Balance Concerns

OneHundredBears

Chieftain
Joined
Jan 5, 2011
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I encountered the mod two weeks ago (before the Better BUG AI edition) and have been impressed so far. It captures a lot of the feel of Dune, the gameplay is exciting and the new mechanics, especially religion and the spice, look like they support a variety of interesting choices. As Sid Meier says, a game is a series of interesting choices, so that's a great thing.

The balance does seem to be off in places. Here's a list of the issues that I've encountered- hopefully it will be useful. I've only played two games (standard settings, Prince as Leto II and Emperor as Scytale), so my analysis doesn't take everything into account and is likely wrong in a few places- I'd love to hear other players' thoughts on balance issues.

Mentats

The mentats are a great way to give players more choices and encourage city specialization, but some choices seem much better than others. The financial and industrial choices are the most glaring. A financial mentat isn't likely to produce more than 10 gold per turn until the endgame- a city has to produce 234 base gold to reach that point. Even a monetary powerhouse with, for instance, CHOAM headquarters with 80 spice, 5 great merchants and 10 merchant specialists would need a good bit of commerce from the slider to do so. Meanwhile, an industrial mentat provides a minimum of 10 hammers, which conventional wisdom considers significantly more valuable than gold.

There also seems to be a bug regarding industrial mentats. They apply their fixed hammer bonus to any city, but the percentage hammer bonus only appears to affect cities that don't already have a percentage hammer bonus from some building, like the factory. I haven't investigated in detail, but the bonus does seem to work with other percentage bonuses such as building a university as a philosophical leader.

Offworld Trade

This tech is really powerful. Landing stages are good enough that it's worth teching early for them alone, but the real power comes from Homeworld Reinforcement. In the emperor game, I was able to bring in shield fighters when my best unit was hardened bladesmen and the AI was defending with master guardsmen. This may be less significant on higher difficulty levels where it's hard to get a tech lead and the small number of units from Homeworld Reinforcement have to face huge AI armies, but it is still very strong and the ability to instantly reinforce threatened cities should not be underestimated.

Browsing the forum here suggested that the extra income from Refineries, Merchant Quarters and Guild Banks on that shows up on Finance screen is also enabled by Offworld Trade. This income may not be necessary at all, since the Guild Bank is as strong as its vanilla civ counterpart and the other two should be easily balanced by playing with their construction prices, rather than an extra undocumented bonus*. Regardless of whether the income is necessary, it probably shouldn't be attached to a tech that is already so powerful without it.


*As an aside, the documentation is very good almost everywhere. Explanations are clear and where I expected them to be, most mechanics had explanations and the hints were well chosen to bring new parts of the mod to a new player's attention. However, there were a few missing spots: espionage, the mechanics behind the Tleilaxu plague and the aforementioned bonus income. The Strategy Guides section was also full of cruft from vanilla civ. I think that I understand Dune Wars well enough to write some mod-specific guides for that section if people would like to see them.

Wonders

Some wonders from vanilla civ are even more powerful while some new wonders are very expensive. The Great Library requires players to research Aesthetics significantly earlier than they would otherwise (barring a few trade gambits) and is expensive without marble. Its counterpart, the Filmbook Archives, both comes for free with the tech that has the best features of Writing and Alphabet and is much cheaper for a resourceless player. I worry that this creates something of a first-past-the-post effect: the player who gets the Filmbook Archives has a huge edge in the race to Academies, due to getting Education early and having many great scientists for academies and bulbing in that direction. Getting the first shot at The Collected Teachings and the Cogitor Philosopher is a reasonable reward for choosing that tech line, but since the University of Arrakis is a world wonder, it becomes too powerful.

The player who gets the University has a huge tech advantage since the spice makes a super science city so strong. Even an Arrakis Paradise strategy gets enough spice to match the mighty bureaucracy science capital of vanilla civ, and a spice-based playthrough far exceeds it. This tech advantage is devastating on its own, but also makes it so that that the player will both be the first to Prescience, getting the Chamber of Visions and have a good chance of being the first to Frigate Transportation, winning the Guild Research Facility. The benefits from the Filmbook Archive and University of Arrakis are thus likely to snowball.

The Liberalism race in vanilla is a good comparison. Winning Liberalism is also often aided by bulbing and the path to Liberalism provides many of the same benefits. It key to many strategies and probably the most common goal of Immortal and Deity players (certainly the most common goal of those who don't make some early military play). However, Liberalism provides only a single free technology, while the University of Arrakis gives hundreds of beakers per turn, starting the turn it is built and quite possibly breaking a thousand by the end of the midgame. I don't know enough to consider the benefits of Qizarate, but I imagine that they are not trivial either.

Some of the new wonders are weak, especially in comparison to those two. The Order of Mentats is at most half again as good as the Filmbook Archives, as it gives only one extra specialist. This is probably an overstatement, since great scientists are so powerful when those wonders are available and the Order mixes three types of specialists, making results unpredictable and not helping city specialization. Despite all this, the Order takes more than three times as many hammers as the Archives.

The Fai Water Tribute is another such wonder. Adding bonus food can be very tricky to balance, but I feel this is too conservative. A 5% bonus provides enough water to support an extra person only in a city with 40 water, enough for 20 people already. Thus the Tribute comes off poorly in comparison to the Wet Planet Conservatory and Propaganda corps, which will frequently allow an extra unit of population but cost much less. The Tribute does speed up growth, but only in cities that have a lot of water, which are either near their caps (benefiting from the other two wonders) or already growing very quickly. I would suggest lowering the cost to something in the 400-600 range and, if the cost remains near high end of that range, increasing the water bonus to 10%. That way players have a choice between spending a lot of hammers as soon as the wonder becomes available, in order to get something that takes a long time to pay for itself but is a very powerful boost later in the game, or saving their precious early game hammers and risking the wonder. As it is now, the Tribute is so expensive that it is never worth building soon after it becomes available. This is very odd for a wonder.

