Balanced Game Playthrough, Strategy & Analysis

Thalassicus

Bytes and Nibblers
Joined
Nov 9, 2005
Messages
11,057
Location
Texas
There's been a few requests to see some strategy discussion of the balanced game, so here we go! :)

I started a new game yesterday with the latest Balance - Combined adjustments (and the beta build of City Development v. 7) to see how things feel. I'm playing epic immortal on a standard pangaea with normal settings. I picked the Ottomans to try out Suleiman's trait. If you have any thoughts, comments, or interesting strategies you've discovered using these balance adjustments or ones like them (such as CCMAT), feel free to share! :thumbsup:

This is retrospective and analysis of the first half of the game, and how the adjustments are going in a "real game." I play a way I find fun as long as it can win me the game, focusing more on enjoyment than perfect efficiency. At every stage and with every concept in the game I follow Blizzard's philosophy of asking, "Is this fun? If not, how can I improve it?" I don't remember who said this back in 2005-2006, but it's something I always keep in mind. I didn't think about recording the game until I read a few posts on some of the balance threads, so the screenshots are from the current state of the game.

Here's what I'm playing with:

Spoiler :
Update: these are the current mods I use, not necessarily the same ones I had in this old game.
  • Balance - Combined
    • City Development
      buildings, wonders and specialists
    • Civilizations
      civ UAs, UUs and UBs
    • Combat
      units and combat
    • Diplomacy
      city-states and trades
    • Policies
      social policies
    • Research
      slightly slows research pacts and late-game research
    • Terrain Improvements
      terrain and worker / great person improvements
    • Compatibility - InGame.xml
    • Unofficial Patch III
      lots of bugfixes, mostly with tooltips
    • Attila's mods - AttilaTheHun
      UI bugfixes

  • Barbarian and Ranged XP Mod - RikkiA
    personalized so level cap on barbarians is 3, and ranged xp per attack is 3
  • Better Japanese City Names - usi
  • CityWillard - Onni
  • Copasetic UI Tweaks - Cope
    waiting for this to be updated
  • Dale Kents Maps of the World - Dale Kent
    not using in this game
  • DiploWillard - Onni
    UI for checking status of city-states
  • Emigration - killmeplease
    personalized so #emigrants = :c5unhappy:/10, rounded up
  • Hover Info - Adam Watkins
    more information on popup tips
  • InfoAddict - robk
    graphs of game progress
  • Liberation boost - smellymummy
    liberated civs get some bonuses and declare war on your enemies
  • R.E.D modpack - Gedemon
  • Satellites Reveal Map - magus424
  • Specialized Barbarian Units - Lord Shadow
    barbarians get special, differently-named versions of each unit
  • Tech Diffusion - Afforess
    less-advanced civs slowly get extra beakers for techs many people already have
  • Trading Posts - Redesigned! - poncratias
    less garish trading posts


My basic strategy after early scouting:

  • Game opener: small number of core cities, aiming for 10-15 population
    • Tradition then Freedom
    • Farms + specialist economy
  • Prioritized three national wonders:
    • Heroic Epic
    • Baths of Trajan
    • Agra Fort
  • After getting well-situated, shift to military in the late clasical / early medieval period
  • Transition to midgame strategy of conquest and puppeting.
I started off with a strong capital location and Marble for Istanbul. The nearby terrain is a nice mix of flood plains and hills. My core cities are boxed in on all sides by ocean and mountains, which is both good and bad. It limited the directions I can expand, but also makes it easier to defend. As a result I was able to skip the defense-bonus policy in the Tradition tree and get two Wonders (position of Legalism and Oligarchy are swapped in Balance - Civilizations).

Darius and Harun al-Rashid border to the west, Wu Zeitan and Augustus to the north, Nebuchadnezzar and Napoleon to the east. Washington also started in the far northeast across the continent.





