Thunderbrd
C2C War Dog
What I'm asking for is help from the community in determining this difficulty outside the game.With the resource caluclation I was referring to what was being discussed here:
"I don't really want to go down a huge rabbit hole with this, and get into how and why some bonuses are so hard to get, like Soap and Drugs and Tools, but I'm wondering if there's some way we can get a bonus list that includes some guidelines about how hard or easy they are to obtain at various points. Just looking at when they become valid seems to be what I did to cause some major problems for the AI, and sometimes for the player. So how should I know how accessible some bonuses are without a full building/map/tech evaluation on them all? hmm..."
I was talking about a python script that for each resource could get a value for accessiblilty. I didn't realize all of the unit code was done in XML, so the language of the script wouldn't really matter it would just have to pull the data from the XML. What you would want to do is pull the data from the xml and run a script where for each resource or resource like item not seen yet pull the resource into a hashmap or dict with the key being the resource and the value being an array of requirements. This could be done fairly quickly (O(n) time). Then you could think of this hashmap like a DAG and use a recursive function accessibility(resource) = {x*sum(a*accessibility(resource-1) + (b*accessibility(resource-1) + etc...) for resource > 0, x = resourceRarity (as defined in the xml) for resource == 0} Where x is arbitraily defined as a cost for number of steps needed and a, b are defined based on type of resource resource-1 is (if wanted, this is not really necessary). This could be memoized pretty simply by topologically sorting the DAG and running a memoization function in-order and the output would determine the accessibility of each type of resource. This could all be done pretty efficiently in O(n) time and then another script could be used to automatically use these values in a function to determine the new value of units and place them automatically into the xml. The only thing to look out here is that when you put the resources into the hashmap that no cycles are being created, or that if there are you have a way to deal with them so that the recursive function does do an infinite number of calls and cause all values to be equal to infinity. Obviously the script would have to be re-run if resource percentage values were changed, but if it inserted all of the new values automatically into the XML that shouldn't be too bad.
I assigned Tools, for example, as a prerequisite for the Cartwright and although the bonus is technically accessible before then by tech prerequisite came to find out it wasn't ACTUALLY something you could make until a later tech so the Cartwright was left unable to be trained basically until its upgrade until we put in different prerequisites (interesting choices there by the way team - I like!) As I replan out every bonus prerequisite on nearly every unit, I'm trying to avoid doing this in another hundred cases of mistakes we have to fix later, having learned that just looking at the tech access point for a bonus is not enough.
This is not a coding problem of trying to find an ingame evaluation valuation mechanism that somehow relates to the cost of the unit or trade value of the unit - it's a problem I'm trying to address before I commit too much time to the XML planning documentation on these units to begin with. Make sense?
I'll answer or address every point you make here but I have to say this wasn't the time to make this list here because I'm trying to have a more focused discussion - so MOST of these points, being unrelated to the discussion specifically regarding bonuses (resources) in relationship to units, will be placed inside this hereFemale Christian priest has 3 movement speed while the male has 2. (edit: 2 and 1, respectively. I forgot I had Famen Temple)
Spoiler :
I haven't added all the missionaries to the list of units to be evaluated yet but there ARE some intentional variations, though not usually between the male and female versions. We WERE talking about possibly doing away somehow with M/F versioning and just choosing some to be female and some to be male - can't wait for that to happen if it hasn't already - the getting half of one half of the other makes missionary management a bit of a PITA.
They were once the same thing - and at this point it's stuck in mid-development between one methodology and the next by a modder who has given up on the project. That said, my review does not currently include animal units and that's a very different effort to what I'm engaged in but we well know there are disharmonies all over the place there.Tamed Animals and Breeding Pairs could be merged. They should probably be able to build the Myth buildings as well; not having access to the Myth effects even though you still have the animals as a resource can cause a little weirdness sometimes.
It would be cool to be able to plant other animal resources on the map the same way that you can plant Donkeys and Cows.
Some Animals don't have Tamed/Breeding Pair versions that it seems like should (sheep, kangaroos, poultry).
Tamed/Breeding Pair units should probably be tradeable via diplomacy.
A project to come will change a lot about how corporations work and will invite some of that re-examining for sure. It's not related to the current project though. Much.Only lightly touches on units - but, corporations and their relationship to resources that can be duplicated easily (e.g. with Herd - Cows and planting Cows on the map) should probably be re-examined.
The current project has replanned a major overhaul to the entire transportation system. There are numerous bugs and things its limited in ways I no longer accept, particularly for space/multimaps. So yeah, that's already been replotted out and awaits some of the application of all this planning effort.Transport troops promotion seems to do nothing; it doesn't reflect on total cargo space, anyways.
Yeah the tags that will be used for that have been in place for many years now - they just have never been updated to using them properly. I have planned the units to do exactly this and that portion of the planning is complete and awaiting the application to XML phase.Mounted units that have flanking/stack bonuses against siege units should maybe have them apply more generally, instead of against a couple very specific units?
The problem is you don't want to give away whether the opponent unit can see yours or not so there is some intended uncertainty at that juncture. Sure it'd be helpful, but maybe more fun to not know EVERYTHING all the time, leaving some mystery and questionability of your judgement of a situation now and then. That was my thinking anyhow.It would be good to be able to preview stealth combat modifiers when moving onto a tile against a unit you can see when they apply, instead of only being able to preview normal odds.
There's rebalancing and some things have been discovered about this issue earlier, and there are long term plans to replace the one-shot production/food delivery mechanism entirely but it's for a project beyond this one so I haven't included it in the immediate unit plan. Suffice to say, once what we have is implemented, we'll see if everything works as desired enough and if not, trade mechanics deepening is likely to come soon after.Not sure if, given the recent rebalance of merchant costs, you still want buildings or traits that give a boost to trader production speed, e.g. the Negotiator trait or the Caravan Post.
