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  • Ok, my last post was a little negative, so here's something constructive:

    We're trying to keep the flavor of stock Civ3, but also trying to help the AI. In stock Civ3, Communism sucks. So basically we're trying to make the AIs not as big pushovers in Communism. I suggest the following: 1) make Espionage better under Communism, 2) raise the Draft limit, 3) raise the Worker rate and 4) raise the Police limit (why not). Sure, these changes probably will not make Communism the government of choice, and that's good. What they will do (I think), is make big wars against big AIs not easy. This will make WW a much bigger problem, which is as it should be.


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

    Comment


    • Originally posted by alexman
      Anyway, I thought about it a bit more and I think all these happy faces could be exploitable through pop-rushing and drafting. But maybe not. The AI routinely drafts and pop-rushes when it can. Maybe it's just a choice between using WLTKD or drafting as a means to get more shields.

      BTW, anyone know exactly how Bach's works? I think it turns unhappy people content, but do you get some happy people when everyone's already content, or does the extra happiness go to waste like with a temple? Whatever the answer, that's how this new Communist Wonder would work.
      Drafting would be my choice, especially if I could get Longevity. 8 conscript infantry per city shortly after going Communism would often be a game winning advantage. If I can get that rubber then I could acheive domination with conscript MI and only have to worry about the UN.

      Bachs only makes people content. I know it says happy faces in the editor but it means content ones.

      Comment


      • Dominae, I second that.

        Comment


        • Does limiting the Kremlin to the Capitol penalize island map AIs? Do we need to limit its effects to the same landmass? I'll be interested to see if it works without the AI exploiting the draft concept.

          I haven't tested it - just anecdotal observations - but it seems that the AI will always strive to take full advantage of the MP limit in every city, meaning if we increase the MP limit it might induce too much unit building (creating (1) a too-aggressive, stagnating AI, or (2) a burdensome maintenance cost on the swithc out of Communism since I don't think the AI voluntarily disbands units).

          Catt

          Comment


          • Originally posted by Dominae
            We're trying to keep the flavor of stock Civ3, but also trying to help the AI.
            We are also trying to give the player more options, as long as that does not hurt the AI.

            The AI does not choose Monarchy over Communism, but the human knows better. So we either do as Dominae suggests, which is to make Communism better but still terrible, or make Communism an alternative (but not a substitute) to Monarchy for War. Both philosophies follow two of the goals of the mod and break one. I prefer to follow the one that would help the AI the most, which happens to be the one that also gives the player more options.

            4) raise the Police limit (why not).
            But isn't this somewhat the same as what the proposed Kremlin would do? Reduce the number of unhappy people? Note that if we add the Kremlin, we would remove all the other bonuses (free unit support, free unit support) from Communism.

            As Nor Me pointed out, the 8 happy people might be too much of a bonus. Although I can't picture achieving domination with conscript Infantry unless you're going against Musketmen, perhaps he's right. But I still think we should try and make Communism an alternative to Monarchy, not just better than what it is now.

            Catt, there is no way for a Small Wonder to add content people on all continents. It has to work like Bach's Cathedral.

            Comment


            • Originally posted by alexman

              Catt, there is no way for a Small Wonder to add content people on all continents. It has to work like Bach's Cathedral.
              Drat.

              alexman, have you played with this at all in debug mode? I might do so this evening if you haven't, just because I'd hate to see it cause some really funny behavior in a "real" game (I sense that we're taking a big step, and big steps can have big unintended consequences ).

              Catt

              Comment


              • I did a very short test to make sure government-specific buildings work as intended, but I didn't play enough to see if the AI actually builds them, or how it uses the extra happiness. However, I think Nor Me's main concern is that the human will exploit the draft, not the AI.

                Comment


                • Clearly the human could exploit it as Nor Me points out . . . but we wouldn't do that . Just feels like a big leap and I'd rather put the ol' beer bottle on the space bar for an hour than play through a game only to discover some weird AI goings on.

                  BTW - the beer bottle thing didn't work out perfectly last time -- I was afraid it would spill into the keyboard. Had to use a cup of yogurt for proper weight / balance / safety purposes. But I'll still refer to the "ol' beer bottle" method of testing.

                  Catt

                  Comment


                  • What they will do (I think), is make big wars against big AIs not easy.
                    I think this is the key here. In trying to create Killer AI civs, we need to keep them from falling apart as they get bigger.