The Doctrine of Istislah falls between the two categories as an old wonder that is too expensive in its new incarnation. The Angkor Wat is significantly cheaper even without stone, but in vanilla civ, it was weak enough that that it usually wasn't worth building even with stone. It could be argued that the Bene Tleilax, with their priest bonus, make this wonder worthwhile. However, I'm not sure that running so many priests is a good strategy for them. In order for the Doctrine to give the same return on investment as an industrial mentat (just counting the 10 hammers and not the 10% bonus to make things simple), one needs to be have about 43 priests or settled prophets. That's a something like a fourth of a large mid- or late-game civ. In cities that won't generate a great person, working a normal tile will give results that range from slightly worse to significantly better than even a Tleilaxu priest, depending on the tile and tech level (e.g. a priest with both civic bonuses and both hammer bonuses is 0/3/3 and a culture, while even without civic bonuses, a late-game wind trap is the much better 4/2/1 and a moist rock town the slightly worse 0/1/5). In cities that will generate a great person, other great people are much better: the Tleilaxu will have already have generated the Zensufi Shrine prophet with their initial prophet point and so will have little to do but settle most later prophets, while other great people have a variety of strong options.

Water Economy

Naturally, the technology that makes wind traps into water-positive rather than water-neutral tiles will be worth beelining. That's not a horrible thing and I can't see any way to change it short of the ugly move of taking the +1 water away form this tech and giving it to everyone at the start of the game. However, the AI didn't beeline Water Economy in my games. If a strong computer players are important, there needs to be some way for them to get this and probably Planetary Ecology) very early whenever they're not pursuing a very strong alternate research path. Otherwise they grow very slowly and as we know, "water is is life." I recognize that getting AI to weigh the relative merits of different tech paths effectively is very hard in general and probably even more so the way that the civ AI is coded, but still think this is worth considering.

Concluding Thoughts

I'm sure that I'll have more to say when I've played more. The spice economy seems very strong and, due to CHOAM and the related wonders, only 1-2 players will be able to run it efficiently in any given game, early aggression looks weak due to the available units and map layout (does the AI still use the number of bordering land tiles in it decision whether to go to war?), the free hammers that Botanical Testing Stations sometimes give are almost as strong as the free workers that show up on the lowest difficulty settings in vanilla civ and the Atreides special promotions are weaker than generic combat on midgame and later units. On the whole, though, Dune Wars does a good job of changing civ while still leaving players with lots of viable choices. Thanks to the dev team for a great mod!
 
Great feedback with very good points
Welcome to CFC btw! Glad you are here at Dune Wars :)
 
Hi 100Bears,
Welcome to the forums and thanks for the feedback.

There is certainly a lot of room for balance tuning in the mod as it stands.

On the specific issues you raise:

1. Mentats are getting a redesign, they'll work differently from how they do now.

2. The units you get from offworld trade are linked to the era you're in.
You can't get midgame units like the Shield Trooper until you have at least one midgame tech.
With all the latest tech tree changes, we should review which techs are in which era, to make sure that we haven't moved a tech earlier in the tree but left it tagged as the later era by accident.
But I don't think the core concept is broken.

There is no extra economy bonus from getting offworld trade, other than the small trade route bonus from building the landing stage. It doesn't boost any of those buildings.
I'm not sure where you saw this?

3. We haven't done very much Wonder tweaking after an initial broad rebalancing, so feedback here is great. Also, I tend to play the mod mostly on Immortal, where the AI has so many bonuses that its hard to build Wonders, and you face significant risk of getting beaten if you try to pursue them.

Filmbook library probably is too strong.
What do you think is the best solution here: change it to one free scientist?

I don't think an education beeline is particularly damaging, since that line gives you very little in terms of economy or military. If you start trying to charge up to Academies, you'll be missing out in a *lot* from earlier stuff, and your economy will suffer.
I can see that the University of Arrakis is potentially unbalancing, particularly when built in the palace city with a Spice economy.
Some possible tweaks would be decreasing its yield, making it a national wonder, and/or moving it to a higher tech, maybe all the way up to Research Labs?

Order of Mentats could probably use a cost reduction by ~1/3 too.

I agree that Fai Water Tribute is underpowered; I'd definitely support a cost decrease, and a yield boost. But 10% feels large, but we could try it and see.

I'm not convinced the Doctrine is underpowered. It is very, very powerful, particularly for Tleilaxu, but really in any specialist-oriented strategy. Specialist economy is much more powerful than in vanilla, because of the Meritocracy and Faufreluches civics.
Tleilaxu priest/Masters with shrine and Doctrine and civics can be producing 3 hammers, 2 gold, 1 beaker, 1 culture, and 3 GPPs. Thats a pretty high yield. I find running a Priest economy with Tleilaxu to be incredibly powerful, particularly when I stack up the settled great priests in a super-city with gold-boosters.
I also think your analysis is missing that tile/specialist yield boosts are different from % modifiers because they affect the base; so they stack with every other bonus, and there are quite a few hammer boosters in the game.
Because of the granularity of the effect (you can't give a specialist yield boost of less than 1) its very hard to tweak balance other than through wonder cost. It might be too expensive, but it *is* very powerful. We could try a small reduction to start with.