Yeah I completely agree thus one of many reasons why some of the changes I intend are coming eventually.Unsure if this is intended, but Food Merchants in general represent an easy way to convert hammers into food and really speed up your city's population growth (up to the point that food consumed = food produced).
You'll see some correction in this once the current unit review plan goes into application.Not sure if you should still be able to build the base Worker and animal Workers at the same time? This lets you build base Workers then spend a little money to upgrade them, skipping some of the hammer cost.
Exactly why it is. The point is to deny settling and invading for a while before allowing it. Now... the Carrack is the old Portuguese special unit right? Maybe that one could be the exception - but I'm not currently looking at naval nor cultural special units YET. I was a big fan of the way the old Carrack worked though so... it probably will be changed eventually to something like what you suggest, at least into something that CAN allow for settling on other continents earlier than other cultures.Maybe the Carrack should not be an Explorer unit, so that it's able to merge and split?
By being exploration, it also gets some special abilities so we'll see if that's the perfect way to address it or not.
Strongly agree that oversight should be repaired so when I start evaluating naval units again I'll make sure to fix that.The Caravel does not get better results from tribal villages, unlike the Outrigger that it upgrades from.
It's at least more relative to the discussion I'm trying to have here. It's not what I'm trying to solve for but it's good to know that's where we are with that so thanks for the footnote.Not directly Unit stuff, but the AI should probably value manufactured resources more on the diplomacy trade screen. At the moment the AI just gives most of it to you for free, or for trivial amounts of gold. I'm receiving Tin ingots for nothing right now, and it's really weird.
I agree - though I consider it low priority because at some point I hope to make them not one shot use units so much as units that can exist in a town and slowly influence the people to their views more than being blast use units.It would be cool to be able to see the % success chance your missionary has of spreading a religion (affected by traits, wonders, and civics).
They are meant to be. If you're NOT on Size Matters, they are slightly stronger units so as to be durable pains in the arse when they march with impunity across borders to pillage and cause trouble and invite unit sacrifices to take them out. If you ARE on Size Matters, they are that, PLUS they start off merged an extra layer than most units normally do so as to really add to that element, BUT they cannot merge or split so a double merged standard military unit should find them easy enough to dispatch and would eat them for XP to the point that you might find that you're just strengthening your foe more than weakening them by their use.Bandit Riders and Footpads are ridiculously strong units for their era, and remain the strongest for quite a long time.
Thanks for your feedback! Even though much of it is not on the questions I have at the moment, it's all very useful to know what the pain points are out there and we agree about most of them.
Most of this is in the realm of the equipment mod plan - which is even more extensive than you've laid forth but is somewhat related. At the moment, I'm looking to define minimum prereqs to be established on units, with the eventual understanding that yes, more advanced accesses will lead to more powerful unit equipment assignments that will vary units significantly by the kinds of equipment their civilization has gained access to and the various qualities of those equipments. I understand I didn't say that was part of the plan so I don't blame you for mentioning all this - it's just... a number of projects down the line, this being one to help form the minimum basis for that eventually.I want to first say that I'm not really familiar enough with the code to assess how complicated it would be to implement this so feel free to discard the idea without further thought if it unnecessarily complicates the workings of the mod.
My idea regarding this is thus: Arrange the availability of different types of units primarily by the presence of a certain set of buildings. If you want a stone axeman, you need a stone tool maker. The stone tool maker requires some "rock stockpile" or "stone gatherer" building. If you want an obsidian swordsman, you need access to both a source of obsidian and the stone tool maker within that city or your trade network. An obsidian swordsman is principally a stone clubman with an obsidian tool, so we just apply a mutually exclusive "weapons" and "armor" upgrade to the unit - clubmen entering a city with the appropriate facilities and resources can thus receive the upgrade. The upgrades are arranged in tiers so the city applies the upgrade of the highest tier of weapon to any compatible unit that passes over it, or perhaps the upgrade is purchasable with money by units within the city limits or by some other means.
As the game progresses, more specific unit templates become available to reflect the evolving format of warfare, and new buildings become necessary to further equip your units. Unique, rare, or technologically optional paths may open up to equip normal units with exceptional or unusual equipment, perhaps even a third upgrade can provide a unit with one unusual "equipment" to customize it. At the start this could look like equipping a ground unit with ladders or hooks to provide a percent chance to bypass city defenses, or traps to provide bonuses against animals, or camouflage requiring pigments, etc. and later it could look like providing early medieval ships with rare sunstones so they can cross short patches of deep ocean, and eventually providing infantry with an anti-tank support company that gives a reasonable chance against tanks, or furnishing a destroyer with anti-air cannons that decrease incoming bomber damage and increase aerial attrition.
The AI might follow a series of procedural templates to approach building units in a city. When new units become available in a city, the AI generates a template that directs it regarding how to equip any optional upgrades to the unit, and uses the costs and properties of each template to assess its' valuableness for any mission it has in mind. When new tools become available, the AI either upgrades existing templates or spawns a new one if the tools do something special. As units become unavailable due to upgrades, some templates will naturally be removed or updated to fit the new unit if possible.
Some unique units could require access to certain upgrades which they absorb and improve on, and may have limited upgradeability. So a hoplite is a spearman with a bronze weapon, bronze armor and a bronze shield as its' equipment - there is no/limited opportunity to upgrade these properties. It's cultural upgrades give it an exceptional defense against infantry or some such. Other unique units may just be a standard unit with some special quality - minutemen are enlightenment-era gunmen with an unusually low cost that makes them more rapidly deployable, but are otherwise normal units.