posted by WesW on 11-24-2000 04:24 AM Time to get down to business... Terrain & Tile Improvement Readme for the Medieval Pack II By Wes WhitakerOriginally, ocean types were generally better than land types in overall value, which didn't seem right to me. Therefore, I have strengthened some of the land types, and weakened some of the ocean ones. A list of terrain types and their values is given in the Med chart's terrain sheet. Placing Forests costs 400, instead of 800. The defensive bonus of Hills has been raised from 50% to 75%. This puts them between Forests/Jungles and Mountains, which seems more realistic, imo. Kelp and Reefs can have food improvements. Drilling Platforms now increase production, not commerce, adding 20 production and 5 gold at a cost of 1,200. (The same cost and effect as advanced mines on Hills.) They may be built on Shallow Water, Kelp, Tundra and Swamp tiles. Ports can only be built on beach tiles. Fortifications give a +100% defense bonus. Listening posts cost 500. Airbases cost 600, and take 3 turns to complete. Undersea tunnels costs 800 for shallow-water types, 1,200 for Deep Water, and 1,600 for Volcanoes and Rifts, due to the seismic instability of these last two terrains. Tunnels cannot be built over Trenches. I am leaving alone the cost of food, production, commerce and movement improvements until I play the game some, and get feedback from people. (I thought putting drilling rigs on tundra and swamps was a moment of inspiration.) Here is a paste of the new terrain values from the Terrain sheet of the Med charts: Terrain Food-Prod-Gold Grassland 15----5---5 Plains ---10---10---5 Forest---- 5---15---5 Jungle--- 10---10---5 Desert---- 0---10---5 Swamp--- 5----5---5 Hill---------5---10---5 Sand Dune--0---10---5 Polar Hill---0---10---5 Mountain---0---15---5 Brown Mtn--0---15---5 Polar Mtn--0---15---5 Tundra-----5----5---0 Glacier----0----0---0 Beach-----10---0---10 Shallow---10---0---10 Shelf-----10---5---10 Trench-----5--10---10 Kelp------15---0---10 Reef------10---5---10 Deep Water10---0---10 Volcano---10--20---10 Rift-------5--20----5 Special1--15---5----5 Special2------------5 (God, I hate trying to post charts.) The biggest changes were to Forests, which only gave 5 production before (who decided that?), and to deserts, which I gave 10 production to (hey, if plains give 10...).

|
Last time i checked, real world deaserts only produced anthing of value when they had Oil under them, or a water source over them, (Dead Sea, Salt Lake. ect) it might be more realistic to alow all of the Terain inprovements on them. (also you might want to see if you can put up a 3rd slot good on the list, that may increase the traidgoods density, although i suspect they were expecting folks to be trying for the 30+ pop Cities with wideley dispered cities) quote:

I eliminated the production from most sea terrains, and adding some gold to other types, since sea-faring nations were traditionally big traders as well. The new function of Drilling Rigs will help balance out the terrain in the later stages of the game, but something had to be done with the original setup. I mean, the AIs were founding cities on solid Glacier continents, and making large, productive cities simply becuase Beaches were the best un-improved terrain type in the game. It was ridiculus. They can still have large cities, I suppose, but now they will have to buy most anything they have in them. For Governements: 1)I set turns-to-readiness for all govt's to the Med mod I settings. 2)City limit for Monarchy reduced to 15. I want to play the game, and get some feedback before making major changes to gov'ts right now. Notes: People have complained about Fascism coming so early in the game. Well, it is much less powerful than it was in Ctp1, so it fits in with its current place in that regard. I figure I will insert CD's Fundamentalism gov't form into the game, and perhaps my Constitutional Monarchy, and move Fascism back to its historical place, with settings similar to what it had in Ctp1. Also, when I change strategies.txt to get the AIs to building more roads, I will probably raise the distance unhappiness modifiers like CD did as well, but keep the max unhappiness settings at their current lowered rate. This way if you discover a distant city from a ruin or something, it won't riot and be distroyed on the first turn, which often happened in ctp1.

