Barathor
Emperor
- Joined
- May 7, 2011
- Messages
- 1,202
Another Idea, later in the thread:
So, here's one of the problems:
The resting point can be minor to many civs. If you're focusing on a handful of city-states and consistently gaining influence, the resting point doesn't matter at all. It may only come into play a couple times when your influence drops really low, then it holds you up higher and gives a boost.
On the other hand, for Consulate/Papal Primacy civs, it can be extremely powerful.
Coming up with consequences to actions taken within a PtP is difficult because you're either going to make it not enough for the Consulate civs or it'll be too much for the other civs to even bother with PtP.
Also, the concept of PtP granting a resting point boost only encourages spamming it to many city-states, especially ones you don't have any influence with yet.
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So, what if we change the benefits of PtP and still try to keep it very simple?
How about, again, PtP doesn't grant any immediate benefit. Instead, you pledge to protect a city-state so you're given opportunities to gain lump sums of influence when you stand up for them and warn a bully. Influence is always useful to receive, even when you're way past the resting point.
This way, you can spam it all you want, but if you're not going to uphold the PtP, you're not really going to gain anything from it (since a PtP deters civs from bullying very little).
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So here's a new breakdown:
1) Pledge to Protect: no resting point boosts; nothing. You're simply given future opportunities to stand up to bully civs to gain extra influence.
2) Bully Demands Tribute:
3) Bully Declares War: (New window which will pop-up.)
Summary (Initial Idea):
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The updated Pledge to Protect (PtP) within the beta seems nearly meaningless: a +5 influence resting point.
For those 5 influence points, you throw yourself into the middle of conflicts between city-states and civs and either:
You forgive the bully civ: -20 influence with the city-state
You stand up for the city-state: opinion weight +5 for only 10 turns
(Higher opinion weight is bad. For comparison: DoF = -35; Denouncing = +35; Sharing Intrigue = -10; Ignore their warning of spying: +10)
Also, I may be wrong, but a PtP has very little impact on the AI’s decisions anyway, according to CvDiplomacyAI.cpp, starting at line 12175 (12228 for gold bullying). According to it, the strength of the civ protecting the AI isn’t even taken into consideration, and proximity to the city-state can easily trump the small deterrent value if the city-state is protected.
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I think we can have something a bit better!
I believe the thoughtless spamming of PtP across the map isn’t great gameplay, especially when a player has no intention on actually standing up for the city-state, is just bettering their odds in case quests are fulfilled, and immediately bails at the first incident. Likewise, spamming PtP is also encouraged if one knows the AI Civ opinion penalty is small and fleeting.
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What if we make PtP more of a meaningful investment and something to weigh and consider by tweaking some numbers?
Perhaps the AI opinion penalty should be increased to 10 and/or the duration until it’s forgiven should be lengthened.
Also, most importantly, change the mechanics of it a bit. Don’t grant a +5 resting point UNTIL the civ proves itself and stands up for the city-state! Perhaps, make it max out at +10 again, but to get that you have to stand up for the city-state at least two times. Then, with Consulates, at least you’ve earned your perma-friend status with the city-state.
So, to clarify, you’re initial PtP with a city-state doesn’t increase the resting point. It only grants you the “opportunity” to do so by standing up for them if another civ bullies them. If you protect them, you get +5 to the resting point. If you protect them again, you get another +5 and are maxed out for a total +10 boost to the resting point. (Or maybe even the resting point bonus can be maxed out at a slightly higher number, like +15, for Papal Primacy friend opportunities.)
This would prevent, or at least greatly decrease, the spamming of PtP and would make it something to think about more, since you’re actually going to have to “protect” the city-state(s) you've pledged to in order to gain any benefit. Also, you're not going to easily abandon the city-state at the first incident with another civ (unless maybe it's a powerful civ or one you're really trying to become friends with), since you've gained nothing and lost -20 influence (instead of gaining some, and then losing some, for a lower net loss).
Also, since you have to wait for a bullying incident to happen now, maybe the resting point bonus could be instant instead of growing per turn (if below it).