                    I haven't tested it - just anecdotal observations - but it seems that the AI will always strive to take full advantage of the MP limit in every city, meaning if we increase the MP limit it might induce too much unit building (creating (1) a too-aggressive, stagnating AI, or (2) a burdensome maintenance cost on the swithc out of Communism since I don't think the AI voluntarily disbands units).
                    If the AI does try to take full advantage of the MP limit, then I don't think that it will be benificial to increase the MP limit too far. I believe that if the AI ever gets out of the war, then it will not be able to make the switch to a more efficient government.

                    I like the idea of decreasing corruption in Communism through WLTKD, as opposed to MP. I do think that it should be tested before implemented.

                    As a question, why are we changing all of the other things back to normal?? Thanks.

                    Comment


                    • Re: Proposed Changes for version 1.14

                      Originally posted by alexman
                      Remove wheeled ability from all units where it was previously added
                      You know my opinion. Still if it benefits AI...

                      Originally posted by alexman
                      Remove airlift ability from all units where it was previously added
                      Why? It realy doesn't help human much. And it's not much realsitic too (tank yes, arty no ?!?).

                      Originally posted by alexman
                      Radar Artillery back to original (1 move, no oil/rubber)
                      Arty sucks for AI, now RA sucks for human too.
                      (same as removing it from game if you ask me)

                      Originally posted by alexman
                      All ground artillery has defense strength of 1.
                      Intersting. Could help the AI (or maybe NOT). But there is also loss of FLAVOR (troop capture). At least it will be more difficult to lose your own artillery. No defending units? No probelm, AI would need at least 10 units to take out my 10 Atrilleries.

                      Originally posted by alexman
                      AEGIS and submarines now transport cruise missiles.
                      Interesting.

                      Originally posted by alexman
                      Upkeep of Banks back to original (1).
                      Why was it changed in first place?

                      Originally posted by alexman
                      Movement of Frigate back to original (4).
                      Reduce movement of Privateer to 4.
                      Increase attack strength of Frigate and Man-O-War by 1.
                      Increase cost of Ironclad to 100.
                      Good. Although you could keep Ironclads with cost of 90. So Ironclad to Destroyed upgarde woun't be too cheap.
                      Dough... Almost forgot. You upgarde it to Batteship. Right?
                      Better to Destroyer if you ask me.

                      Originally posted by alexman
                      Battleship and AEGIS ROF back to original (2).
                      Increase bombard strength of Battleship and AEGIS by 2.
                      OK, keeps air vs naval balance.


                      Originally posted by alexman
                      Unit support for Communism and Monarchy back to original.
                      Add new Small Wonder: The Kremlin.
                      I don't know about that name.

                      Small Woders should have UNIVERSAL names, not specific as Great Wonders. There is only one Kremlin not 8 of them.
                      (although Pentagon is exemption)

                      Comment


                      • I was thinking about guerillas...
                        ... is it possible to give a unit 1.5 movement points?

                        Basically, I'm wondering if there's a way to allow guerillas to retreat without giving them 2 moves.

                        Maybe I'm over-romanticizing my own image of the guerilla.
                        "Just once, do me a favor, don't play Gray, don't even play Dark... I want to see Center-of-a-Black-Hole Side!!! " - Theseus nee rpodos

                        Comment


                        • Originally posted by alexman
                          We are also trying to give the player more options, as long as that does not hurt the AI.
                          Communism does have its uses, even in stock Civ3. However, the situations when Communism is useful happen so infrequently that it feels like it's a useless government. By making it conceivably useful in every single game (i.e. whenever there is an Industrial age war), we'll probably make it too powerful and reduce the game to even more warmongering than there currently is.

                          My proposal is to increase Communism for the AI (since it already likes it so much), and decrease The Republic (and maybe Monarchy and Democracy too). This means that the AI will be more competitive (in war). Indirectly, this means that the human will have more decisions, because big wars in representative governments will be very difficult against (militarily) strong opponents. Monarchy is still a problem, I admit. The key is to make Communism better than Monarchy in pure warfare, and that's it (and not to make Communism an alternative for economic growth).