|
Watch it when you do that, the AIs like to throw their citys all over the place (often without reguard as to wheter or not the most of their cities come into contact with eachtoers borders)when they start plating cities , so they will end up needing to burn PW to build roads, you may need to modify their multiples slightly for Production and PW to adjust for that quote:

The next thing I will probably do is go through the strategies.txt, and alter some of the AI settings in it. The main thing I am going to do there is re-write the unit types defined in the game to match what I did with the Med mod I, since their are simply not enough categories once you get into the modern eras. By the time I get this done, we should have some concensous on what units to have in the game, and I will start into all of that. Next will be adding enough advances necessary to handle the units, and any wonders that we decide to add. Finally, we will get into slic functions, which will hopefully be a lot of fun. The four I know I want right now are: 1)Med mod I's militia triggers, 2)Wonder-enabled special units, 3)Gedrin's new Refugee trigger, which takes a portion of the population from a conquered city and spreads it among the remaining cities of the original owner, and

| thinks it would be a bit more realistic to have it produce "Settler" units instead, that try to move to the nearest cities, but that may be beyond slic, and also, Do setlers have the ability to add to population anymore? quote:

4)a yet-to-be-made unit repair trigger, which will sutract shields from your public works pile to pay for healing units to full strength in cities. If you can't pay for them, your units don't heal any more than they would out in the field. This will have a major impact on waging war, and go a long way towards making the game more realistic. The current practice of getting free repairs for spending the night in town sounds like something out of Dungeons and Dragons, and should have been addressed years ago.

|
you dont hang out with many Marines, do you? considering that early one a turn takes ~20 years, i Find it entirely plausible for a Military unit to er, "Replinish" itsself!  (joking) serisously though, i would think that having a slic code that takes out (say) 10-100 "new persons" from the population growth poolper hp needed to be replaced would be a bit more acurate(in theory,creating and disbanding a unit would alternalty take and return the pop to the cities, but the game should have been created to acount for that in the first place,but that is just my 2¢ quote:

Btw, I need to come up with a name for this version of the mod, and you can help! Since I am a fan of both Babylon 5 and Star Trek, I am thinking about two possible names. 1)The Med mod II: In the Beginning Since we are starting from the beginning of the game, and this is the first version for Ctp2. 2)The Med mod II: The Next Generation Since Ctp2 is the next generation of the Ctp series, and this mod will be the next generation of the Med mod series.
 |
MedModII is just fine quote:

Well, what do you think?[This message has been edited by WesW (edited November 24, 2000).]
 |
I think its odd that Al Gore is trying soo hard to Become President during a >>>0<<< year election! (for thoues of you not familiar with US history, IE the typical American), their is suposedly a Curse atached to being Elected President in a year that ends in 0, the only president that has survied the 0 curse, is Regan, Who was Shot by Hincly, then developed alshimers while in Office,(witch, incidentlay, Explains the entire last 3 years of the Regan prresidency) Drakenred Log Cabin Republican, and this year, another Straight (sheesh i hate that word) ticked Democratic Voter. Again
[This message has been edited by Drakenred (edited November 24, 2000).] |
OmniGod ACS CtP2 Database Manager Philadelphia, PA, USA --> Really Canadian Dec 1999
|
 |
posted December 09, 2000 19:34
 |
 |
 |  |
