Necessary changes to the REF

Gliese 581

Your average civ junkie
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So many of us has discovered the easy exploit of keeping the REF small by not generating bells until the very end. Since REF is directly tied to bell generation only you actually get a very easy win by deleting almost all your citizens before the DOI so that you only need a few bells to get a high enough rebel sentiment for the declaration.
Since cannons don't count for rebel sentiment you can have a huge stack of these for all your fighting needs vs a virtually unchanged REF. I posted a demonstration game of this:

http://forums.civfanatics.com/showthread.php?t=293126

I don't think the REF should scale to anything or at least not only scale to something but be partly a linear increase over time tied to difficulty as well.

As long as the REF is scaled to something, no matter what that is, there is potential for exploiting it. What stops you from conquering the whole world with quechuas in CIV on at least higher difficulties?
The AI not immediately hit expand and advance in technology with which you can't keep up only building quechua units. This is an inevitable development that happens gradually over time.

The same thing needs to be in place in col2 where you actually need to build a strong economy and colonial empire sooner rather than later depending on difficulty level to be able to match the REF. If you can take your time by working around something that the REF scales to be it guns, bells or whatever, you can always set up a situation to do a late game push where you obtain the needed item so fast that the king has no time to react.
Now it would be fine to add a secondary effect of stuff like this to an already main effect of continously increasing REF from the start of the game. I don't think liberty bells should affect REF at all though since it's punishing another game mechanic already in place. The cost/benefit of getting bells for FFs as contrasted with the cost/benefit of building infrastructure or working & refining trade commodities. Tradeoff already in place and I don't see a reason to actively punish early bell collection, it's like putting in penalties for building too many wonders in CIV. What's the point of that? You can already lose games by not focusing enough on expansion, military or economy in CIV in pursuing too many wonders.
With the right tweaks the same could hold for col2. Put everything into getting FFs? Well you got them all but now unfortunately you got no gold to pay for your expanding empire, or, an AI colony attacked and wiped you off the map.

So with these things in mind I would suggest a primary linear buildup of REF tied to difficulty (and perhaps game speed and such) with possible secondary effects such as refusing demands (some demerit need to be in place for this) and getting lots of cannons.. etc.
 
Exactly. Civ4 is such a straightforward and easy model, and Colonizations WoI solves the late game/AI civ4 issues. How on earth did they screw this up this badly. This game practically designs itself...

FF = wonders, the penalty for too many FF should be the opportunity cost from lost money/population, not a 500 unit REF.

Why on earth the REF doesn't just increase like 1 unit a turn, or half a unit a turn (modified by difficulty level) makes no sense to me.
 
There are 3 things that REF needs to reflect to be credible:

% of revolucionaries ( not liberty bells )

Size of potential resistance ( population + standing army ( cannons included ) + weapon stockpile )

Attitude of the king towards you ( c'mon, you send the king to eat grass a gazilion times and he thinks you're a OK dude ? )

Time.... not sure. Probably scaling the REF increases to the increase of the perceived threat ( a thing that is definitely not ocurring as it is ) while making the increases more frequent would do the trick. And why to fatten the REF when the colony had not shown any rebelious tendencies, a thing that it would happen if time was the major REF size determiner?
 
Time.... not sure. Probably scaling the REF increases to the increase of the perceived threat ( a thing that is definitely not ocurring as it is ) while making the increases more frequent would do the trick. And why to fatten the REF when the colony had not shown any rebelious tendencies, a thing that it would happen if time was the major REF size determiner?

Because the REF doesn't represent some force the King has on standby waiting for your every move. It represents the available extra troops the king has to throw your way considering other situations in the world. It would go up with time in response to his kingdoms growth, not yours.

Also would make for some interesting events, king gets in a war on turn 250+/- 50 if you declare war now you get -10% REF.
 
As long as REF scales to colonial population there will be a problem.

And current model is just that. The higher the population, more bells needed for independence, more units to REF added.

It punishes expansion, by making king army always big threat regardless how well you fare in expanding your colonies.
 
I agree and I think pretty much anyone who understands the currently possible exploits will agree, that said im pretty confident that firaxis guys will agree as well and patch this.
 
I agree and I think pretty much anyone who understands the currently possible exploits will agree, that said im pretty confident that firaxis guys will agree as well and patch this.