However, the AI didn't beeline Water Economy in my games
Yeah, I'm tempted to go and rewrite all the AI flavors so that every AI has a "growth" flavor, and every tile yield-boosting tech has a high "growth" flavor, so that every AI will make sure to get those techs as a priority.
Otherwise, maybe make those techs more expensive, so the opportunity cost of beelining them is larger.

I'm sure that I'll have more to say when I've played more
Thanks, look forward to seeing more. Your analysis is sound, so it would be great to get more feedback.

The spice economy seems very strong
But Paradise is also very strong. Do you think Spice is clearly stronger than Paradise?
Paradise will be a bit better once we re-implement the design intention where forests had +1 hammers.

due to CHOAM and the related wonders
Then the problem is the wonders.
Guild Research facility is massively overpowered at the moment, it needs to come back to at most 2 beakers per spice, and the Chamber of Visions should come back to 2 espionage per spice.
I'm wondering if we should even cut CHOAM and the GRF back to 1 yield per spice, but that might make them a bit too weak.
But most of the benefit of spice economy should be available to anyone who adopts it.

early aggression looks weak
I find the AI can declare early, but that it (correctly) focuses on expansion in the early game, which overall is a stronger strategy. I definitely get attacked once it has Bladesmen though, and even more so once it has mortars and suspensor transports.
I think if we made it attack before then, we'd risk weakening AI performance, since an earlier attack is unlikely to succeed, particularly given how many turns it takes to walk between the cities.
This is much like vanilla; there's not much gain from trying to rush before swordsmen or axemen.
Its also dependent on your map size and how many AI players you have; the AI needs to be close to you for a rush to be effective.
But an Infantry rush probably isn't worth it; its likely to fail, and the opportunity cost in terms of expansion is sizeable.

(does the AI still use the number of bordering land tiles in it decision whether to go to war?)
Not sure, worth checking.

and the Atreides special promotions are weaker than generic combat on midgame and later units
The intention is for these promotions to be "free"; they shouldn't take up a normal promotion slot, so they're just pure bonus strength. Its not working this way yet IIRC.
I think we should make Order of Agamemnon into +2 strength though, and maybe move it to Landsraad or Vendettas tech.

the free hammers that Botanical Testing Stations sometimes give are almost as strong as the free workers
Really? I'm playing Epic speed mostly, so I haven't noticed this; maybe we have the worker cost scaling with gamespeed, but don't have the BTS-free hammer bonus scaling with gamespeed?

On the whole, though, Dune Wars does a good job of changing civ while still leaving players with lots of viable choices. Thanks to the dev team for a great mod!
Thanks, much appreciated.
 
onehundredbears said:
*As an aside, the documentation is very good almost everywhere. Explanations are clear and where I expected them to be, most mechanics had explanations and the hints were well chosen to bring new parts of the mod to a new player's attention. However, there were a few missing spots: espionage, the mechanics behind the Tleilaxu plague and the aforementioned bonus income. The Strategy Guides section was also full of cruft from vanilla civ. I think that I understand Dune Wars well enough to write some mod-specific guides for that section if people would like to see them.

This is great feedback in general. I am proud that we have made enough progress in the design and balancing, that the mod basically survives deep analysis well. We can certainly make some small changes to improve it, and this feedback is very helpful for that.

Regarding documentation, there are several points.

a. Ahriman had promised to write the text for an espionage section in the DW concepts tab. **Bump**. Post the text and it'll get into the game.

b. If anybody wanted to write the text for more hints, those are easy to add also. Post, and it will be added.

c. It probably is time to go weed out a lot of the RevDCM strategy guide links from the pedia. It was helpful for RevDCM to collect them, but they aren't useful for DW. This is an xml change in basicinfos/civ4dcmconcepts.xml and civ4newconceptinfos.xml. Try deleting one of the sections in the newconcepts file, and you will see that the list displayed in the pedia updates. Repeat until most of the useless stuff is gone. Post the xml.

d. Are there other DW-specific topics which need a section in the DW concepts? I agree with espionage as (a), but if there are others we can write them at the same time.

e. Many people have commented on missing tech quotes, but then when we ask for suggestions, none ever come. It's a hard problem. I'm just saying.
 
a. Ahriman had promised to write the text for an espionage section in the DW concepts tab. **Bump**. Post the text and it'll get into the game.
Still on my list. Will try to get to that this weekend.

It probably is time to go weed out a lot of the RevDCM strategy guide links from the pedia. It was helpful for RevDCM to collect them, but they aren't useful for DW. This is an xml change in basicinfos/civ4dcmconcepts.xml and civ4newconceptinfos.xml.
Sounds like something I could do, but have we finalized that we're cutting RevDCM features completely?
Or shall I go ahead and remove references to anything that is "off" by default, even if the code is still there if a player wanted to go in and change the settings manually in their ini file?
 
Sounds like something I could do, but have we finalized that we're cutting RevDCM features completely?
Or shall I go ahead and remove references to anything that is "off" by default, even if the code is still there if a player wanted to go in and change the settings manually in their ini file?
I think the request is to remove references to vanilla strategy guides, rather than DCM features. Perhaps the newconcepts file is the one to concentrate upon, rather than the dcm one.
 
Thanks for the welcome, everyone. Davidlallen: I'll have to check out the Improving Pedia Content thread and see if there are any tech quotes that I can contribute, but I'll certainly be able to post xml with the old RevDCM guides removed and at least a short new one tomorrow. Jumping right back in to the balance discussion...