Also, it would be nice if the source code used a value based on the protector civ’s power relative to the bully’s power when calculating the desirability to bully a city-state, instead of just using a simple, constant value.
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Just throwing a simple idea out here. I assume it’s too late for this patch, but hopefully the current PtP is just a quick band-aid to fix the overpowered Consulates combo, and better things are planned for it in another patch down the road.
Spoiler :
So, here's one of the problems:
The resting point can be minor to many civs. If you're focusing on a handful of city-states and consistently gaining influence, the resting point doesn't matter at all. It may only come into play a couple times when your influence drops really low, then it holds you up higher and gives a boost.
On the other hand, for Consulate/Papal Primacy civs, it can be extremely powerful.
Coming up with consequences to actions taken within a PtP is difficult because you're either going to make it not enough for the Consulate civs or it'll be too much for the other civs to even bother with PtP.
Also, the concept of PtP granting a resting point boost only encourages spamming it to many city-states, especially ones you don't have any influence with yet.
- - - - - - - -
So, what if we change the benefits of PtP and still try to keep it very simple?
How about, again, PtP doesn't grant any immediate benefit. Instead, you pledge to protect a city-state so you're given opportunities to gain lump sums of influence when you stand up for them and warn a bully. Influence is always useful to receive, even when you're way past the resting point.
This way, you can spam it all you want, but if you're not going to uphold the PtP, you're not really going to gain anything from it (since a PtP deters civs from bullying very little).
- - - - - - - -
So here's a new breakdown:
1) Pledge to Protect: no resting point boosts; nothing. You're simply given future opportunities to stand up to bully civs to gain extra influence.
2) Bully Demands Tribute:
a) Give a Warning to Bully: gain 20 influence points with the city-state and 10 opinion weight for 20 turns with the civ (was 5 for 10 turns; positive numbers are bad).
b) Forgive the Bully: PtP ends and receive -20 influence with the city-state (existing value).
3) Bully Declares War: (New window which will pop-up.)
a) Declare War on Bully: gain 60 influence with the city-state.
b) Forgive the Bully: PtP ends and receive -60 influence with the city-state. Can no longer PtP this city-state (if it survives!).
b) Forgive the Bully: PtP ends and receive -60 influence with the city-state. Can no longer PtP this city-state (if it survives!).
Summary (Initial Idea):
Spoiler Summary :
- Initial PtP grants no bonus resting point.
- If you actually “protect” them when a civ bullies them, you gain +5 to the resting point.
- If you protect them again, you gain another +5, and max out at a +10 resting point. (Or perhaps even further, +15 max?)
- Perhaps the resting point boost can be instant instead of growing per turn (if below it), since you now have to wait for incidents of bullying to occur.
- Also, make the diplo hit with civs a little heavier (perhaps 10 instead of only 5) and maybe last longer than only 10 turns (15? 20?).
The updated Pledge to Protect (PtP) within the beta seems nearly meaningless: a +5 influence resting point.
For those 5 influence points, you throw yourself into the middle of conflicts between city-states and civs and either:
You forgive the bully civ: -20 influence with the city-state
You stand up for the city-state: opinion weight +5 for only 10 turns
(Higher opinion weight is bad. For comparison: DoF = -35; Denouncing = +35; Sharing Intrigue = -10; Ignore their warning of spying: +10)
Also, I may be wrong, but a PtP has very little impact on the AI’s decisions anyway, according to CvDiplomacyAI.cpp, starting at line 12175 (12228 for gold bullying). According to it, the strength of the civ protecting the AI isn’t even taken into consideration, and proximity to the city-state can easily trump the small deterrent value if the city-state is protected.