I managed to nab the Pyramids with an early beeline to Masonry. While it was building I got Pottery from a goodie hut, so I detoured to Stonehenge after the Pyramids and managed to nab it as my second wonder. I dropped down my first few cities with a focus on grabbing nearby luxuries.

Bronze Working revealed my third city had Iron nearby (reveal of Iron moved in Units), so I got Iron Working and started towards Catapults while preparing for a war with my nearest neighbor, Nebuchadnezzar. He was teching rather fast and leaping ahead in score, so I joined Augustus in a request to go to war together against Neb.






I knew it would take me a while to get my army fully prepared, so I took a bet and dropped my first great general down as a Citadel on Ankara's source of iron. I felt the advantage of an impregnable defense (hilltop surrounded by open terrain), extra yield and immediate iron access outweighed the combat bonus of the great general in this particular situation, especially since it'd be some time before my army was ready to go. (Citadels boosted to 2:c5production:2:c5gold: in Terrain Improvements, and can access resources).

This allowed me to begin building catapults immediately, and it also provided an excellent defensive location to wipe out any pesky bowmen or horsemen Neb might send through the northern mountain pass.






I first tried attacking Dur-Kurigalzu, which Neb annoying planted down right next to my military city of Edirne. Even though his city placement had pissed me off, assaulting it proved to be a very bad idea. The narrow mountain pass and lots of hills meant I couldn't move in and break down Neb's walls faster than he could repair them. Recognizing a stalemate, I pulled out and swung around the mountain range to the west and north towards Nippur.

Meanwhile, the archer I'd placed in Ankara's citadel killed two bows, a horse and two spears Neb sent at me, gaining quite a bit of experience.

Nippur fell much more easily, especially since I had two catapults now and could besiege it in safety from across the river. My catapults had Acc/Siege and Bom/Siege. (Catapults have more effectiveness against cities with the Units adjustments, cities have +50% hitpoints and defensive buildings are stronger. General combat is also more balanced, horsemen aren't overpowered.) The city fell within about five turns of beginning the assault. The archers' experience defending the citadel and the siege on Nippur netted me a second great general, which I moved to my army for an offensive.







Moving out of Nippur's mountain pass, I started a careful cat-and-mouse game with a city Neb had planted down on the hilltop marked in red. Neb had built Walls of Babylon in all his cities, so it proved tough to take down. I had an alliance with Rome so I maneuvered my cats around to the north, shielding them from counterattacks with the river north of the city. With one swordsman, a pike, two cats and my nicely-promoted archer I managed to kill Neb's forces and slowly whittle his city down. Upon capturing it I spotted 5 more troops just to the east, so I pulled back and let him retake it, then took it back. The second capture triggered his surrender. Ending the war with a generous concession of about 500 gold and Dur-Kurigalzu (the city that had annoyed me earlier), I razed the other small city he gave me and settled in to do some back-fill of roads and improvements.


Meanwhile, a few other AIs sensed weakness in my Roman ally and dogpiled Augustus, taking two of his cities. After that skirmish ended, Augustus and Washington both requested I go to war with France. (I'd turned down the other usual war requests against various civs.) France was starting to piss off some other civs due to having the highest score of the game. Seeing an excellent opportunity since I was just finishing my war with Neb, and Napoleon was his neighbor, I accepted the alliance request.

Napoleon got hit from three sides and was wiped out rather quickly. I managed to snag one of his cities with gems, and another with incense. Augustus and Washington both captured about four cities apiece.




The war started slowing down because Napoleon's core cities were behind an impregnable wall of mountains. I managed to slip through the 1-tile opening in the southern pass, blocking Augustus and Washington's forces from the west. To the north is Singapore, which was an ally of Washington, so most of his forces hadn't attacked through that route. I captured Paris, mopped up Napoleon's last few units for extra experience, and accepted his surrender.