Ahriman said:
There is no extra economy bonus from getting offworld trade, other than the small trade route bonus from building the landing stage. It doesn't boost any of those buildings.
I'm not sure where you say this?
My mistake. I looked deeper into this and it turns out that I was just confused by the financial adviser. It seems to take the total income from a particular type of building and report it as though each building contributed equally: so someone with two Guild Banks one in a city with 40 base gold and one in a city with zero base gold would see Guild Bank (2 x 10). I happened to check the advisor at around the same time that I got Offworld Trade in one game and later saw some discussion of giving economic boosts with that tech in the forum- hence my misattribution of the nonexistent bonus money to that tech.

Ahriman said:
Filmbook library probably is too strong.
What do you think is the best solution here: change it to one free scientist?
My initial thought is to move it to a different tech line: probably by adding a new, cheap tech after Light Manufacturing. This feels like enough of a cost and would make Light Manufacturing a more attractive earlygame choice. As it stands, rollers have a very small niche and factories are limited by low earlygame health and base hammer yields.


Ahriman said:
I don't think an education beeline is particularly damaging, since that line gives you very little in terms of economy or military. If you start trying to charge up to Academies, you'll be missing out in a *lot* from earlier stuff, and your economy will suffer.

You may be underestimating the power of Great Scientists. The two scientist slots from a library are very strong and, if I have my lightbulbing preferences straight, a player can research Human Potential and bulb both Mental Discipline and Academies 20-35 turns after getting Education, depending on leader traits. Meanwhile, it should be possible to backfill most of the missed economy techs by trading out Arrakis Habitation, Stillsuits and perhaps Education itself. Even without too many economy techs, a few cities will be able to support two Meritocracy scientists. Or maybe this won't work out: the Dune Wars AIs do seem somewhat more reluctant to tech trade than vanilla. I'll try it and see.

Ahriman said:
I can see that the University of Arrakis is potentially unbalancing, particularly when built in the palace city with a Spice economy.
Some possible tweaks would be decreasing its yield, making it a national wonder, and/or moving it to a higher tech, maybe all the way up to Research Labs?

Either of the last two sounds good to me. Making it a national wonder appeals to my vanilla prejudices and is probably a good idea for multiplayer. The University seems as strong as the Cloudbase Academy in SMAC, and getting that was usually enough to turn every other human in the game against you. Moving it up the tech tree creates a situation where the spice wonders a spread out, so hopefully they'd be more likely to split up among players. In that case, I'd say that Suk School is far enough. It isn't a particularly powerful tech on its own and can't be easily bulbed since Genetic Manipulation takes precedence.

Ahriman said:
I'm not convinced the Doctrine is underpowered. It is very, very powerful, particularly for Tleilaxu, but really in any specialist-oriented strategy. Specialist economy is much more powerful than in vanilla, because of the Meritocracy and Faufreluches civics.

I'm not sure that specialist economy is that better than in vanilla. Representation/Philosophy gives stronger specialists than Meritocracy/Faufreluches. The main advantage of the Dune Wars civics, in comparison, is the ability to run unlimited techmen, but someone running lots of techmen isn't running lots of priests.

Maybe, I'm bulb-happy since that's so important to having a shot in vanilla deity, but I still think that even the Tleilaxu are frequently better off running scientists for the better great people than priests for the higher yield.

Ahriman said:
I also think your analysis is missing that tile/specialist yield boosts are different from % modifiers because they affect the base; so they stack with every other bonus, and there are quite a few hammer boosters in the game.

This works both ways. A scientist-heavy play will be able to get lots of academies, and so have +100% (Library/University/Academy) in a number of cities and +200% in the University of Arrakis city, while still being able to run a high slider from the Zensufi shrine, the great prophet from the shrine + initial GPP and some merchant specialists in that city. Meanwhile, it won't be worthwhile to build gold multipliers in many cities because the science slider is high, and the hammer bonus will be around +50% (Factory/Assembly plant in most cities). A few may have better hammer multipliers from the Military Headquarters and mentats, but a smart Tleilaxu will have few if any Military Academies: with Axlotl tanks, attaching bursegs and then being able to build units that start with combat VI is so much better

Overall, though it would probably take many games by many players to determine whether your views or my views about the Doctrine or closer to reality. Maybe you already have that experience and I'm barking up the wrong tree.

Ahriman said:
Yeah, I'm tempted to go and rewrite all the AI flavors so that every AI has a "growth" flavor, and every tile yield-boosting tech has a high "growth" flavor, so that every AI will make sure to get those techs as a priority.
Otherwise, maybe make those techs more expensive, so the opportunity cost of beelining them is larger.
Yeah. In my current game (Immortal/Margot Fenring), I have Water Economy but none of the 3 AIs that I've met (Malky/Kynes/the Baron) even have Desert Plantation. This has let me take the score lead by turn 103 solely from population. My crop yield is 68 and the next best is 45.

Ahriman said:
But Paradise is also very strong.
Is it? I haven't played enough to be sure, but it seems as though one has to sink hundreds of hammers into the buildings, get about 3 fully terraformed tiles per city before the benefits outweigh the -water of the buildings, and get at least 5 in order for the buildings to pay for themselves close as quickly as normal buildings do. In the same amount of time, expanding quickly and sinking those hammers into spice wonders appears to give 60-ish spice, worth 500 beakers per turn in a super science city alone, to say nothing of the gold and espionage boosts.