As for the Quechas example from Civ4 - thats a bad example because it was actually possible on a landonly map against a limited number of rivals at least on average difficulty levels ^^

I know, hence I added the "high difficulties" qualifier. There are probably better CIV examples but it was just something that came to mind at the moment. :p
 
Yeah I'd really like to go back to Col1's system where the REF size was pretty much fixed by difficulty level.

It was a race against the other colonial powers to get a prosperous empire going that could defeat the REF before one of your rivals declared independence. I like that style of game a lot. You have to adapt to the game conditions and progress does not get punished, but is encouraged.

The only challenge in Col2 seems to be to expolit the system to prevent the REF from growing too big.
 
I should add that there are some excellent efforts being made by the mod community already to adress this issue. This is mainly a request of Firaxis and an argument supplied to the community to discuss the REF with a perspective of eliminating game breaking exploits.

Unfortunately there is one other major issue imo and that is the issue of AI competency, sepcifically it's defensive capabilities which seems almost non-existant at this point. Perhaps that is better left to other threads though.
 
I have always stated that REF should be based on time. However, one thing I should add is that our total time should also be pushed up. I'd like 500 instead of the weak 300 max turns, so that would fit in with regular Civ IV, and allow much more replay value as you COULD have the option to rex further, thus opening up more variations.
 
I don't think that making REF grow in time is a good way to go. While it would make sense to see a thing like: "The Royal Army is growing stronger and so is the Royal Expeditionary Force" from time to time I believe that REF should still be mostly based on rebel sentiment (especially because it would lead to a new variety of fast revolution exploits). What I think should be changed is the way the rebel sentiment is calculated.
As we all know, well beside people who don't know anything about reality, the main reason for the American Revolution was money, specifically taxes (and politics). No TAXATION without representation.
I dont know how exactly is the percentage of revolutionist calculated, but it seem to have something to do with dividing the amount of bells by the amount of colonists. Let me simplify it into this:
number of bells/poulation
How I think it should be calculated:
number of bells/{population*[1-0.05 for every time the king demanded to raise taxes (0.1 for Adriaen van der Donck) with a cap of 0.9]}

I'ts not all yet. I agree with r_olo1 that cannons and guns should also be taken into account, as well as attitide when calculatiing the size of REF, and as to attitude it should even eneable a decrease in the size of REF under some circumstances (if you agree to give him anything he wants for some time). "The king has faith in your loyality and therefore decreases the number of soldiers in REF, who he believe could see some use elsewhere".

But the most important thing is to make AI smarter so that you would need soldiers to defend your colonies from other players, which would make the use of exploits more risky.

I read that in Col1 the relations between the countries in Europe would affect relations between colonies (you know what I mean - wars). I would really like to see it included (although I have no hope for that). It could have a lot of influence on the REF. During a war in the name of your king the size of REF should not increase or increase much slower and it should be possible for the king to support you with some soldiers that could be taken from REF.
 
this is very odd. in my game on conquistador, the dutch player achived independence on turn 215.
well i guess he had a good start, but still, it seems like the AI cannot be complety useless.
He had quite a good amount of warships though.

Which brings me to this issue, why cant i steal goods with combat ships, like in col 1. Not beeing able to do that kinda defeats the purpose of piracy.
 
There are 3 things that REF needs to reflect to be credible:

% of revolucionaries ( not liberty bells )

I do agree that it should be tied to the items you suggest, however, I'm not sure that % works as well as an absolute factor?

eg 20% Rebels in a colony of total population size 100 should be far more worrying to the king than 50% in a tiny colony with 1 town of size 4.

I would also add a 'time' base factor too. For much of the time in question, the Kings had far bigger concerns in Europe to respond too, as well!
 
eg 20% Rebels in a colony of total population size 100 should be far more worrying to the king than 50% in a tiny colony with 1 town of size 4.

I agree, but 100pop empire will not earn double more income then 50pop empire due to various factors (while still having at least double REF). There should be reward for exanding, instead of always scaling REF in some way to player.

Lets, for example, conquering other colony power means something, instead of just giving you more REF to worry later (and not enough in return).
 
There are 3 things that REF needs to reflect to be credible:

% of revolucionaries ( not liberty bells )

I do agree that it should be tied to the items you suggest, however, I'm not sure that % works as well as an absolute factor?

eg 20% Rebels in a colony of total population size 100 should be far more worrying to the king than 50% in a tiny colony with 1 town of size 4.

I would also add a 'time' base factor too. For much of the time in question, the Kings had far bigger concerns in Europe to respond too, as well!