Meanwhile, anticipating a battle against Washington or Augustus (both of whom had double the score of other AIs) I dropped my third great general down to defend Nippur. I got a DoW agreement with Washington to attack Augustus, and spent the next ten turns positioning my army for a swift double-pronged attack.






One small force I placed near Ankara to clear out a few Roman cities west of the mountain range dividing the continent. In the east, with the aid of the Citadel I was able to defend from Augustus's forces when the DoW enacted, then counterattack. This is where my game leaves off for now.


--- Analysis ---


This has been one of the most fun games of Civ V I've played to date, which is what spurred me to start this thread.

I'm very happy with how a small-empire specialist economy is working out with the adjustments to the Tradition tree (in Policies), providing fun synergy with Suleiman's Lawmaker trait (Civilizations). I'm starting to get policies in the Freedom tree right now, and just researched Fertilizer, so my late-game economy is really going to ramp up. I've shifted from specialists to farms temporarily for a population boost until I can get Secularism (+2:c5science:/specialist). A specialist economy is working out well. With proper long-term planning it feels about equally as strong (great people included) as a tile economy. Specialist economies are improved in several places: Policies, City Development, and Terrain Improvements.

Combat balance feels perfect in Combat v. 13 (same as Units v. 13, newly-renamed for future versions). A combined-arms force is working very well, with 2 siege to take down cities, 2 footmen to capture them, an archer for ranged support, and a horseman taking out lone enemies scattered around the field or sneaking past my army. The Babylonian walls were challenging to take down, but manageable, and conquest picked up speed once I busted through Neb.

The AI seems to be handling the game balance adjustments very well. All the civs in my game have gone to war with their neighbors and captured a city or two. Augustus and Washington also were able to successfully capture several castled French cities, so the improved city defenses don't seem to be stonewalling AI conquest. This was my primary reason for playtesting this game, to see how the AI manages, and it's working out perfectly. There haven't been many DoW's on me, likely due to building Walls in every city to get the Agra Fort national wonder.

In addition, the AI's are building the terrain improvements intelligently. I've noticed a good mix of farms, mines, and trading posts in most of the same spots I'd build them as a human player using the Terrain Improvements balance adjustments.
 

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Monthar

Deity
Joined
Mar 28, 2004
Messages
2,111
Location
Elmendorf, Tx
Why do you need "Satellites Reveal Map (v 2)"? Since the official patch was released I've always had the map revealed when I complete the Satellites research.
 

aimlessgun

King
Joined
Jan 4, 2010
Messages
783
Did you nerf science output somewhere? I skimmed the notes and couldn't find anything. Just wondering because 139 bpt seems criminally low for you to be pleased with your economy. With that crazy new lawmaker trait you should be generating crazy amounts of Great Scientists and shredding the tech tree (and they sidestep the ramping costs!).

Is that Landed Elite change to all specialists and not just specs in your capital?

Very comprehensive and interesting mod though, a lot of good changes, and then tons of changes which I guess you have to play a game to figure out the effects of :)

Other note: does your mod nerf ICS in any way? Looking through the changes I can't find any reason ICS couldn't still be doing it's thing (at turn 311 on Epic, around 1000 BPT, easily 200-300 GPT in vanilla game). Doubt the 66% maritime nerf would bring those numbers down significantly. For comparison someone looking to go with a relatively smaller (~8) amount of large cities would likely be at around 500 BPT and 100ish GPT on turn 311 epic (in the vanilla game).
 

Bibor

Doomsday Machine
Joined
Jun 6, 2004
Messages
3,131
Location
Zagreb, Croatia
Did you nerf science output somewhere? I skimmed the notes and couldn't find anything. Just wondering because 139 bpt seems criminally low for you to be pleased with your economy. With that crazy new lawmaker trait you should be generating crazy amounts of Great Scientists and shredding the tech tree (and they sidestep the ramping costs!)..

I can barely force myself to play this game without Thalassicus' mods anymore. Libraries now have 1 slot and Colloseums give +3 :c5happy:, so I consider these an ICS nerf.
 