Okay my review time... I've played the map for 250 turns and haven't found any real problems other than the northern islands (already addressed). There is no slowing down based on civs or size since the map is within the outlines given by acti... things that would have made it even better would have been starting with 2 settlers and militia unit in a ship landing on an already partial occupied north america... you could have real possibility with the map... another thing for future maps, is detail... detail is pretty important especially if you're doing a smaller scale map or a magnified region... just a comment, and I'm not sure how much you can detail 60 degrees by 120 degrees but overall I'm enjoying the map and can' wait for your next one...nice job Omni |
OmniGod ACS CtP2 Database Manager Philadelphia, PA, USA --> Really Canadian Dec 1999
|
 |
posted December 09, 2000 19:34
 |
 |
 |  |
Okay my review time... I've played the map for 250 turns and haven't found any real problems other than the northern islands (already addressed). There is no slowing down based on civs or size since the map is within the outlines given by acti... things that would have made it even better would have been starting with 2 settlers and militia unit in a ship landing on an already partial occupied north america... you could have real possibility with the map... another thing for future maps, is detail... detail is pretty important especially if you're doing a smaller scale map or a magnified region... just a comment, and I'm not sure how much you can detail 60 degrees by 120 degrees but overall I'm enjoying the map and can' wait for your next one...nice job Omni |
colorme Warlord
Nov 2000
|
 |
posted November 26, 2000 23:17
|
 |
 |  |
Wes,I tried increasing GOAL_SEIGE priority ten-fold. It didn't help one bit (BTW, GOAL_ATTACK is probably not the right thing to modify because that controls how the AI attacks UNITS. GOAL_SEIGE seems to control the attacking of CITIES). Regarding your comment on AI not attacking until it has a stack better than yours, I think that's not accurate (at least in CTP2 it seems). Lots of folks have commented how it throws 2/3 units at you. Also, it often has a strong army of 12 dispersed a few tiles from each other. It doesn't seem to be able to combine them. And if an attack force has to be transported across water, we can forget about that. The game doesn't have the intelligence to do that. I believe the bigger problem is that while defense is easy (ExecuteIncrementally ), offense is hard (RallyFirst ). And the latter piece of AI seems to be still-born in this game. I doubt you'll be able to improve that (For those who've not checked yet, the above flags are part of the aidata/goals file.) But if you do, I'll be one happy camper  OK, I've spent the Thanksgiving break fretting over the game. Time to move on in life! BTW, where's MarkG's review?? Wonder if he'll agree with my observations  Mark, did you postpone your review because you realised how crappy the AI is ?
|
colorme Warlord
Nov 2000
|
 |
posted November 26, 2000 23:17
|
 |
 |  |
Wes,I tried increasing GOAL_SEIGE priority ten-fold. It didn't help one bit (BTW, GOAL_ATTACK is probably not the right thing to modify because that controls how the AI attacks UNITS. GOAL_SEIGE seems to control the attacking of CITIES). Regarding your comment on AI not attacking until it has a stack better than yours, I think that's not accurate (at least in CTP2 it seems). Lots of folks have commented how it throws 2/3 units at you. Also, it often has a strong army of 12 dispersed a few tiles from each other. It doesn't seem to be able to combine them. And if an attack force has to be transported across water, we can forget about that. The game doesn't have the intelligence to do that. I believe the bigger problem is that while defense is easy (ExecuteIncrementally ), offense is hard (RallyFirst ). And the latter piece of AI seems to be still-born in this game. I doubt you'll be able to improve that (For those who've not checked yet, the above flags are part of the aidata/goals file.) But if you do, I'll be one happy camper  OK, I've spent the Thanksgiving break fretting over the game. Time to move on in life! BTW, where's MarkG's review?? Wonder if he'll agree with my observations  Mark, did you postpone your review because you realised how crappy the AI is ?
