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AU: A MOD for the curiculum

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  • Theseus, great idea!
    There are such settings!!!

    We can emphasize production and make the AI more efficient. BUT: will the city governor affect workers too?
    That's really what we want.

    Edit: All civs have the same settings: Manage citizens and production, but no food, shields, or trade priorities.

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    • Originally posted by Theseus
      Does anyone have access to the editor just now?

      Isn't there a Governor section for the AI civs? Is there anything about food and shields? Which civs have what priorities?

      If it's there, this could be HUGE... I don;t remember any discussion of these settings.
      OF COURSE!!! Why didn't we ever think about this before?? The settings are in the 'Civilization' tab but we never changed anything... Anybody wants to test this??

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      • Question #1: Which AI civs have what stock settings?

        Question #2: Does anyone understand how the City Governor works for the human player? I typically have it manage moods, and lately I've been playing with "manage production" (as in AU 106...). But in reality, I have no idea how it works!! I'm pretty sure it oversees tile selection for food and production purposes. Does it impact how and which tiles are worked? Does it have any (further) impact on build preferences?

        Sidenote: I cannot believe that at this point we don't really know about city governors or anarchy, nor that we didn't think of this editor feature when discussing AI greatness!!
        The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

        Duas uncias in puncta mortalis est.

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        • Originally posted by Theseus
          Question #1: Which AI civs have what stock settings?
          All civs have the same settings. We have exactly the same choices (Emphasize food, shields or trade, no wonders, no small wonders) as we have in our own governor, except that we can't change the AI settings during the game.

          Question #2: Does anyone understand how the City Governor works for the human player? I typically have it manage moods, and lately I've been playing with "manage production" (as in AU 106...). But in reality, I have no idea how it works!! I'm pretty sure it oversees tile selection for food and production purposes. Does it impact how and which tiles are worked? Does it have any (further) impact on build preferences?
          I'm just setting up a test scenario, comparing three civs with different settings.

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          • I posted a question thread about this and about anarchy at CFC... I'm fully expecting Lt. Killer M to reply "READ THE FAQ" or Cracker to yell something about the early game.

            (just kidding )
            The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

            Duas uncias in puncta mortalis est.

            Comment


            • Originally posted by Theseus
              Question #2: Does anyone understand how the City Governor works for the human player? I typically have it manage moods, and lately I've been playing with "manage production" (as in AU 106...). But in reality, I have no idea how it works!! I'm pretty sure it oversees tile selection for food and production purposes. Does it impact how and which tiles are worked? Does it have any (further) impact on build preferences?
              It's been a long time since I used the governors for anything other than "Manage Moods," and I certainly never did any extensive testing, but I hvae pretty clear memories of setting certain cities on "Emphasize Production" and then being frustrated that this handy governor thingy didn't really "emphasize production" the way I might -- tiles producing the most food were still the first chosen (regardless of nearing a growth break like an aqueduct or hospital) and the only differences from leaving the production box unchecked seemed to be that, when faced with a choice of nothing better than a one-food tile, the governor selected the one-food tile that produced shields over the one-food tile that might produce more gold. My governors couldn't ever seem to get away from an emphasis on food.

              Catt

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              • Originally posted by Theseus
                I posted a question thread about this and about anarchy at CFC... I'm fully expecting Lt. Killer M to reply "READ THE FAQ" or Cracker to yell something about the early game.

                (just kidding )
                Eh, something like that: In the 'Difficulty Levels' tab in the editor you can set 'max government transition time'. It's 3 for Emperor, which means I miscounted (I counted the turn of the revolution itself as well). Deity has 2, Monarch 4, Regent & lower 0.

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                • Originally posted by Killerdaffy


                  Eh, something like that: In the 'Difficulty Levels' tab in the editor you can set 'max government transition time'. It's 3 for Emperor, which means I miscounted (I counted the turn of the revolution itself as well). Deity has 2, Monarch 4, Regent & lower 0.
                  I don't have the editor in fron of me, but I think that's the transition time for the AI -- at Diety even a non-religious AI will have not more than 2 turns of anarchy.

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                  • In my test scenario (very simple set up, one city for each civ, three settlers, all industrious, all grassland) I got the following results:

                    Egypt (Emphasize food) 11, 7, 20 (irrigation, mine, road)
                    China (Emph. shields) 9, 9, 19
                    America (Emph. trade) 10, 9, 22
                    France (baseline) 12, 6, 21

                    That's not too compelling so far. The little differences might simply be due to the movement sequence...

                    Somebody needs to check this out more thoroughly, I really don't feel like doing this 10 times over right now.

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                    • Good work KD! Looking at shields versus baseline, I think that is compelling (although it does need more testing).

                      I got a great response from Bamspeedy on CFC... he also adds new observations re build preferences:

                      The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

                      Duas uncias in puncta mortalis est.

                      Comment


                      • Originally posted by alexman
                        As you said, the number of ships in the game is not that great, and the number of times you can upgrade each ship is not that great either. Is it really that much pain to move each of them to a coastal fortress city a couple of times per game?
                        It's sort of like the little girl with the little curl in the old rhyme. If the time for upgrading comes when your navy doesn't have anything in particular to do, it's no big deal. But if the time comes when you're trying to take advantage of a window of opportunity to invade with a major technological advantage, especially a narrow window, it can be a very big deal.