Panda_Power

Warlord
Joined
Jun 9, 2010
Messages
280
Location
Shanghai, China
Hi Thal,

"Emigration - Customized (number of emigrants = :sad:/10, rounded up)"

How did you do this and what difference does it make to the orig. v2 mod?

Do you find happiness is more balanced in your game or are you always bottom of the list like me!?:) I noticed in your screenshots your happiness wasn't looking too good and can only imagine you're losing population with the emigration mod included.

Thanks!
 

pi-r8

Luddite
Joined
May 1, 2006
Messages
2,564
Location
Babylon
It's really hard to follow you in this game. You're using so many mods that change so much- can you explain more about what they've changed? For example, you said that you wanted the boost from a citadel- I guess citadels give a tile yield boost now?

It would also be nice to have some screens of earlier in the game, and some screens from inside your cities to show your "specialist economy" at work.
 

Thalassicus

Bytes and Nibblers
Joined
Nov 9, 2005
Messages
11,057
Location
Texas
Research is low in the first screenshots due to a shift from specialists to farms for a quick population boost after the resent research of Fertilizer. I dipped into Unhappiness this turn after several cities grew, so I'm going to micro them back to Specialists, but stopped gameplay to do the post. With everything back on their specialists like pre-fertilizer it's 200-240:c5science:, and this will jump a lot once I get Secularism.

Here's what the capital of Istanbul looks like with the specialist slots filled out like normal. During the rather frequent golden ages I drop all specialists to work tiles.




Current policies:





@aimlessgun
Basically I play a way I find fun and enjoyable as long as it can win me the game, focusing more on fun than perfect efficiency. I avoid excessive Great Scientists because I plan on implementing some sort of change reducing their overpowered state compared to the other GP. There's not a way to solve lightbulbing yet with the current tools, but I've been thinking about reducing the yield of Scientist specialists by 1, a change I included in an earlier version of the mods but removed upon request.

As Bibor pointed out, there's a number of changes in the realm of ICS. 1:c5happy: is moved from Colosseums to Stadiums, and 1 scientist is moved from Libraries to Universities. Maritime also gives less food. In addition, there's the Aqueduct building, available at Construction and stores 25% of food to allow faster earlier growth. (Recent population has been limited somewhat by conquests, the unhappiness causing immigrants to leave a few cities.) In addition, PieceOfMind's been working on some other things here, such as altering the trade route formula and increasing unhappiness per city by 1.


@Perkus
I did feel the impact of nerfed colosseums for a short while, but since I had 5 core cities and the Baths give +6:c5happy:, once it was built I had a net +1.

The scientist moved to Universities did slow early tech for a short while, but going for Landed Elite (+1:c5science: per specialist) as the fourth policy sped it up again. In addition, it made Universities more valuable to build in every city, not just the capital. I've got them built in 3 core cities, one turn away from completion in a fourth, and building in a fifth. Research has been ramping up now that those are in place.


@Panda_Power
I've attached the version of Emigration I use. It's basically the same in the end as killmeplease's official version, just the internal code is a lot different because I used modding this as an opportunity to learn Lua.

Happiness hasn't been too much of a problem ever since I got Freedom (50%:c5angry: from specialists), and I've been growing steadily. However, the period between starting conquest and getting Freedom was challenging and did result in unhappiness, about ten citizens emigrated from my empire, depopulating a few cities. Ankara, Edirne, and Konya were ~15pop before that.


@pi-r8
You're absolutely right, I should be more clear on what the effects of things are for people not using balance mods. Thank you for pointing that out. I've gone back and added more information to the first post, including links to which mod is involved if I mention any changes.

I'll have more screenshots of the game in-progress from now on; it wasn't until this point I thought of describing the playthrough.
 