|
colorme Warlord
Nov 2000
|
 |
posted November 26, 2000 23:17
|
 |
 |  |
Wes,I tried increasing GOAL_SEIGE priority ten-fold. It didn't help one bit (BTW, GOAL_ATTACK is probably not the right thing to modify because that controls how the AI attacks UNITS. GOAL_SEIGE seems to control the attacking of CITIES). Regarding your comment on AI not attacking until it has a stack better than yours, I think that's not accurate (at least in CTP2 it seems). Lots of folks have commented how it throws 2/3 units at you. Also, it often has a strong army of 12 dispersed a few tiles from each other. It doesn't seem to be able to combine them. And if an attack force has to be transported across water, we can forget about that. The game doesn't have the intelligence to do that. I believe the bigger problem is that while defense is easy (ExecuteIncrementally ), offense is hard (RallyFirst ). And the latter piece of AI seems to be still-born in this game. I doubt you'll be able to improve that (For those who've not checked yet, the above flags are part of the aidata/goals file.) But if you do, I'll be one happy camper  OK, I've spent the Thanksgiving break fretting over the game. Time to move on in life! BTW, where's MarkG's review?? Wonder if he'll agree with my observations  Mark, did you postpone your review because you realised how crappy the AI is ?
|
colorme Warlord
Nov 2000
|
 |
posted November 26, 2000 23:17
|
 |
 |  |
Wes,I tried increasing GOAL_SEIGE priority ten-fold. It didn't help one bit (BTW, GOAL_ATTACK is probably not the right thing to modify because that controls how the AI attacks UNITS. GOAL_SEIGE seems to control the attacking of CITIES). Regarding your comment on AI not attacking until it has a stack better than yours, I think that's not accurate (at least in CTP2 it seems). Lots of folks have commented how it throws 2/3 units at you. Also, it often has a strong army of 12 dispersed a few tiles from each other. It doesn't seem to be able to combine them. And if an attack force has to be transported across water, we can forget about that. The game doesn't have the intelligence to do that. I believe the bigger problem is that while defense is easy (ExecuteIncrementally ), offense is hard (RallyFirst ). And the latter piece of AI seems to be still-born in this game. I doubt you'll be able to improve that (For those who've not checked yet, the above flags are part of the aidata/goals file.) But if you do, I'll be one happy camper  OK, I've spent the Thanksgiving break fretting over the game. Time to move on in life! BTW, where's MarkG's review?? Wonder if he'll agree with my observations  Mark, did you postpone your review because you realised how crappy the AI is ?
|
Semjaza Settler
Dec 2000
|
 |
posted December 11, 2000 02:48
 |
 |
 |  |
MrFun, Sorry, for not going into more detail earlier...I am currently playing two games, one with Omni's map (which btw really rocks! --- see my post elsewhere on this forum) and your North American map. I am currently playing as the Russians on yours and everything is looking good after 300 turns. You did a great job with the map! Thanx! Omni made some really good points concerning your map (he is the expert after all!), especially concerning detail. I noticed certain areas of the map that seemed a little out of place (but this may just be me and definitely does not need any major concern over) that could have been expanded on, but the map is good enough for me though, and I am really enjoying my game so far. Besides, I doubt I could have done a better job! I really appreciate the time and effort you put into it! Thanx again...Look forward to playing on any new maps you may create... ------------------ Just another Civ Addict |
Semjaza Settler
Dec 2000
|
 |
posted December 11, 2000 02:48
 |
 |
 |  |
MrFun, Sorry, for not going into more detail earlier...I am currently playing two games, one with Omni's map (which btw really rocks! --- see my post elsewhere on this forum) and your North American map. I am currently playing as the Russians on yours and everything is looking good after 300 turns. You did a great job with the map! Thanx! Omni made some really good points concerning your map (he is the expert after all!), especially concerning detail. I noticed certain areas of the map that seemed a little out of place (but this may just be me and definitely does not need any major concern over) that could have been expanded on, but the map is good enough for me though, and I am really enjoying my game so far. Besides, I doubt I could have done a better job! I really appreciate the time and effort you put into it! Thanx again...Look forward to playing on any new maps you may create... ------------------ Just another Civ Addict |
TheLimey Prince
May 2000
|
 |
posted November 27, 2000 06:29
 |
 |
 |  |
Regarding the 12 stacks from the AI. When the AI is in defense mode, the offensive stacks are just at a lower priority. It still 'matches the target' just not as often. Why not duplicate the most offensive battleplan, over the top of the defensive one, and see how the AI reacts?Also, you might want to set up a game with 3 civs, a biggish map, and just build and defend yourself, but let the AI get bigger than you. Use globesat I guess... Watch what happens when the AI can resource however it wants. Wes> Doesn't the lack of food requirements almost demand a need for lessening slaving. This sounds like an open invite... The -1 happiness is all well and good if the human is building wonders BUT... if the human ignores them, and lets the AI build them, theoretically the AI could run itself into the ground by building them... The human could just build the positive happiness ones, and the 'best of the rest' to be sure. I think we're in for some amount of playtesting to find really good balance.