Since I've played exactly one Arrakis Paradise game, there's a good chance that I'm doing it wrong, but if this is how they normally go, it needs to be stronger to compete with the spice. Maybe not too strong, since it is the main peaceful victory method, but I'd suggest trying something along the lines of +2 health for the civic itself and at each terraforming building. That's thematically appropriate and, given the scarcity of health (which I think was great decision, both design- and flavor-wise), quite powerful.

Ahriman said:
I find the AI can declare early, but that it (correctly) focuses on expansion in the early game, which overall is a stronger strategy. I definitely get attacked once it has Bladesmen though, and even more so once it has mortars and suspensor transports.
We're in agreement. My comment was also intended to say that early aggression is weak strategic option, not that the AI should use it more: I should have been more clear.

I think that it comes down to the availability of lots of city sites, the lack of the exceptionally good capital sites that sometimes show up in BtS and ability to mass an army very early. Axemen come with a very early tech that also provides two strong means of production and it's likewise easy to get both chariots and Bronze Working very early, while bladesmen come later and on a different path than the economy techs. That's part of why I think that moving the Filmbook Archives somewhere among the military techs is a good move. It's likely neither feasible nor desirable to have a direct analogue of the axe rush in Dune Wars, but the military techs could be made a bit more attractive for the early game.

I do think that the AI could declare a bit more in the midgame and later. In my emperor game, there was a stretch of more than 50 turns where both Atani and Vidal were close to me (though not on the same landmass), no higher than cautious and much higher in power rating, yet neither declared war. When they eventually did declare, Vidal managed a nice multipronged landing that actually cost me a minor city and Atani engaged in thopter/suspensor harass that could have been damaging if they pillaged spice instead of going after landbound workers (from the AI issues thread, it looks like this is very hard to get them to do). I'll see how it behaves on the higher difficulties.

Ahriman said:
OneHundredBears said:
the free hammers that Botanical Testing Stations sometimes give are almost as strong as the free workers
Really? I'm playing Epic speed mostly, so I haven't noticed this
It was half of the cost of my initial worker, so put me not quite 6 turns ahead of where I would have been for the rest of the game, a big deal on Normal. It's probably the sort of powerful randomness that people expect from huts, though. I just normally play on immortal and deity, so I'm used to huts spawning four barbarians to eat my unit half the time and the other half giving a pittance of gold, a map of ocean tiles or rarely a cheap tech rather than such a boost.

I'm currently looking at religion. I like the prophet that comes with shai-hulud. It's a good way to repay players for the risk and lost economy of an early bid for religion. Settling for the very early extra hammers and greater gold yield appears to be a better option than building the shrine, though. Is this intended?
 
My initial thought is to move it to a different tech line: probably by adding a new, cheap tech after Light Manufacturing. This feels like enough of a cost and would make Light Manufacturing a more attractive earlygame choice. As it stands, rollers have a very small niche and factories are limited by low earlygame health and base hammer yields.
I don't think I understand this suggestion.
Are you suggesting adding a new tech solely for the Library?
I don't think that is a good way to go. Having techs that provide nothing but a wonder generally isn't a good way to go, particularly in the early game. [We have one tech like that - Artificial Spice - but its a dead-end tech that's late-game and is easy to avoid.]

The AI isn't good at evaluating whether to research such a tech.
Also, its not much fun. If you race for the wonder but lose, you've wasted not just th
If the Wonder is too strong, the right solution seems to me to be to weaken the Wonder, not to make it even more of a hit-or-miss crapshoot with a large payoff.
Also, I think you're referring to the Quad, not the Roller?
The quad is a pretty good early-game resourceless unit useful for pilllage-choking an enemy, escorting a stack or attacking incoming enemies (though its not cost-effective for taking cities, unless you're Ixian). Its expensive, in order to make it very hard to mass them, where they'd be very powerful. Its situational, but it doesn't feel underpowered to me.

Factory is worth building early if you have lots of health resources, don't mind the hit, or are Expansionist civic, or once you have clinics.
Hammers are relatively common in Dune Wars relative to vanilla, since every tile gives at least 1 hammer.

You may be underestimating the power of Great Scientists.
Possibly. (Though let me be clear, I was talking about the Academies tech, not the Academy building from the great scientist; beelining Academies tech means you're well behind on military).
The Academy building might be a bit too powerful in this mod because of how spice income accumulates in the capital, I wonder if we should nerf it down to 40%. Or lower?
[Another possibility; remove the specialist slots from the library, and make great library only give 1 scientist, so that its hard to get great scientists before Academies?]

This is one of the biggest problems really; the multiplicative power of the spice supercapital.
I wonder if there's any way to make spice income from the palace be unaffected by multipliers, and if that would be a good thing to do if it were, or if it would weaken spice too much.

Representation/Philosophy
Are you talking about Pacifism, rather than Philosophy?
I think its much easier to run a specialist economy than in vanilla because of how water income is concentrated on just a few tiles.

but I still think that even the Tleilaxu are frequently better off running scientists for the better great people than priests for the higher yield
If so, then the problem is probably with the Academy from the scientist great person, rather than from yields.

while still being able to run a high slider from the Zensufi shrine
In the latest version, the shrine no longer gives +1 gold per Zensufi city. If you want gold, you have to settle great prophets.

with Axlotl tanks, attaching bursegs and then being able to build units that start with combat VI is so much better
We're still looking at re-tooling the Axolotl tanks, since their implementation is confusing, and maybe replacing with a FFH-style Immortality mechanic.

