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  • #31
    I have questions for Soren, or anyone else at Firaxis in the know. Why the double change to whip/draft penalties?

    The whip was being exploited due to lack of "negative happiness". That part's been corrected now, so wouldn't doubling the duration penalty push the whip over into "useless" for all but cities only able to muster 1 shield per turn? Is that the intent?

    Did you guys test the Negative Happiness (at the same 20 duration penalty) and find it not strong enough of a new penalty to achieve the desired balance? I'm looking to understand the reasoning for adding two new penalties. From my perspective, that sounds like a bit of overkill.

    The same goes for the draft. I found a way to exploit that one and discovered that it wrecked the game when I did, so I backed off using it. But that, too, is entirely corrected with the advent of Negative Happiness, as you can only get a couple of units out of a city before that city is permanently crippled, so why the extended time penalty? Isn't the duration automatically extended with each new whip/draft operation? I thought 20 turns was too long for the draft. The civilopedia claimed the penalty would only last 10 turns and it took me months to catch on to 20 turn penalty. I always wondered why even two or three units of conscription wrecked my cities, or why captured AI cities would take forever to calm down.

    I'll tell you this much: 40 turns is such a SEVERE penalty for one conscript unit, I'll be shelving that option in my games. Not going to be worth using, even in desperate times -- and I've been one of the few players around to value the draft much at all with the current penalties. I ask again, was this the intent of this change? To make these two options so unappealing, they go from the extreme of exploitation to the other extreme of abandonment and gathering dust, unused? I could be wrong, but that's what it sounds like to me.

    What I was hoping to see was just the Negative Happiness correction. I thought the rest was pretty fairly balanced, or perhaps lower the draft penalty duration to 15 or even 10. With Negative Happiness, the penalty would actually be felt. That the penalty was sometimes ignored was the exploit problem, not its duration. How do you even know what the true value of the old penalty duration was, when the overriding contentment concealed the effects of any heavy use? Wouldn't the auto mechanic's principle of "Tinker with One Thing at a Time" have been more prudent here? Or did you do that and find the results lacking?

    Since the AI's tend to draft more than the typical human player, and whip more in the industrial era, won't these penalties further weaken the AI performance at that stage of the game?


    In a separate question, what will happen to saved games from the last patch? If I load up a game in which I've whipped a city 18 turns ago, will its penalty still vanish in two more turns, or will it be extended to 22 more turns?


    - Sirian

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    • #32
      Originally posted by Sirian
      Since the AI's tend to draft more than the typical human player, and whip more in the industrial era, won't these penalties further weaken the AI performance at that stage of the game?
      I can see it already: Trying to take over an important city held by the AI, and the siege takes over 4 turns. During these 4 turns the AI drafts and drafts and drafts.... Then once the city is under your control and it repopulates, you have to handle "hell no we won't go!" sporadic civil disorder until the end of the game...

      What about tech trading anyone? I actually enjoyed being able to trade techs on my turns when I was able to get the edge. Now that's gone, and I have to accept the first offer an AI gives me..... then that AI will trade it all over and pocket the change! Anyone else feel like that about techs trading? Raise your hands please!!

      In 1.16f patch the tech trading was toned down, but now this is maybe too much. I think firaxis was listening way too much to the people who flooded there e-mail boxes with complaints resembling "your game is dumb i can exploit it like this! fix it or else i'll tell my mommy to get a refund!"

      And what about city trading? That was such a cool thing, and the only fix firaxis could find was to lower the value of city trades to the equivalent of a diplomatic insult. Let me offer my great neighboor, my respected ally, a chance to buy one of my great cities. Forget it "this deal will probably insult him". Great fix, yeah. And don't flame me about city trading exploitation (which didn't always worked). The problem could of been fixed otherwise.

      Whatever, I'm still playing, but the game is taking on a really weird route.

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      • #33
        I agree with Sirian. The reason despotic rushing was unbalancing was the lack of multiple unhappiness in temp cities for the first unit of pop. In 1.16f you can't rush all the time in cities you want to keep without damaging long term growth.

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        • #34
          Possible indefinite Pop-rush still?