|
TheLimey Prince
May 2000
|
 |
posted November 27, 2000 06:29
 |
 |
 |  |
Regarding the 12 stacks from the AI. When the AI is in defense mode, the offensive stacks are just at a lower priority. It still 'matches the target' just not as often. Why not duplicate the most offensive battleplan, over the top of the defensive one, and see how the AI reacts?Also, you might want to set up a game with 3 civs, a biggish map, and just build and defend yourself, but let the AI get bigger than you. Use globesat I guess... Watch what happens when the AI can resource however it wants. Wes> Doesn't the lack of food requirements almost demand a need for lessening slaving. This sounds like an open invite... The -1 happiness is all well and good if the human is building wonders BUT... if the human ignores them, and lets the AI build them, theoretically the AI could run itself into the ground by building them... The human could just build the positive happiness ones, and the 'best of the rest' to be sure. I think we're in for some amount of playtesting to find really good balance.
|
TheLimey Prince
May 2000
|
 |
posted November 27, 2000 06:29
 |
 |
 |  |
Regarding the 12 stacks from the AI. When the AI is in defense mode, the offensive stacks are just at a lower priority. It still 'matches the target' just not as often. Why not duplicate the most offensive battleplan, over the top of the defensive one, and see how the AI reacts?Also, you might want to set up a game with 3 civs, a biggish map, and just build and defend yourself, but let the AI get bigger than you. Use globesat I guess... Watch what happens when the AI can resource however it wants. Wes> Doesn't the lack of food requirements almost demand a need for lessening slaving. This sounds like an open invite... The -1 happiness is all well and good if the human is building wonders BUT... if the human ignores them, and lets the AI build them, theoretically the AI could run itself into the ground by building them... The human could just build the positive happiness ones, and the 'best of the rest' to be sure. I think we're in for some amount of playtesting to find really good balance.
|
TheLimey Prince
May 2000
|
 |
posted November 27, 2000 06:29
 |
 |
 |  |
Regarding the 12 stacks from the AI. When the AI is in defense mode, the offensive stacks are just at a lower priority. It still 'matches the target' just not as often. Why not duplicate the most offensive battleplan, over the top of the defensive one, and see how the AI reacts?Also, you might want to set up a game with 3 civs, a biggish map, and just build and defend yourself, but let the AI get bigger than you. Use globesat I guess... Watch what happens when the AI can resource however it wants. Wes> Doesn't the lack of food requirements almost demand a need for lessening slaving. This sounds like an open invite... The -1 happiness is all well and good if the human is building wonders BUT... if the human ignores them, and lets the AI build them, theoretically the AI could run itself into the ground by building them... The human could just build the positive happiness ones, and the 'best of the rest' to be sure. I think we're in for some amount of playtesting to find really good balance.