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pi-r8

Luddite
Joined
May 1, 2006
Messages
2,564
Location
Babylon
Have you read this thread?
http://forums.civfanatics.com/showthread.php?t=396275

It seems like none of the changes you made would prevent that sort of strategy from working, and giving ultra-fast tech. In fact you actually boosted specialists, by having tradition give +1 science to all specialists. Moving a slot from libraries to universities doesn't matter much if you're getting fast universities anyway.
 

Thalassicus

Bytes and Nibblers
Joined
Nov 9, 2005
Messages
11,057
Location
Texas
Yep I've read that thread. The problem is not so much direct specialist yields, but the power of lightbulbing techs. The overpowered nature of lightbulbing in Civ V (especially compared to Civ IV) is something we can't fix with the current tools. This is why I avoid abusing lightbulbing in my games. Options I've been considering once we have c++ access are lightbulbs that give fixed :c5science: instead of a full tech, or possibly a random tech like Research Agreements. The first option would only restrict late-game bursts through the Industrial-Future eras like he did, while the second option would have a more comprehensive effect.

Another issue I've been thinking about is how AIs start with two settlers on Deity, which could actually be considered to make it slightly easier since it gives you a 100% assurance of having a lower-strength city to warrior rush right away. No need to wait for the AI to found a second city. He also relies on an exploit for that game (micro techs so research agreements aren't completely random), and the nature of the Babylonian civ, which was recognized as somewhat overpowered from day one. I've been considering changing Babylon and the Ottoman's traits to 66% / 33%, respectively, down from the current 75%/50%.

In addition, his game is on a Continents map, which is somewhat easier than Pangaea due to the AI's inability to launch an effective intercontinental invasion.

Other than lightbulbing (which is the primary issue) the use of semi-ICS in that game is something I've been gradually addressing in various mods as described 3 posts up.
 

Perkus

Prince
Joined
Oct 16, 2010
Messages
316
Location
Ontario, Canada
Have you read this thread?
http://forums.civfanatics.com/showthread.php?t=396275

It seems like none of the changes you made would prevent that sort of strategy from working, and giving ultra-fast tech. In fact you actually boosted specialists, by having tradition give +1 science to all specialists. Moving a slot from libraries to universities doesn't matter much if you're getting fast universities anyway.

I'd love to see somebody try & win in ~200 turns by spaceship with these balance mods on a *Pangea* map... That tradition policy requires 4 policy picks in the tree to obtain. Which four will you drop to get it instead? Colosseums, maritime food are weaker. Gold payments to city states are 10% weaker. He's using an over-powered civ (Babylon), and exploiting the "randomness" of the tech selection research agreement mechanism. He's relying on the (un-moddable) incompetence of the AI to attack across continents. And he admits he got somewhat lucky.

The point isn't just to nerf ICS, but to make alternate strategies better. He is a great player, he'd still win the game with that approach, but it should take longer.

EDIT: Cross-posted with Thal, making some of the same points...
 

Thalassicus

Bytes and Nibblers
Joined
Nov 9, 2005
Messages
11,057
Location
Texas
Exactly. It's still entirely possible right now since Martin Alvito is an excellent at the game, but it would take longer. What I'm looking forward to most is being able to finally fix Great Scientists... hopefully Firaxis will release the rest of the sdk in another month or two.

Siege units are also 20% weaker against units in the field (Units), and he probably relied on siege a lot for defending against waves of AI attacks, so that would make dealing with DOW's a little more difficult. He mentioned he had a few cannon and other units defending against China to the southeast.
 

aimlessgun

King
Joined
Jan 4, 2010
Messages
783
The point isn't just to nerf ICS, but to make alternate strategies better.

Yeah that's true, the stated goal is the good one of giving the player a broader range of 'viable' choices.

To truly figure that out you'd need to push the limits with different strategies and try to break the mod. I totally respect that Thalassicus want to use his leisure time playing in the way that's most entertaining for him, but ideally youd have people attempting to play optimally to find out the balance effects.