                          Originally posted by alexman
                          I prefer to follow the one that would help the AI the most, which happens to be the one that also gives the player more options.
                          My worry here is that by helping out the AI sufficiently to notice a big change, we're going to change the players' game as well. I'm all for zero-range bombardment and doubled Specialists, because they don't change the way I play the game that much. If Communism becomes a great option, I'm going to have to get used to some pretty dirty warfare (against an admittedly strong AI) in the Industrial age, because that's what is going to win me games. What I would rather have happen is make the AI good (and aggressive) enough that I'll have to react to it, without changing the way I play depending on the current version of the mod.

                          Originally posted by alexman
                          But isn't this somewhat the same as what the proposed Kremlin would do? Reduce the number of unhappy people?
                          Yes and no. The AI loves to keep units inside its cities, so there would be a nice drop in unhappiness. On the flip side, the human player that knows 8 more of his or her citizens are born content instead of unhappy will use that knowledge accordingly, especially in ways the AI wouldn't think of. By raising the police rating, you're forcing the AI and the human to play the same game (which is a good thing, no?).


                          Anyway, I love most of the changes to this mod. But significantly altering governments, even if it does help the AI, makes me uneasy. My suggestions are in attempt to keep the feel of the game intact, while slightly increasing the AI's chances. Hopefully "slightly" will feel like "enough".


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

                          Comment


                          • Dominae, I don't think we disagree on the philosophy of the mod on Government changes. We probably have different experiences on how useful Communism currently is though. I think it's never an option for the human. I have never seen a case where Communism is better than Monarchy, the other wartime government. Well, theoretically, you could use Communism temporarily if you want to develop your cities outside your core or if you want to pop-rush and draft for a few turns, but I have never been tempted to do that.

                            You have a good point about military police. We'll have to see if the increase makes the AI keep more units in its cities to take advantage of the change. I'll test it soon.

                            Comment


                            • Originally posted by alexman
                              Well, theoretically, you could use Communism temporarily if you want to develop your cities outside your core ... but I have never been tempted to do that.
                              I think this should be an option for the human...isn't that the whole point of communal corruption? That your outlying towns can develop infrastructure as well as your core?
                              You have a good point about military police. We'll have to see if the increase makes the AI keep more units in its cities to take advantage of the change. I'll test it soon.
                              The problem I see with this is if the AI switches to communism for wartime, either he drafts/builds a buttload of "extra" units for MPs, or he experiences happiness unless he spends his entire surplus on luxury slider.
                              So, when war is over and he switches back to Rep/Dem, he's losing a buttload of cash every turn on upkeep for those formerly useful MPs.

                              It's a catch-22 for the AI, and while I think slightly increased MP useage and unit support helps during the war, doesn't it just make the post-war stage even worse for an already mentally challenged AI?

                              Maybe I'm completely wrong, but I think giving the AI (and the player) a leg up while in communism is good, but not if it comes at the expense of the bank account during the after communism phase.

                              If I'm completely missing the point, let me know and I'll shut up about this until we can test it.
                              "Just once, do me a favor, don't play Gray, don't even play Dark... I want to see Center-of-a-Black-Hole Side!!! " - Theseus nee rpodos

                              Comment


                              • Originally posted by ducki

                                The problem I see with this is if the AI switches to communism for wartime, either he drafts/builds a buttload of "extra" units for MPs, or he experiences happiness unless he spends his entire surplus on luxury slider.
                                So, when war is over and he switches back to Rep/Dem, he's losing a buttload of cash every turn on upkeep for those formerly useful MPs.
                                ducki - the AI never uses the luxury slider according to Soren, favoring instead entertainers. But other than that, I have the same concerns as you do -- if an AI is communist, it seems to me it will always have at least 4 units in every city, in addition to what it has out in the field. Since I don't think the AI disbands units, my worry is that the AI will be stuck, for the rest of the game with a "too large" military to allow for a switch back to a peacetime government and/or that the mere presence of so many units will cause a near continuous power imbalance between that AI and others -- meaning lots of wars of stagnation. The additional free unit support the AI gets at the higher levels largely offsets my first concern -- but if we up the MP level significantly, it raises the risk of imposing an upkeep burden on AI civs, particularly at the lower difficulty levels. It's all speculation, of course, and worth a test (for we may be worrying about nothing).

                                I didn't get to test last night, but am going to try and run a debug game this morning with increased MP to observe the effects, and if that goes quickly will also run a debug with a Kremlin improvement.

                                Catt

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