|
hexagonian Prince the artist formerly known as... Jun 99
|
 |
posted November 24, 2000 21:58
|
 |
 |  |
Boy, I just got the game today, and this is coming down the pipelines already...  I vote for 'In the Beginning' as BAB5 is a whole lot better than 'Star Trek' (Blasphemey to some, gospel truth to the enlightened) Any way to include some more ancient civs (Hittite, Babylonian) Move Fascism to Modern and replace it with Constitutional Monarchy. How about adding some kind of government based on Medieval Islamic (variation of Theocracy), which would be a strong scientific/military Government, as opposed to gold production of Theo. Of course you'll need to include military from them too. I really like the units you had for the MedMod, and with the longer timeline, they will be used in CTP2. In playing your Mod, I used just about every unit as it came available. That refugee trigger sounds very good! I have a question regarding the tile improvements, as it seems they have a less powerful impact on your city. Since workers work all the tiles around a city, is that improved tile's effect somewhat diffused? Darth made the point that a non-improved city grew at a close rate to an improved city. Any testing in this been done? Is there any way to change the value of certain goods, based on the tech available? (Oil for example) I knnow this wasn't possible in CTP1, but I can hope, can I??? And I would be willing to put together another 'Collector's Edition' Tech Tree and unit specs chart once this is done. Notify me with the specs before you bundle it, and I can get it together for the final release. [This message has been edited by hexagonian (edited November 24, 2000).] |
Diodorus Sicilus Warlord Steilacoom, WA, USA May 99
|
 |
posted November 25, 2000 00:00
 |
 |
 |  |
Historically, Democracy came out of Monarchy as the Industrial Revolution started (or the Second Industrial Revolution if you include the Medieval Agricultural developments as a First Industrial Rev), followed by Communism as a reaction to the excesses of unbridled Capitalism, followed by Fascism as a reaction to Communism. In game terms, Democracy should be a product of Age of Reason, Communism a product of Economics and perhaps Corporation (which should be earlier in the tech tree) and Fascism a product of Industrial Revolution and Mass Media. I've already started modifying the tech tree, but since I've started with the Ancient era and am testing by playing a test game as I go, it will be some time yet before I get up to modifications in the Modern era... As for the units, I've already changed the Machinegunner to a Defensive unit with factors of Attack Range Defense = 30, 20, 40. I'm working on re-naming the Fascist as Infantry (I prefer the first Gunpowder infantry to be Musketeers, and so they are again in my version) or Stormtroopers, and dsignating them as the regular Attack infantry unit for the Modern era with factors defined as above at 40 15 30. This would be a general unit, not specific to Fascism. I've already noticed that with a lot more playing time (in turns) in the Ancient and Renaissance eras, the general lack of early Flanker, naval warship, and decent Attack infantry units really slows the game down early on. This is the reason I'm agitating to return the Trireme and Legion to the Ancient units and add an early Light Cavalry or Chariot unit. By the same token, to balance things I suggest increasing the effect of City Walls to +25 defense instead of +15. This makes a carefully balanced and powerful attacking Army a necessity to take walled cities - right now the City Wall effect is simply not enough to protect a city without a large garrison, which unbalances the game a bit towards the early attacker who "jumps" an early city before it's well-garrisoned. |
Drakenred Warlord Hou Tx b.02-15-99
|
 |
posted November 27, 2000 11:16
 |
 |
 |  |
quote:
 Originally posted by TheLimey on 11-27-2000 06:29 AM Regarding the 12 stacks from the AI. When the AI is in defense mode, the offensive stacks are just at a lower priority. It still 'matches the target' just not as often. Why not duplicate the most offensive battleplan, over the top of the defensive one, and see how the AI reacts?Also, you might want to set up a game with 3 civs, a biggish map, and just build and defend yourself, but let the AI get bigger than you. Use globesat I guess... Watch what happens when the AI can resource however it wants. Wes> Doesn't the lack of food requirements almost demand a need for lessening slaving. This sounds like an open invite... The -1 happiness is all well and good if the human is building wonders BUT... if the human ignores them, and lets the AI build them, theoretically the AI could run itself into the ground by building them... The human could just build the positive happiness ones, and the 'best of the rest' to be sure. I think we're in for some amount of playtesting to find really good balance.
