SirPleb
Shaken, not stirred.
I'm combining two issues about 1.17 in this note.
The gruesome details follow. First a summary:
1) I've succeeded in pop rushing with 1.17. It is a lot more tedious to set up and to run, and takes a bit longer to get rolling.
2) The aggregate AI research rate seems to be significantly higher now. I think this is not good.
I love other things in the patch! I sure don't like to be negative about it. But the net result of the above problems is that, in my opinion, the 1.16 version of the game was probably better balanced. At least for flat-out, high difficulty, conquer the world type games.
Note that there also may be a bug, which I described in another thread, allowing the AI's to "meet" each other before they physically can. That bug is really bad when it happens (is it just me?
) It defeats the usual exploration over a long period of time. And it aggravates problem #2 above. I imagine it could be quickly fixed in a minor patch. But fixing it would not solve the other issues I'll try to describe in this note.
Details:
1) Pop rushing.
First, let me state my bias so you know where I'm coming from. I am not strongly in favor of or against pop rushing. I'm mildly in favor. It isn't critical to me to have or not have. But I am the kind of player who WILL use whatever tricks are available, to go for the highest score I can get! So if pop rushing is in I'll do it. (I do also have a bit of a bias- if pop rushing is gone my current HOF submission might have to be removed
I do wish that no changes would be made which can greatly impact maximum possible scores.)
So the question I had was, is pop rushing now a dead technique? Within the 1.17 rules the best approach I could think of (maybe there is better) is along the following lines:
* Create a number of towns which have a granary, 3 citizens, 4 or 5 shields of production, and 4 extra food. Use an irrigated cattle or wheat and a bit of mining. It must be close enough to the capital to net at least 4 shields/turn after waste. In each of these towns produce workers nonstop, one every 3 turns. (One every 2 or 2.5 turns in towns which can do better with 5 shields and if lucky with more than 4 food.)
* Create a number of towns which have population 1 and a barracks. We will send the workers produced by the other towns over to these and convert (pop rush) the workers into military units. These towns might be called "training camps". (
No more whipping to death in slave camps! Now we'll just pump workers in one side and get trained Horsemen out the other!) These towns can be placed anywhere, they will never grow. They remain at population one forever and that one is an entertainer, immune to unhappiness.
Next question: is it affordable? I just replayed the start of a huge-deity-15rival map I've just finished for a HOF submission. I used 1.17 and the above approach. When I originally played the game I had 7 old style "slave camps" producing Horsemen, for 2.8 Horsemen/turn. In this new try, I got 7 "worker farms" running with 6 "training camps" supporting them. By the time I had the whole operation running at full speed it was 775BC. In my original game the slave camps were up and running in 1150BC. So it took an extra 15 turns. I think that could be reduced to 12 - I haven't done this before and think I could tune the build next time.
12 turns extra would not change the game greatly. And offsetting this a bit, the new approach was generating a bit more cash and a bit more culture than the original at equivalent dates. The new way also has 7 towns which will later on become productive parts of the empire. And in the original game at one point I lost at least a dozen Cavalry in one culture flip (second turn after a capture while quelling resistance) - with 1.17 I would not have lost those.
Note that the new approach I used requires that the pop rush towns be very close to the capital, using prime real estate. This could stop a lot of pop rushing, I don't know. It has no effect on my recent game - that's where the original slave camps were anyway.
The new way is at least twice as many mouseclicks to keep running.
So, bottom line, I think the 1.17 fix for pop rushing may turn out to be not much of an improvement. For people who want to squeeze everything they possibly can from every legitimate trick available, it will just be a lot more fiddly mindless work running the thing, for a slightly less powerful result. (10 food plus 10 shields = one 30 shield unit.) For people who already didn't like it because it was a fiddly trick, it is now a lot more fiddly. For people who just didn't like it, it is still there if someone is willing to work at it.
Personal opinion, I really wish Firaxis had either de-powered it a lot (e.g. down to 20 shields/citizen), or had de-powered it just a bit and made it more natural and easier to use. My preference would have been the latter, I don't mind it, will use it if available, and would sure like it to be less fiddly to run.
2) AI research rate.
Something I saw in another note about the patch mentioned that the AI's would now be more aggressive about trading techs. In the game start I just played, at 775BC the AI's were at least 3 techs further ahead than at the same date when I played with 1.16. I couldn't tell for sure, they might have been further again. (I feel sure of at least 3 based on the wonders being built.)
This is bad news I think, at least for Deity players. The high rate of tech research was already one of the problems at Deity level. Not just in difficulty, but also in overall game balance/fun. At Deity level you can figure on techs developing very fast, and as a result if you want conquest you have to gain control of the world early. You don't get to take 540 turns (the total available to 2050.) You get perhaps 300 to take complete control. More or less depending on style of play of course. With the new aggregate rate of research I'm seeing this number may just have dropped a lot. Reducing it may or may not make Deity level harder, we'll see what strategies develop. But I think it will reduce the fun.
I should note that in the game I just tried, this problem was probably made worse by the bug I've described elsewhere. The AI's all met each other very early, giving them more opportunity to trade than they should have. Nonetheless it looks to me as if there is new "more aggressive" trading happening aside from the bug, and that it will not have a good effect on the play in maps like this one.
A closing comment: So far I have not seen other changes which I think will greatly impact the maximum possible scores. I personally haven't found drafting useful, and have used worker factories very little. I didn't use much tech trading in my recent huge monster game - it would just have sped up the overall tech advancement rate and I needed to slow it down!
The gruesome details follow. First a summary:
1) I've succeeded in pop rushing with 1.17. It is a lot more tedious to set up and to run, and takes a bit longer to get rolling.
2) The aggregate AI research rate seems to be significantly higher now. I think this is not good.
I love other things in the patch! I sure don't like to be negative about it. But the net result of the above problems is that, in my opinion, the 1.16 version of the game was probably better balanced. At least for flat-out, high difficulty, conquer the world type games.
Note that there also may be a bug, which I described in another thread, allowing the AI's to "meet" each other before they physically can. That bug is really bad when it happens (is it just me?