          I haven't yet applied the patch, waiting to finish my current game first. There would still seem to be a military camp possibility from the details given, has this been taken care of?

          It would seem that a size 2 to 1 rush is still possible (50%), and that your size 1 city could just make its only citizen an entertainer to deal with happiness problems. Growth would be handled by adding captured workers to the city in most cases. This would allow for pop rushing to be self sustaining even with the patch. Razing cities for captured workers would become even more of a priority.

          Also in some instances a two turn worker factory could still be set up, to pair with an 'entertainer' military camp. This would result in 4 turn military camps (2 turns x 2 cities), which is on par with the average rate a pop rushing city could sustain prepatch. The military camp could be disbanded to get rid of unhappiness buildup after it had served it's purpose.

          Important questions:

          Can Entertainers be overriden by unhappiness?

          Do Settlers 'forget' unhappiness buildup?

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          • #35
            Originally posted by smellymummy


            What about tech trading anyone? I actually enjoyed being able to
            This has been fixed. The AI no longer trades on your turn.

            And what about city trading? That was such a cool thing, and the only fix firaxis could find was to lower the value of city trades to the equivalent of a diplomatic insult. Let me offer my great neighboor, my respected ally, a chance to buy one of my great cities. Forget it "this deal will probably insult him". Great fix, yeah. And don't flame me about city trading exploitation (which didn't always worked). The problem could of been fixed otherwise.
            I think city trading is totally unrealistic and detracts from the game. When has such a thing ever happened in history? I think they should just take it out. It is a huge advantage to the player and the AI does not even city trade amongst themselves.

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            • #36
              Originally posted by Grumbold


              When I'm trading my techs I sell it to everybody, because even if I only get 5 gold its 5 more than I would get if someone else sold the tech to them a turn later. I think the AI is now doing much the same rather than holding out for fixed minimum prices as it may have done in the past, hence the reference to 'more aggressive' trading.
              Well, why don't they sell a tech to me for five gold? It IS an old boys network and they DO like to trade with each other more.

              Regardless, I have to say the AI is quite good overall. I was surprised to see the Greeks place a few galleys in the Strait of Gibraltor (on a realistic map) to block that pathway. They then moved them out when it was in my cultural sphere.

              I do not like the way they won't buy back their own cities that I took from them or liberated for them from another civ. Also, shouldn't an ally give a city it "liberated" from an enemy back to me, instead of keeping it for itself so I have to declare war against it later? I mean when the U.S. liberated Paris they didn't keep it for themselves they gave it back to the French.
              "I've spent more time posting than playing."

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              • #37
                Aeson: sharp observation. I guess the poprush loophole is still not quite closed yet.

                Even so, it's been improved upon. You could only build workers in two turns with a city that has 5 surplus food and five shields per turn, and a granary. That's only going to happen in a few cases, I think. More likely, to have workers coming every four or five turns, perhaps alternating with cheap units. And that would only work with your core cities, something within close range of the capital, so any distant poprushing of spread out empires should be held in check.


                I've played one game now, and Right of Passage seems to have been taken entirely off the table, it's been rendered quite expensive. This is another move I do not understand. What is this aimed at rebalancing? If they are trying to make RoP betrayals impossible by making RoP agreements impossible, would that not be throwing the baby out with the bath water?? RoP had a strong position in the diplomatic/peaceful arsenal, and now it appears to be off the table. Who can afford to keep these things going if the AI's want your firstborn every 20 turns? Getting more cash for RoP agreements from the AI's was practically the ONLY real in-game benefit (other than score) to spread out widely and embrace higher corruption. I don't know what to make of this.


                - Sirian

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                • #38
                  If it is possible to override happiness by turning the one population point to a specialist, then pop rushing is still extremely powerful. The reason is that any conquest will be self perpetuating, as captured workers instantly become military units. Depending on map size and difficulty level, its quite easy to get between 100 and 500 captured workers in the course of a game. Thats still a lot of pop rushing opportunities, usually more than will be needed to complete any conquest. Of course losing more mobile units to non-retreats will have an effect on how many military units need to be produced in the course of a game.

