By the way, a few months back, alexman snuck a change into the AU Mod that dramatically increases the cost of Map Making (16 instead of 12). As of AU 208, it's still there. I'm curious as to whether anyone has noticed changes in gameplay that seem positive enough and significant enough to justify keeping such a significant departure from the default rules.
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Originally posted by jshelr
I'm not sure we need to worry too much about the AI being disadvantaged on tech in the early going given the max water map. If we can't use an early war to extort, it mightl be tough to keep up regardless of the AI uselessly setting research too high.
Nathan
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I've not played with the AU mod for quite some time now. I felt it was better to leave it alone for a while.
Whatever changes are included there will always be supporters and detractors. There is simply no use in arguing about what changes are good or not, because everyone appears to have a different agenda concerning the AU mod. If everyone could agree on the purpose/spirit of the AU mod, then it may then be worthwhile to open that project again.
Even with this simple game I'm beginning to see that there will be major disagreements on the settings. I suggest someone just say "this is the way it's going to be" and provide the scenario file. I assume the point of this game and this thread is to play Civ3 and not debate about its game mechanics.
Frankly, I'm a little hazy concerning the relationship between Huge maps, OCNs, REXing and research, so I'll just leave this all up to you guys.
DominaeAnd her eyes have all the seeming of a demon's that is dreaming...
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This sounds intense... I'm in, for as long as my computer can handle it.
Re research, I think the target should be achieving 4 turn discoveries around the end of the Industrial Era, but only if your empire can do so at 80-100% science.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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Dominae, in general, I agree that the AU Mod is in good enough shape that we can let it sit. But the change in cost for Map Making was done essentially unilaterally by one person in a spirit of "let's try it and see how it works," and I don't recall there ever being any real discussion since then of whether it produces any noticeable improvements in gameplay. Unless someone steps forward and says, "Yes, I think it's a significant improvement because...," I'd rather change the cost back to its normal value so there's one less change between the default and AU Mod versions to keep track of and take into consideration when switching back and forth.
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As a side note to the interesting but difficult-to-follow (for we idiots) discussion of tech costs, I just wanted to note that any changes that push this scenario in the direction of "real life" would be beautiful... that would be the best thing about this super-huge map, ne c'est pas?
Anyhow, carry on...You can't fight in here! This is the WAR room!
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Nathan, this "one person" performed a thorough analysis of AI behavior before suggesting that particular change, and he steps forward and says that it's a significant improvement because it encourages the AI to take a less predictable research path.
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Originally posted by vmxa1
If one of the goals was to make contact harder to come by, then making ships travel faster/farther would defeat that aim.
I can see doing something for the very late ship travel, say battleships and transports.
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Originally posted by Dominae
Will this be an AU course?
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Originally posted by alexman
Nathan, this "one person" performed a thorough analysis of AI behavior before suggesting that particular change, and he steps forward and says that it's a significant improvement because it encourages the AI to take a less predictable research path.
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The analysis was not theoretical. It was based on testing, and the results are summarized in a strat thread over at CivFanatics.
Anyway, do as you wish with the AU mod. I'm done with it.
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Originally posted by Theseus
This sounds intense... I'm in, for as long as my computer can handle it.
I have not played all that many huge maps, so I may not be in a position to judge, plus I always get the lastest hardware.
This would give me the answer once an for all.
24 civs on a monster map, if that does not bog things down, nothing will.
I was going to suggest AU3xx, but I was not sure what 302 was meant to be about.
I do think it is wise to use PTW 1.21 as the next addon will be at least at that level. May as well get use to it.
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On the tech costs, I've seen a definite improvement in the AI's choice in techs.
Normally the most significant part of the change is not the increase in cost in Mapmaking but the decrease in cost of Mathematics. The only way I've been able to exploit the change is by getting a 40-turn Currency in early.
The increased cost of Mapmaking would probably only be important if the minimum research time is increased significantly. I doubt the even the AIs will do much better than 40 turns on an expensive tech that they research early on the settings that have been discussed. Except possibly on Deity.
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