 |
I think you should be able to give the AI a happynes bonus to ofset that, although frankly i find the -1 hapyness bonus to be a bit odd.(the Real Wonders of the world were for the most part a souce of Pride in the empire in question) as for WOTW, i would think that it would be a lot more realistic to have a modification of the way they expire. Specificaly, they Expire when your Civilisation builds a new Wonder of the World(logicaly, they should also continue to provide a minor hapynes-Tourist trade efect bonus for the City when they expire(IE the statue of Liberty, starts off providing a empire-wide hapyness/growth bonus, but when it is replaced by a later WOTW, within its empire, then it simply provides a minor Comerce bonus (say +10%, and +1 hapyness) to that city only)(also, i think that the bonuses should decay a bit after time, say all wondres provide their max benifit for (say)100 turns(200-250 in CTP2), then slowly start to demisnish in efect,(or terminate in Efect all together) or only provide full efects to fewer cities, or the top X number of cities that would most benifit from that WOTW
|
Drakenred Warlord Hou Tx b.02-15-99
|
 |
posted November 27, 2000 11:16
 |
 |
 |  |
quote:
 Originally posted by TheLimey on 11-27-2000 06:29 AM Regarding the 12 stacks from the AI. When the AI is in defense mode, the offensive stacks are just at a lower priority. It still 'matches the target' just not as often. Why not duplicate the most offensive battleplan, over the top of the defensive one, and see how the AI reacts?Also, you might want to set up a game with 3 civs, a biggish map, and just build and defend yourself, but let the AI get bigger than you. Use globesat I guess... Watch what happens when the AI can resource however it wants. Wes> Doesn't the lack of food requirements almost demand a need for lessening slaving. This sounds like an open invite... The -1 happiness is all well and good if the human is building wonders BUT... if the human ignores them, and lets the AI build them, theoretically the AI could run itself into the ground by building them... The human could just build the positive happiness ones, and the 'best of the rest' to be sure. I think we're in for some amount of playtesting to find really good balance.
 |
I think you should be able to give the AI a happynes bonus to ofset that, although frankly i find the -1 hapyness bonus to be a bit odd.(the Real Wonders of the world were for the most part a souce of Pride in the empire in question) as for WOTW, i would think that it would be a lot more realistic to have a modification of the way they expire. Specificaly, they Expire when your Civilisation builds a new Wonder of the World(logicaly, they should also continue to provide a minor hapynes-Tourist trade efect bonus for the City when they expire(IE the statue of Liberty, starts off providing a empire-wide hapyness/growth bonus, but when it is replaced by a later WOTW, within its empire, then it simply provides a minor Comerce bonus (say +10%, and +1 hapyness) to that city only)(also, i think that the bonuses should decay a bit after time, say all wondres provide their max benifit for (say)100 turns(200-250 in CTP2), then slowly start to demisnish in efect,(or terminate in Efect all together) or only provide full efects to fewer cities, or the top X number of cities that would most benifit from that WOTW
|
Drakenred Warlord Hou Tx b.02-15-99
|
 |
posted November 27, 2000 11:16
 |
 |
 |  |
quote:
 Originally posted by TheLimey on 11-27-2000 06:29 AM Regarding the 12 stacks from the AI. When the AI is in defense mode, the offensive stacks are just at a lower priority. It still 'matches the target' just not as often. Why not duplicate the most offensive battleplan, over the top of the defensive one, and see how the AI reacts?Also, you might want to set up a game with 3 civs, a biggish map, and just build and defend yourself, but let the AI get bigger than you. Use globesat I guess... Watch what happens when the AI can resource however it wants. Wes> Doesn't the lack of food requirements almost demand a need for lessening slaving. This sounds like an open invite... The -1 happiness is all well and good if the human is building wonders BUT... if the human ignores them, and lets the AI build them, theoretically the AI could run itself into the ground by building them... The human could just build the positive happiness ones, and the 'best of the rest' to be sure. I think we're in for some amount of playtesting to find really good balance.