Yeah. In my current game (Immortal/Margot Fenring), I have Water Economy but none of the 3 AIs that I've met (Malky/Kynes/the Baron) even have Desert Plantation.
I'll try the flavors and see what happens.
I agree that the AI isn't expanding as well as it should, and this is part of it.
My worry is that if we do this, we end up dominating out all the other flavor values, but maybe that is inevitable and will improve AI play.

Is it? I haven't played enough to be sure, but it seems as though one has to sink hundreds of hammers into the buildings, get about 3 fully terraformed tiles per city before the benefits outweigh the -water of the buildings, and get at least 5 in order for the buildings to pay for themselves close as quickly as normal buildings do
They're definitely slow to develop, but they can lead to some huge cities late-game, and the upfront cost isn't that large.
I wonder if we should drop the water penalty to 1. It used to be 3, we've dropped it once.

but I'd suggest trying something along the lines of +2 health for the civic itself and at each terraforming building
Hmm. Maybe. Eventually health isn't a problem for many cities because you start growing forests. I think I'd rather put it on the building than the civic.
Its intended to have some synergy with Qizarate religion, so eventually you have some incentive to build the Golden Path to support super-cities.

It used to be that Paradise was overpowered and Spice was underpowered, interesting that we might now be in the reverse.

But also, its not like you don't get any spice if you follow Paradise. If you have decent culture, you still have decent spice, so all you lose from adopting Paradise is some borderline spice, slightly faster spice degradation, and the spice silos. Everything else you can still build even with Paradise.

My comment was also intended to say that early aggression is weak strategic option
Ah, understood.
Yes, I think this is true, but I'm not sure if this is a problem or not, and what could be done to change it. I think in the early phase the main military threat is barbarians, and I think that is probably ok. Its tough to rush before swords/axes in vanilla anyway.

I do think that the AI could declare a bit more in the midgame and later. In my emperor game, there was a stretch of more than 50 turns where both Atani and Vidal were close to me (though not on the same landmass), no higher than cautious and much higher in power rating, yet neither declared war. When they eventually did declare
There is some tradeoff here. We don't want them to attack unless they have enough military (including transports) to really pose a decent threat. So there's a risk that making them more war-happy means they declare before they have their army ready, and so are easily defeated.

Also, Vidal is a trader AI that focuses on economy, so he's not particularly aggressive, and Roma Atani is a mercenary backstabber, she won't start a war on her own much but she can be bought into a war by/with almost anyone, and she's happy to join in dogpile wars for fun and profit.
If Beast Rabban has a tougher military than you and isn't declaring war, then there's something wrong.

It's probably the sort of powerful randomness that people expect from huts, though.
Its a tough tradeoff.
We tried to remove useless effects and make the bonuses meaningful, and yet we don't want them to be too strong.
And if we reduce the hammer bonus, then its a really useless effect if you don't get
I wonder if there is a way we can tie some goody-hut effects to game-turn?
So the bonus it gives you in the first X turns is different from what it gives you after that?
So, we could limit to only weak benefits early, and remove the free quad/thopter from effects until turn X, and then have stronger effects after that?
So you might get +10 hammers until turn X, then +20 hammers after?
If you don't take it, the AI will, so it'd still probably be worth taking huts when you could.

I like the prophet that comes with shai-hulud
I don't remember this offhand, been a while since I played that strat; is there a free great prophet for the first to Faith? I vaguely remember we put in something like that.
Settling for the very early extra hammers and greater gold yield appears to be a better option than building the shrine, though
Yeah, its the kindof thing that is great for the AI (which will build the shrine first) but annoying for the human.
One "fudge" would be to create a new great person type "Prophet of Shai-Hulad", have Faith give that, prevent the prophet from being settled, and allow it to build the shrine.
But that's pretty messy, and prescriptive.
 
Great in-depth feedback 100Bears, welcome!

e. Many people have commented on missing tech quotes, but then when we ask for suggestions, none ever come. It's a hard problem. I'm just saying.

All techs have had quotes since Patch 1.9.0.1. The fact that Google has indexed a russian site with the whole text of all six Frank Herbert novels came in handy with that.

Sounds like something I could do, but have we finalized that we're cutting RevDCM features completely?

The only remaining bits of Dale's Combat Mod in the 1.9.1 version are the Airbomb missions and the Fighter Engagement mission. Nothing else from RevDCM is relevant anymore.

I've thought about axing all the Strategy guides as most of the vanilla content is irrelevant and misleading too. If we had the odd Dune Wars strategy guide to replace them that would be a bonus.

Ahriman said:
With all the latest tech tree changes, we should review which techs are in which era, to make sure that we haven't moved a tech earlier in the tree but left it tagged as the later era by accident.

I've been meaning to post about reviewing Eras - I've default the Era background indicator to on in the Tech Advisor in the latest version of Dune Wars which should make evening out the Eras easier. For example, you can see that Era 2 goes all the way from Desert Engineer/Education to Offworld Trade which looks too long to me - I know X position doesn't indicate the cost to get there but the progression of Eras certainly looks uneven.

I'm not sure how the Techs that are light bulbed by each Great Person are decided - is it done by the tech flavors? Perhaps we should review those too.

Ahriman said:
I don't remember this offhand, been a while since I played that strat; is there a free great prophet for the first to Faith? I vaguely remember we put in something like that.

We gave the Religious (formerly Spiritual) trait a free prophet on founding Shai Hulud, Mahdi or Qizarate from memory - I don't think this is documented yet, but we should add it to the Trait information.
 