Though that may not be necessarily true...of course it comes back to the old argument of who do you balance the game for? The hardcore who are going to exploit every advantage to the fullest? Or the people who just want to take it easy? (it's probably obvious that I'm in the favor of balancing around the hardcore, because it's the only remotely consistent standard: the continuum of people taking it easy is so vast that you can't pick out a standard from it).

(and of course the question: "so aimlessgun why don't you go out and do that? get playtesting chop chop!" and I guess my answer is....maybe after I finish New Vegas :D )
 

Thalassicus

Bytes and Nibblers
Joined
Nov 9, 2005
Messages
11,057
Location
Texas
You bring up an excellent good point aimlessgun. It reminds me of when I was working on the Storm the Base map in the Starcraft II beta. Once it topped the custom game list it started getting enough of the harcore players an odd exploit was discovered... one of the hero's abilities could be used to the exclusion of the other abilities and dominate the game. I saw a few players with that hero just spawn their orb and micro it around the map, highlighting I needed to adjust its stats.

Seeing what hardcore players can do is sometimes the best possible feedback. There's so few though as a proportional amount of the population, I usually just adjust things based off the "fun"/"not fun" criteria.

My brother's gotten sucked into New Vegas. :D That series has got a lot of improvements over Oblivion. They really needs to update their physics engine though, I mean cmon, same one Oblivion used half a decade ago! It's immersion-breaking when you bump rubble and it goes flying jittery-style all over the place.
 

Bibor

Doomsday Machine
Joined
Jun 6, 2004
Messages
3,131
Location
Zagreb, Croatia
Have you read this thread?
http://forums.civfanatics.com/showthread.php?t=396275

It seems like none of the changes you made would prevent that sort of strategy from working, and giving ultra-fast tech. In fact you actually boosted specialists, by having tradition give +1 science to all specialists. Moving a slot from libraries to universities doesn't matter much if you're getting fast universities anyway.

Between bulbing and rigging research agreements to give certain techs, it's almost impossible not to be blazing through either top or bottom of the tech tree.
 

Tomice

Passionate Smart-Ass
Joined
Oct 5, 2009
Messages
2,353
Location
Austria, EU, no kangaroos ;)
Strange, I thought I commented on this ages ago! ;)

Overall, I just love your changes, practically every single one of them!


A few thoughts on details:

- The production boost from Engineering makes the lower part of the techtree a viable alternative to Civil Service, and helps with build times.
- Better defensive buildings, lower flatland penalty and horseman nerf makes rushing much harder, it also prevents AI's from steamrolling each other.
- While not made by you, the recommended "Emigration" mod is a work of a genius, killing the negative happiness "strategy" (which was really cheesy).
- ICS is harder now, while growing cities is easier, which is a good thing.


What I'd like to know:

Which techs do you regard as beeline-worthy? I'm still teching mostly with short-term needs in mind. Which techs really make a difference?
 

Thalassicus

Bytes and Nibblers
Joined
Nov 9, 2005
Messages
11,057
Location
Texas
Hm, good question. Rifling is obviously a very powerful beeline, though I haven't gone for it lately since I've been testing the Ottomans and try to build as many Janissaries as possible for upgrading.

I typically beeline to Education for every civ when possible, especially since a scientist was moved from Libraries to Universities. I also beeline for mech infantry, because even with the buffs tanks received, mechs are still incredibly good. I do tend to go for Metallurgy and Rocketry a little earlier now, due to the pikes -> lancers -> at -> copters upgrade path.

These are all "traditional" beelines with standard research paths; as mentioned before I avoid leaping with great scientists due to reasons discussed above, I feel lightbulbing is overpowered in its current state.

Also, on the topic of this particular thread I sadly ended up leaving this game behind, because v. 7 of City Development is not backwards compatible with earlier saves (due to a bug with how Civ handles new entries in the buildings XML). The future is brighter than the present. :)
 
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