<EDIT> BobTheBarbari. I've just posted on another thread that I think the RebSent rate should vary on how badly the King is treating you. eg At 2 % tax and cheap guns you could have 10 Statesmen screaming till blue in the face, but nobody is going to get upset with the king! However, at 50% and guns more expensive that diamonds, 1 Statesmen would be enough to start the revolution.
 
i posted in other topic that I think the REF size..:

- should be big in the beginning. depending on the difficulty ofc. the starting number could be 100+ soldier. So if you are playing at higher difficulty you are forced to have a good economy to get a strong force
- should depend on how much trade you did with Europe, just like in col1. This would include the treasures from the natives
-should depend on time. From time to time the King increases his military. not by much, but it still would be a factor
- should depend on the liberty bell production, since there are other factors and a relatively big base number the increase from liberty bells wouldnt be as important as it is now
-should depend on how much you please your king: denying his requests should increase his force
-may depend on your military size, but I'm not sure about that.

i think it is a good idea to make liberty bell production depending on tax rate (i know there is an FF who gives this, but at smaller scale it should be included into the mechanism from the begining)
 
What really is the REF, anyway? It certainly would not have been a standing army, in port, armed and ready to go. However, that is how it appears in the game. Standing armies were not huge in those days.

Surely it is an abstraction of how many troops the king *could* raise to deal with a threat. I believe thsi number would have generally risen over the time period as military organisation improved. But wouldn't it be lower at times of war and civil war?

Does the REF ever decrease in Col? I've never noticed it, but I've only played 4 games. In reality, the available REF would have risen AND fallen during nearly 300 years.

I like the idea of a time when the army is reduced through other wars, providing an unexpected "window of opportunity". You take the risk of fighting a smaller REF, before you've really built your ideal army. And knowing that the REF might suddenly treble if the king settles his european wars.

On the other hand, maybe this is too random? I believe the ideal REF for what is a game, not historical recreation, lies between the current 'too linear' and making it too random.
 
So many of us has discovered the easy exploit of keeping the REF small by not generating bells until the very end. Since REF is directly tied to bell generation only you actually get a very easy win by deleting almost all your citizens before the DOI so that you only need a few bells to get a high enough rebel sentiment for the declaration.
Since cannons don't count for rebel sentiment you can have a huge stack of these for all your fighting needs vs a virtually unchanged REF. I posted a demonstration game of this:

http://forums.civfanatics.com/showthread.php?t=293126

I don't think the REF should scale to anything or at least not only scale to something but be partly a linear increase over time tied to difficulty as well.

As long as the REF is scaled to something, no matter what that is, there is potential for exploiting it. What stops you from conquering the whole world with quechuas in CIV on at least higher difficulties?
The AI not immediately hit expand and advance in technology with which you can't keep up only building quechua units. This is an inevitable development that happens gradually over time.

The same thing needs to be in place in col2 where you actually need to build a strong economy and colonial empire sooner rather than later depending on difficulty level to be able to match the REF. If you can take your time by working around something that the REF scales to be it guns, bells or whatever, you can always set up a situation to do a late game push where you obtain the needed item so fast that the king has no time to react.
Now it would be fine to add a secondary effect of stuff like this to an already main effect of continously increasing REF from the start of the game. I don't think liberty bells should affect REF at all though since it's punishing another game mechanic already in place. The cost/benefit of getting bells for FFs as contrasted with the cost/benefit of building infrastructure or working & refining trade commodities. Tradeoff already in place and I don't see a reason to actively punish early bell collection, it's like putting in penalties for building too many wonders in CIV. What's the point of that? You can already lose games by not focusing enough on expansion, military or economy in CIV in pursuing too many wonders.
With the right tweaks the same could hold for col2. Put everything into getting FFs? Well you got them all but now unfortunately you got no gold to pay for your expanding empire, or, an AI colony attacked and wiped you off the map.

So with these things in mind I would suggest a primary linear buildup of REF tied to difficulty (and perhaps game speed and such) with possible secondary effects such as refusing demands (some demerit need to be in place for this) and getting lots of cannons.. etc.

Yes. that is exactly right.

REF should be constant with difficulty level, with a possible tweak based on refusing demands (but even that should probably effect something else, not REF). After all, giving money to the King means he has MORE resources to beat you with, not less! It can piss him off and increase taxes, that is fine, but it won't affect the REF, or if anything, affect it entirely the other way than currently suggested.
 
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