Details:
1) Pop rushing.
First, let me state my bias so you know where I'm coming from. I am not strongly in favor of or against pop rushing. I'm mildly in favor. It isn't critical to me to have or not have. But I am the kind of player who WILL use whatever tricks are available, to go for the highest score I can get! So if pop rushing is in I'll do it. (I do also have a bit of a bias- if pop rushing is gone my current HOF submission might have to be removed

So the question I had was, is pop rushing now a dead technique? Within the 1.17 rules the best approach I could think of (maybe there is better) is along the following lines:
* Create a number of towns which have a granary, 3 citizens, 4 or 5 shields of production, and 4 extra food. Use an irrigated cattle or wheat and a bit of mining. It must be close enough to the capital to net at least 4 shields/turn after waste. In each of these towns produce workers nonstop, one every 3 turns. (One every 2 or 2.5 turns in towns which can do better with 5 shields and if lucky with more than 4 food.)
* Create a number of towns which have population 1 and a barracks. We will send the workers produced by the other towns over to these and convert (pop rush) the workers into military units. These towns might be called "training camps". (

Next question: is it affordable? I just replayed the start of a huge-deity-15rival map I've just finished for a HOF submission. I used 1.17 and the above approach. When I originally played the game I had 7 old style "slave camps" producing Horsemen, for 2.8 Horsemen/turn. In this new try, I got 7 "worker farms" running with 6 "training camps" supporting them. By the time I had the whole operation running at full speed it was 775BC. In my original game the slave camps were up and running in 1150BC. So it took an extra 15 turns. I think that could be reduced to 12 - I haven't done this before and think I could tune the build next time.
12 turns extra would not change the game greatly. And offsetting this a bit, the new approach was generating a bit more cash and a bit more culture than the original at equivalent dates. The new way also has 7 towns which will later on become productive parts of the empire. And in the original game at one point I lost at least a dozen Cavalry in one culture flip (second turn after a capture while quelling resistance) - with 1.17 I would not have lost those.
Note that the new approach I used requires that the pop rush towns be very close to the capital, using prime real estate. This could stop a lot of pop rushing, I don't know. It has no effect on my recent game - that's where the original slave camps were anyway.
The new way is at least twice as many mouseclicks to keep running.

So, bottom line, I think the 1.17 fix for pop rushing may turn out to be not much of an improvement. For people who want to squeeze everything they possibly can from every legitimate trick available, it will just be a lot more fiddly mindless work running the thing, for a slightly less powerful result. (10 food plus 10 shields = one 30 shield unit.) For people who already didn't like it because it was a fiddly trick, it is now a lot more fiddly. For people who just didn't like it, it is still there if someone is willing to work at it.
Personal opinion, I really wish Firaxis had either de-powered it a lot (e.g. down to 20 shields/citizen), or had de-powered it just a bit and made it more natural and easier to use. My preference would have been the latter, I don't mind it, will use it if available, and would sure like it to be less fiddly to run.
2) AI research rate.
Something I saw in another note about the patch mentioned that the AI's would now be more aggressive about trading techs. In the game start I just played, at 775BC the AI's were at least 3 techs further ahead than at the same date when I played with 1.16. I couldn't tell for sure, they might have been further again. (I feel sure of at least 3 based on the wonders being built.)
This is bad news I think, at least for Deity players. The high rate of tech research was already one of the problems at Deity level. Not just in difficulty, but also in overall game balance/fun. At Deity level you can figure on techs developing very fast, and as a result if you want conquest you have to gain control of the world early. You don't get to take 540 turns (the total available to 2050.) You get perhaps 300 to take complete control. More or less depending on style of play of course. With the new aggregate rate of research I'm seeing this number may just have dropped a lot. Reducing it may or may not make Deity level harder, we'll see what strategies develop. But I think it will reduce the fun.
I should note that in the game I just tried, this problem was probably made worse by the bug I've described elsewhere. The AI's all met each other very early, giving them more opportunity to trade than they should have. Nonetheless it looks to me as if there is new "more aggressive" trading happening aside from the bug, and that it will not have a good effect on the play in maps like this one.
A closing comment: So far I have not seen other changes which I think will greatly impact the maximum possible scores. I personally haven't found drafting useful, and have used worker factories very little. I didn't use much tech trading in my recent huge monster game - it would just have sped up the overall tech advancement rate and I needed to slow it down!