If we had the odd Dune Wars strategy guide to replace them that would be a bonus.
I'll take a look at the existing ones and see if I can help out here.

I've default the Era background indicator to on in the Tech Advisor in the latest version of Dune Wars which should make evening out the Eras easier
Sorry, I don't really understand this.

I'm not sure how the Techs that are light bulbed by each Great Person are decided - is it done by the tech flavors?
I'm not really sure.
I think tech flavors are most important for AI leaderhead preferences though.

We gave the Religious (formerly Spiritual) trait a free prophet on founding Shai Hulud, Mahdi or Qizarate from memory
Ah! Yes, that was it. Yes, we should document better.
 
Sorry, I don't really understand this.

See in the attached screenshot - each tech has a background coloured rectangle behind in indicating the Era - this is a BUG feature that I have defaulted to ON in the latest versions.
 

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Ah! You've set the default value of the "Era Background Indicator" to "On", which will make identifying tech eras easier.
Gotcha.
Very helpful.
 
It probably is time to go weed out a lot of the RevDCM strategy guide links from the pedia. It was helpful for RevDCM to collect them, but they aren't useful for DW. This is an xml change in basicinfos/civ4dcmconcepts.xml and civ4newconceptinfos.xml.
Done. I've taken out the links to the strategy guides that don't apply or refer to lots of things that don't appear in DW. Since so few are left, I deleted some of the then unnecessary categorization in Text/Strategy_CIV4GameText.xml (but left the text for the removed guides intact). I've also added a brief guide to two of the big earlygame changes: barbs and growth. The text appears below in case anyone wants to critique it without downloading the xml.


While much of the strategy of Beyond the Sword applies equally well to Dune Wars, some aspects require a new approach. In particular, barbarians and early game growth have important changes.

Barbarians

Without the high defense bonuses from forest and jungle tiles, it can be more difficult to deal with barbarians early in the game. As in Beyond the Sword, barbarian units will not spawn in any tile that without fog of war. Because the land-masses on the default Arrakis map are small, sending out units to unoccupied areas to prevent barbarians from appearing can be even more effective than normal.

Watch out for the Crysknife Fighter and Waterstealer. Both have two movement points so they can emerge from the fog of war and attack your units before in a single turn. Crysknife Fighters have 4 , giving them good odds against the early defensive Soldier and Infantry while Waterstealers, as the name suggests, steal water. Any city within three tiles of a Waterstealer will produce two less water. If the tooltip "-x Water Insect" appears when you mouse over water production in the city screen, Waterstealers are about. It's often a bad idea to found a city within three tiles of a barbarian city since you may need to get rid of the barbarians before your city can grow normally.

Growth
At the start of the game, even improved tiles with resources will produce no more than two water, making it impossible to grow quickly or support a large population. The technology Desert Plantation increases the water yield of Dew Collectors, built on some resources, while its successor Water Economy adds one water to Wind Traps, built on mesa tiles. Plan to research these technologies early and build cities near mesa whenever possible. Note that unlike hills in Beyond the Sword, it is impossible to build cities on mesa. Shallow Wells can be built on Groundwater tiles with Water Transportation and give more water with Desert Engineering, but because hills are more common than Groundwater, it is often better to tech Water Economy before Desert Engineering.

Health can also be hard to get. Improve resources that give health whenever possible and research Exploration to connect them to your capital. You will need Desert Trade or Dune Topography to connect resources across desert waste, deep desert and some other less common tiles. The Clinic, available with Arrakis Habitation, is a cheap source of health while the Mushtamal, which comes with Water Economy, is a more expensive option.
 

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Good job!
Though I'd change it to "so they CAN emerge from the fog of war and attack"
"Any city within four tiles of a Waterstealer"
within four tiles of a barbarian city
I think we reset this to three?

and research Exploration, DESERT TRADE OR DUNE TOPOGRAPHY to connect them to your capital
Exploration doesn't connect across desert.

while the Mushtamal, which comes with Water Economy, is a more expensive last resort
I'd say "is a more expensive option".
The last resort really are building the greenhouse and <I forget the name> that provide extra health from resources but at the cost of 1 water.
 
Great pedia entries!
But Ahriman is right
Waterstealers can steal within 3 tiles since the latest version
 
The strategy guide is updated with the changes and a few additional tweaks.

Ahriman said:
I'd say "is a more expensive option".
The last resort really are building the greenhouse and <I forget the name> that provide extra health from resources but at the cost of 1 water.

That's a good change for the guide, but I'll stick with the water-costing buildings in my games. For cities that can use all of the bonus health, dew extractors with 4 resources give the same +1 net water/40 hammers that the mushtamal does, and nurseries are a better deal.

Ahriman said:
Are you suggesting adding a new tech solely for the Library?

Yes. There is some precedent for this: Aesthetics only allows world wonders, and any human researching it is probably only interested in one of the three. However, I suppose that Aesthetics isn't a dead-end tech, so it's useful whether or not one gets the wonders and you make a good point that turning the Archives into more of a gamble isn't wise. Going down to one scientist feels a bit weak, though. Perhaps one scientist with a 50 hammer cost decrease or keep both and add 50-100 hammers?

Also, I think you're referring to the Quad, not the Roller?
The quad is a pretty good early-game resourceless unit useful for pilllage-choking an enemy, escorting a stack or attacking incoming enemies (though its not cost-effective for taking cities, unless you're Ixian).