 |
I think you should be able to give the AI a happynes bonus to ofset that, although frankly i find the -1 hapyness bonus to be a bit odd.(the Real Wonders of the world were for the most part a souce of Pride in the empire in question) as for WOTW, i would think that it would be a lot more realistic to have a modification of the way they expire. Specificaly, they Expire when your Civilisation builds a new Wonder of the World(logicaly, they should also continue to provide a minor hapynes-Tourist trade efect bonus for the City when they expire(IE the statue of Liberty, starts off providing a empire-wide hapyness/growth bonus, but when it is replaced by a later WOTW, within its empire, then it simply provides a minor Comerce bonus (say +10%, and +1 hapyness) to that city only)(also, i think that the bonuses should decay a bit after time, say all wondres provide their max benifit for (say)100 turns(200-250 in CTP2), then slowly start to demisnish in efect,(or terminate in Efect all together) or only provide full efects to fewer cities, or the top X number of cities that would most benifit from that WOTW
|
Drakenred Warlord Hou Tx b.02-15-99
|
 |
posted November 27, 2000 11:16
 |
 |
 |  |
quote:
 Originally posted by TheLimey on 11-27-2000 06:29 AM Regarding the 12 stacks from the AI. When the AI is in defense mode, the offensive stacks are just at a lower priority. It still 'matches the target' just not as often. Why not duplicate the most offensive battleplan, over the top of the defensive one, and see how the AI reacts?Also, you might want to set up a game with 3 civs, a biggish map, and just build and defend yourself, but let the AI get bigger than you. Use globesat I guess... Watch what happens when the AI can resource however it wants. Wes> Doesn't the lack of food requirements almost demand a need for lessening slaving. This sounds like an open invite... The -1 happiness is all well and good if the human is building wonders BUT... if the human ignores them, and lets the AI build them, theoretically the AI could run itself into the ground by building them... The human could just build the positive happiness ones, and the 'best of the rest' to be sure. I think we're in for some amount of playtesting to find really good balance.
 |
I think you should be able to give the AI a happynes bonus to ofset that, although frankly i find the -1 hapyness bonus to be a bit odd.(the Real Wonders of the world were for the most part a souce of Pride in the empire in question) as for WOTW, i would think that it would be a lot more realistic to have a modification of the way they expire. Specificaly, they Expire when your Civilisation builds a new Wonder of the World(logicaly, they should also continue to provide a minor hapynes-Tourist trade efect bonus for the City when they expire(IE the statue of Liberty, starts off providing a empire-wide hapyness/growth bonus, but when it is replaced by a later WOTW, within its empire, then it simply provides a minor Comerce bonus (say +10%, and +1 hapyness) to that city only)(also, i think that the bonuses should decay a bit after time, say all wondres provide their max benifit for (say)100 turns(200-250 in CTP2), then slowly start to demisnish in efect,(or terminate in Efect all together) or only provide full efects to fewer cities, or the top X number of cities that would most benifit from that WOTW
|
MrFun Prince United States, Iowa Nov 2000
|
 |
posted December 11, 2000 11:23
|
 |
 |  |
I have an idea of a possible map or scenario that I'm thinking of creating next.late 19th century through first half of 20th century Africa - the European imperial powers race to divide the African continent for themselves This would include African states who have a chance in fighting to keep their independence and perhaps change history. What does anyone think - good idea, or forget it? |
MrFun Prince United States, Iowa Nov 2000
|
 |
posted December 11, 2000 11:23
|
 |
 |  |
I have an idea of a possible map or scenario that I'm thinking of creating next.late 19th century through first half of 20th century Africa - the European imperial powers race to divide the African continent for themselves This would include African states who have a chance in fighting to keep their independence and perhaps change history. What does anyone think - good idea, or forget it? | |