                        The coastal fortress change almost completely destroys the idea of upgrading galleys to caravels for a knight/samurai/rider attack. With the standard rules, such an upgrade can be performed the moment you get Astronomy even if you haven't researched the Invention/Gunpowder/etc. tech line at all. With the AU mod as it now exists, it could easily take twenty turns or more extra just to get the technology to perform the upgrade, and then you still have to build a coastal fortress or fortresses before the upgrade becomes possible. Thus, someone wanting to reuse ships from exploration to mount an attack with knights is stuck either using galleys with only two thirds the transport capacity of caravels or waiting a long time and very likely giving the enemy a chance to discover gunpowder.

                        (Moving coastal fortresses to Astronomy would not be a complete solution either. With the default rules, there are plenty of harbors in place in the homeland when Astronomy is discovered, and there's a fairly decent chance conquered territory would have at least one harbor as well if the logical staging area for an overseas invasion is far from your core. And in the worst case scenario, a rush-built harbor in badly corrupt conquered territory has uses beyond just a one-time upgrade. But with coastal fortresses, you can't even start the improvement needed for the upgrade before you get the prerequisite tech. And capturing a coastal fortress is theoretically impossible at that stage if the conquered civ was behind in technology, and probably a lot less likely than capturing a harbor in even the best of circumstances.)

                        Another big problem can arise when a player wants to invade using cavalry and galleons. Depending on the situation, a player may want to upgrade to galleons the moment he gets Magnetism and then set sail for enemy lands the very next turn. But with harbors not allowing upgrading, there's a much higher chance of needing a rush buy to get a coastal fortress in a suitable location to do that (especially if attacking from the far end of the home continent). The alternative would be to waste time upgrading farther away from the target, delaying the invasion two or three or even more turns.

                        And still another problem is the problem of upgrading in the middle of a war if no coastal fortress is convenient (again, a situation much more likely to occur with coastal fortresses than with harbors in corrupt conquered areas). What happens if those few turns to send ships to a rear area for upgrade come just when you're trying to shuttle troops across to enemy territory as quickly as possible?

                        Finally, there's the matter of turnaround time for recalled exploration ships. Every turn farther away a returning exploration ship has to go to upgrade before being used in an attack can potentially translate into TWO turns of delay in when it can attack. And even if a coastal fortress is along the way, waiting to reach it to upgrade instead of upgrading at the nearest harbor forces a ship to settle for a slower movement rate longer.

                        Everything the coastal fortress change does to add strategy, it does by interfering with strategies available in the standard game. Personally, I find it annoying enough when I have to interrupt my normal build priorities to build (if not rush) harbors under the standard rules in order to upgrade at a convenient location. The idea of having to make sacrifices for an improvement that's likely to have no value whatsoever beyond a single upgrade phase is far more annoying.

                        Nathan

                        (P.S. As long as the coastal fortress change is part of the mod, the fact that coastal fortresses rather than harbors are needed to upgrade ships ought to be spelled out explicitly in the description. I for one never made the connection that the "veteran" flag is also the flag responsible for upgrades, which is making my situation in AU 106 even more annoying than it would be had I known about the quirk from the beginning.)

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                        • I guess that's the end of coastal fortresses for the AU mod!!!

                          Seriously, you guys have totally convinced me.

                          I'm still not convinced about leaving entertainers with a lower value than the other specialists (at the very least we should revert taxmen and scientists back to the original effect), but oh well...

                          About the AI governors now, in the next version we should definitely emphasize production for all civs. A small increase in shields for the AI might not make killer AIs, but it's still much better than what we have now.

                          Comment


                          • If you revert scientists and taxmens back, they will not be used.

                            If you make ententainers better, you'll make Temples and Luxury resources less usefull.

                            Simple: 1luxury point is worth MORE then 1 gold or science point.

                            Because 1 luxury point makes 1 citized happy.
                            And that's a lot already.

                            And 2-2-1 is balanced.

                            Did you, while playing found it otherwise?
                            I'm not.

                            Comment


                            • I hope the Coastal Fortress issue isn't dead (if so, just disregard this post!). I'm probably rehashing the reasons for the change in the first place, but still think they're valid.

                              In the normal rules, Coastal Fortresses are (IMO) useless. I've never used one's special ability, and I have to stretch my imagination to think of a situation where it would really shine. Harbors' have numerous (3) useful abilities: connect coast/ocean squares for trading, produce veteran units, increase food production in coast squares. Any of these is (in some cases) useful enough alone to warrant building a Harbor. Basically you're getting the other two "for free", meaning Harbors are essentially a no-brainer in the build queue (if you choose to build them at all). Again, Coastal Fortresses are also no-brainers, because they're so bad.

                              So, in efforts of making the game more varied, I think the current change is great. Yes, it may be inconvenient initially to get used to the change, but this is just a reflection of how good Harbors were in the first place. From an aesthetic standpoint, building a veteran navy for conquest only really comes around Frigates in my mind (forgetting the Vikings until Play the World). Not having veteran sea units to conduct invasions is annoying, but something I can definitely live without.

                              Any further suggestions on how to improve Communism (which, incidentally, I think would really help the Communist-happy AI)?


                              Dominae
                              And her eyes have all the seeming of a demon's that is dreaming...

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                              • Originally posted by Theseus
                                Good work KD! Looking at shields versus baseline, I think that is compelling (although it does need more testing).
                                I ran several similar tests today but can't seem to replicate the results from last time in a controlled environment. I always end up with the familiar checker board pattern, no matter what I set the governor to...

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