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                  • #39
                    I'm not a pop-rush expert but it strikes me that if a 1 pop town has to be an entertainer permanently then its rate of production will be terrible. You're not going to get much of a unit for only 1 point of pop-rush so the captured worker may be more useful as a worker until the endgame where all squares are fully improved. Poprushing 100% corrupt cities during the endgame is about the only sensible way to get rid of all those hundreds of irritating units (unless you want to go through the "delete? Are you sure?" dialog for every single one of them).

                    To my mind its far more about killing off another strategy employed at the start of the game. We have to rush-expand or lose our expansion space to an omniscent AI who knows everywhere we have left for later. Now we have to push for monarchy or republic a.s.a.p because Despotism is inferior in every way. Expansion will be slower so we have to spend longer in an Ancient Era which has less features. Where's the fun in that?
                    To doubt everything or to believe everything are two equally convenient solutions; both dispense with the necessity of reflection.
                    H.Poincaré

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                    • #40
                      You could of course have one city pumping out workers and another size 1 'taxman city' doing the actual work. 10 shields and one pop point become 40 shields. Hmm....

                      Edit: Just noticed Aeson said this already

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                      • #41
                        'Now we have to push for monarchy or republic a.s.a.p because Despotism is inferior in every way. Expansion will be slower so we have to spend longer in an Ancient Era which has less features. Where's the fun in that?'

                        Well despo was crap in Civ2 as well, it's still a better government than it was in 2. Anyway it makes things more difficult and makes the game more viable for MP, because pop rush as it was before was so slow.

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                        • #42
                          Originally posted by Feephi
                          I think city trading is totally unrealistic and detracts from the game. When has such a thing ever happened in history? I think they should just take it out. It is a huge advantage to the player and the AI does not even city trade amongst themselves.
                          Well, in the US, the (um, I think it was called) Galvastan Purchas was made from mexico, just a bit of land that the US wanted to possibly build a transconinental railroad on. The US also bought the whole of Alaska from Russia, about 1/3 of the country from the French (although technical all that was purchased was Frances _claim_ on that territory.), not to mention about 90% of a continent was bought from various native tribes.

                          It is true that none of these represented actual cities (can you immagine what would happen if Russia tried to sell Kiev?!?! Of course, the Chinese might be happy to purchase Vlaidivostok) but in Civ, territory is represented by cities. And if they were straped enough for cash, any government might just do that...
                          Do the Job

                          Remember the World Trade Center

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                          • #43
                            I think city trading is totally unrealistic and detracts from the game. When has such a thing ever happened in history? I think they should just take it out. It is a huge advantage to the player and the AI does not even city trade amongst themselves.
                            mm. ever heard of hong kong? new york? Loiusianna purchase? Territory exchanges hands all the time, (though not so much anymore) it is a perfectly realistic option. and if they removed it, there would be no way to return cities that you liberated to your allies.
                            By working faithfully eight hours a day, you may get to be a boss and work twelve hours a day.

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                            • #44
                              They should bring back selling/trading cities under population 4 or so. I'd like to sell some of the cities I've liberated for an ally back to them and also buy small colonies from other civs.
                              "I've spent more time posting than playing."

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                              • #45
                                Trades

                                Originally posted by Feephi

                                I think city trading is totally unrealistic and detracts from the game. When has such a thing ever happened in history? I think they should just take it out. It is a huge advantage to the player and the AI does not even city trade amongst themselves.
                                I strongly disagree. Go read history, city trading has been quite popular. Ever hear of the Luisiana Purchase or the Alaska Purhase? The Dutch sold S Africa to the British who so bungled integration that they had the Boer War.

                                The only question is proper valuation of cities and AI goals.

                                America's relationship with France actually improved, as both Napolean and Jefferson got what they wanted.

                                THERE SHOULD BE NO ARTIFICIAL RESTRICTIONS ON TRADE, SIMPLY BETTER AI BEHAVIOR.

                                We SHOULD have sove quantitative idea of the value of what we are asking for and offering beyond cryptic comments from the paper clip person. It's really annoying the way it is currently set up.

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