Spoiler Code :
Code:
// Calculate desirability to bully gold from this minor
if(bWantsToBullyGold && !bWantsToBuyoutThisMinor && !bWantsToGiveGoldToThisMinor && !bWantsToBullyUnitFromThisMinor)
{
int iValue = 100; //antonjs: todo: XML, bully threshold
if(eApproach == MINOR_CIV_APPROACH_BULLY)
{
// Only bother if we can successfully bully
if(pMinor->GetMinorCivAI()->CanMajorBullyGold(eID))
{
// The closer we are the better
if(GetPlayer()->GetProximityToPlayer(eMinor) == PLAYER_PROXIMITY_NEIGHBORS)
iValue += 40;
else if(GetPlayer()->GetProximityToPlayer(eMinor) == PLAYER_PROXIMITY_CLOSE)
iValue += 20;
// We like to keep bullying the same minor
if(pMinor->GetMinorCivAI()->IsEverBulliedByMajor(eID))
{
iValue += 20;
}
// If we have not bullied this minor recently, but someone else has, it might be good to wait for an opportunity to gain a lot of INF
if(!pMinor->GetMinorCivAI()->IsRecentlyBulliedByMajor(eID) && pMinor->GetMinorCivAI()->IsRecentlyBulliedByAnyMajor())
{
iValue += -10;
//antonjs: consider: but if everyone near the minor has bullied it, then there is nobody to come to its rescue, so we can bully safely
}
[COLOR="Red"]// If this minor has a PtP from someone, bullying it could have big consequences
if(pMinor->GetMinorCivAI()->IsProtectedByAnyMajor())
{
iValue += -10;
[COLOR="magenta"]//antonjs: consider: scale based on which major is protecting it[/COLOR]
}
else
{
iValue += 10;
}[/COLOR]
//antonjs: consider: allies or friends another major
//antonjs: consider: distance to other majors
// If we are getting a bonus, don't mess that up!
if(pMinor->GetMinorCivAI()->IsAllies(eID) || pMinor->GetMinorCivAI()->IsFriends(eID))
{
iValue = 0;
}
// Do we want it enough?
if(iValue > 100) //antonjs: todo: XML for threshold
{
veMinorsToBullyGold.push_back(eMinor, iValue);
bWantsToBullyGoldFromThisMinor = true;
}
}
}
}
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I think we can have something a bit better!
I believe the thoughtless spamming of PtP across the map isn’t great gameplay, especially when a player has no intention on actually standing up for the city-state, is just bettering their odds in case quests are fulfilled, and immediately bails at the first incident. Likewise, spamming PtP is also encouraged if one knows the AI Civ opinion penalty is small and fleeting.
- - - - - - - - - - - - - - - - - - - - - -
What if we make PtP more of a meaningful investment and something to weigh and consider by tweaking some numbers?
Perhaps the AI opinion penalty should be increased to 10 and/or the duration until it’s forgiven should be lengthened.
Also, most importantly, change the mechanics of it a bit. Don’t grant a +5 resting point UNTIL the civ proves itself and stands up for the city-state! Perhaps, make it max out at +10 again, but to get that you have to stand up for the city-state at least two times. Then, with Consulates, at least you’ve earned your perma-friend status with the city-state.
So, to clarify, you’re initial PtP with a city-state doesn’t increase the resting point. It only grants you the “opportunity” to do so by standing up for them if another civ bullies them. If you protect them, you get +5 to the resting point. If you protect them again, you get another +5 and are maxed out for a total +10 boost to the resting point. (Or maybe even the resting point bonus can be maxed out at a slightly higher number, like +15, for Papal Primacy friend opportunities.)
This would prevent, or at least greatly decrease, the spamming of PtP and would make it something to think about more, since you’re actually going to have to “protect” the city-state(s) you've pledged to in order to gain any benefit. Also, you're not going to easily abandon the city-state at the first incident with another civ (unless maybe it's a powerful civ or one you're really trying to become friends with), since you've gained nothing and lost -20 influence (instead of gaining some, and then losing some, for a lower net loss).
Also, since you have to wait for a bullying incident to happen now, maybe the resting point bonus could be instant instead of growing per turn (if below it).
Also, it would be nice if the source code used a value based on the protector civ’s power relative to the bully’s power when calculating the desirability to bully a city-state, instead of just using a simple, constant value.
- - - - - - - - - - - - - - - - - - - - - -
Just throwing a simple idea out here. I assume it’s too late for this patch, but hopefully the current PtP is just a quick band-aid to fix the overpowered Consulates combo, and better things are planned for it in another patch down the road.