Yes, I meant the quad. Eighty hammers is a lot to pay for just 5 strength. Bladesmen seem like a better deal for stack defenders or to attack incoming enemies and as we've already discussed, not much aggression happens before bladesmen. That leaves quads with a narrow niche. I wouldn't say that they need a boost, especially given what Ix and Ordos can do with them or trikes, but I also don't see Light Manufacturing as a tech to get in the first 60-70 turns, unlike other techs of similar cost and depth in the tree.

Ahriman said:
The Academy building might be a bit too powerful in this mod because of how spice income accumulates in the capital, I wonder if we should nerf it down to 40%. Or lower?
[Another possibility; remove the specialist slots from the library, and make great library only give 1 scientist, so that its hard to get great scientists before Academies?]

It could be worth decreasing the academy building bonus, although that makes them a weak choice anywhere but a spice-fueled science city. I think that if the Guild Research Facility were balanced and the spice didn't go through multipliers, the problem would take care of itself. I wouldn't think that such a change would be too hard to balance: increasing the yield of spice at 1-2 points in the tech tree and maybe with the Arrakis Spice civic might do it. Implementing it in a way that was transparent to the player and AI, rather than just having a script add the appropriate income at the end of each turn, sounds like it might be tricky, though.

My emphasis on scientists right now is just that since the University is so important, the ability to bulb up to Academies to get it first is very strong. If the University becomes a national wonder or moves up the tech tree, that won't be as much of an issue. Otherwise, taking away scientist slots might only exacerbate the problem. It makes getting to Academies for the slots more important, and the scarcity of scientist points is an advantage for Philosophical leaders, who would be have an easier time reliably generating scientists. Philosophical is already a huge advantage in getting the University first.

Ahriman said:
Are you talking about Pacifism, rather than Philosophy?
Yes. Pacifism is so strong and the other benefits of Philosophy so weak that I tend to think of the two as synonymous, even though I really shouldn't now that the Shwedagon Paya is a wonder. I still think that BtS specialists have the edge over DW. In the early game, the yields of food resources are just so much better, and later Biology farms aren't so far behind wind traps that higher health caps and food corporations can't close the gap. Perhaps the Golden Path does make the difference, though. The -25% science turned me off of them, though I suppose that especially with priests, that wouldn't be much of an issue.


On the subject of Arrakis Paradise, 'slow to develop' is precisely my concern. It seems like one might adopt it around turn 130-150, take 30 turns to get catchbasins built since there are lots of good buildings and wonders to spend hammers on during that period, take a bit longer to get the second terraforming building up, and then, just as things start to get going in the early-mid 200's, the game is decided or even over. Once again, though, I haven't played enough to tell if this is a realistic timeline in general, or just for my games and whether it applies at all on Epic or other speeds.

Ahriman said:
Vidal is a trader AI that focuses on economy, so he's not particularly aggressive, and Roma Atani is a mercenary backstabber

Thanks, this is good to know. I've only encountered some of the prequels/miniseries/games, so I don't have a good baseline expectation of how these leaders should behave.

Ahriman said:
I wonder if there is a way we can tie some goody-hut effects to game-turn?

I think that this would work really well, but probably take a lot of fine-tuning. It would take someone far more clever than I to work out how to do it from the xml, but if the code that governs huts is accessible to modders, it might not be too hard.
 
Here are tweaked versions of the TechInfos and LeaderHeadInfos XML files.
I make sure that growth flavors are high for techs that give water yield increases (especially water economy), I remove nearly all other Flavor_growth references, and I give every leader a Flavor_growth preference of 5.
Hopefully this won't end up dominating all the other flavor values in there, and we'll still tend to see canon religious foundings.

I didn't see any obvious errors in where Tech Eras should be, so I didn't adjust those.
 
Going down to one scientist feels a bit weak, though.
We could put it down to 1 scientist, but give the Wonder itself a beaker yield of ~+4 beakers.
That way, it still gives a nice science boost, but doesn't give so many GPPs, so doesn't allow the Academy building so fast (via great scientist).

Eighty hammers is a lot to pay for just 5 strength.
Well, it has a decent withdraw chance (and boosts this with promotions), and that withdraw chance works defensively.
I'd consider reducing the cost slightly, but if you do it too much then they become too spamabble, and can be insane in the hands of an Ix player (and the Ordos Trike, which could obviously have a different hammer cost to the Quad).
Maybe 70 hammers would still be sufficient to prevent massing?

I think that if the Guild Research Facility were balanced
This we can do. Do you think it would be balanced at +2? Or is that still too high?
Maybe +1 if it still obeys all multipliers, but +2 if it doesn't?

and the spice didn't go through multipliers
This would be a big change, I'm not sure if its possible codewise (Deliverator or David, any thoughts?), and it would completely change how the game plays.
Still, its definitely worth considering, one of the biggest sources of imba is how a player can stack up yield boosters in the spice city, and the human is better at this than the AI.
Would also significantly weaken spice silo building, if the same mechanic was used for both (ie both were immune to multipliers).

If the University becomes a national wonder or moves up the tech tree, that won't be as much of an issue.
Which solution do you think would work better?

Once again, though, I haven't played enough to tell if this is a realistic timeline in general
I'm definitely open to more tweaking, my worry is that you over-estimate how much of the spice value comes from the Spice civic, and how much spice you can still get with Paradise.
Perhaps you could report back when you've played more? Would be great to hear.
 
By the way, Guild Research Facility can give 1.5 beakers per spice if we want. Decimals are allowed - the Spice Silo is an example of this.
 
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