Advanced Civ

f1rpo

plastics
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You're welcome! Ctrl A would suffice now that I'm aware of the hotkey, thank you. What are some other useful hotkeys that I should know?
Alt+X for marking a planned city site, Alt+M set an alert (reminder). These are part of the BUG mod. Right-click on commerce slider or espionage weight +/- buttons sets them to 100/0. Alt-hover on building buttons and specialists on the city screen shows their net effect. These two are K-Mod shortcuts for BUG features; BUG instead has an additional pair of +/- buttons and shows the net effects all the time (both still optional in K-Mod/ AdvCiv). Right-click on the city tile exits the city screen without moving the camera (AdvCiv). There's a pretty comprehensive list in Civilopedia (category "Shortcuts"); not ordered sensibly, unfortunately.
[...] Historical battles show records of the invaders taking advantage of hills and forests at every opportunity. Modern warfare makes use of buildings and other obstacles. If anything, they just use them less efficiently because of unfamiliarity with the geography and perhaps the populace's noncooperation. If the goal is to achieve realistic results, then I think this is actually a drawback!
Only Forest and Jungle are affected by this change, not Hills, nor Forts (which already can't benefit an invader in BtS). My main intention is to remove an incentive for clearing the vegetation in the inner ring of a city. Not a major incentive, I guess, but perhaps one that looms large in the minds of players that have had their cities attacked from a Forest. It also seems rather too easy for an invader to find cover in BtS (against an AI that doesn't chop much at all). Historically, invading armies were frequently ambushed in forests. That could be represented in the game by having the would-be ambushers enter the Forest tile first and then wait for an attack. Not great, and not going to happen (unless a Zones of Control mechanism is added). I agree that the BtS rule can also be justified (hi-)story-wise; Dunsinane Castle, after all, was attacked from Birnham Wood. :)
If I could provide a suggestion, it'd be attackers still be able to use defensive modifier, but again with penalties. [...] The defensive bonus is 50% * (1 - 0,37) = 31%.
I'd only be willing to give them the base modifier times their own culture percentage – and perhaps we agree that this would make too little of a difference to justify the additional complexity. Taking into account only tile ownership is consistent with the rules for Routes and Forts. On this note, the movement bonus being exclusive to the defender is much harder to reconcile with reality than the defensive bonus being exclusive. I should also mention that Forest and Jungle only grant 25% defense in the mod. 50% just seems like a lot in general, it's dubious that forests should be far easier to defend than hills, and 75% on a Forest Hill – 100% with a Fort –, immune to bombardment, is too formidable an obstacle (especially for the AI).
A minor point about city planning, is that I often pre-chop the unowned forests to make my future cities quicker to get up and running. Not to mention the fog-busting benefit. Therefore, chopping outside actually makes an additional city more worthy!
Pre-chopping is pretty much also gone in AdvCiv – the worker turns start to decay after a while. OK, you could still start chopping a bit ahead of time, so this doesn't fully negate your point.
[...] I guess chopping jungle is also impossible outside. For this I have a real example: historically, pioneers in my country had to clear jungles before being able to settle in. Or, in our world today, regions with few inhabitants and no governmental rule (i.e. no "culture") are ones with the most severe forest logging.
It's safe to say that I wouldn't have restricted chopping if there were only Jungle in the game. As it is, yes, the same rules apply for all chopping. My sense of realism isn't offended; the pioneers could be the Settler unit, which will automatically clear the city tile.

It's getting way too late; will have to finish this post tomorrow. I didn't get to the point – which, in short, is that the design philosophy of K-Mod or possibly Better BtS AI (or Better BAT AI, Better BUG AI) or even just BUG/BULL/BAT [edit: re-reading your post here, I see that you've explicitly asked for an AI mod, so I shouldn't recommend a pure UI mod] seems to be closer to what you're looking for. However, if you're going to create your own mod, then undoing the AdvCiv changes that you dislike could be worth considering. My feeling is that there will be a lot of those, but reverting changes is often quite easy (whereas porting a feature from one mod to another is usually a significant effort). Might come down to how you like the changes to AI diplo modifiers; because much of that isn't easy to roll back.

This isn't to say that it's moot for us to discuss individual changes; but I'm not going to fundamentally change my approach at this point, and I'm unlikely to make any laborious changes. I'm close to being in maintenance mode.
Question: is AI's settling strategy any different from BTS? I need to know how blocking tactics work :)
AI city placement has been overhauled. It's already quite different in K-Mod, but I've also made substantial changes. Not sure right now what blocking tactics you refer to.
 
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f1rpo

plastics
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Adding to my previous post, @Long try: I've noticed your thread in the Strategy & Tips subforum:
Back in the old forum, about a decade ago, I read quite a lot of neat tricks and plays that are really smart. I managed to apply some, others I've forgotten. To prepare for my return to Civ4, I want to revisit them, especially those that I wasn't able to implement. Here are a few I still remember [...]
My aspiration is, sort of, that a player in your situation would not need to refresh their memory about smart tricks – those will just not be effective in the mod. Hence the tagline: "Aiming at challenging, intuitive gameplay; based on K-Mod." (Displayed in the list of BtS modpacks.) Well, "challenging" at a strategic level; I tend to assume that everyone wants less micromanagement, but this is really not a matter of course among Civ players. I haven't gone after every unintuitive or tiresome tactic, not nearly, because I don't want to veer that far from the original game – or just never found the time. Quoted from yet another thread:
1 big disadvantage of heavy mods is that with so many variations and flavors, it's hard to ask for an advice on play tips, and discussions will be extremely hard to reach a consensus. As a returner, I intend to seek that frequently on the forum.
From what I've observed on the S&T forum, K-Mod is already too far removed from BtS for productive discussions; this is definitely the case for AdvCiv. I don't think modified AI and a community experience are compatible goals at this point, i.e.15 years after the release of BtS.
Well, too bad for AI, but we definitely shouldn't nerf humans in order for 'make it fairer' to AI. That'd destroy the whole purpose of K-mod, don't you think? ;)
Maybe the chopping rule is just too unimportant to serve as an example here. Generally, if there's an obscure, tedious play, maybe also badly balanced, that the AI has no inkling of, then I'd love to kill that thing; it's a two for one. Worker stealing, maybe. Clearly not well balanced, and the AI doesn't know how to steal workers, nor how to effectively protect its own, nor how to remove a threat by declaring war – tedium would ensue if the AI were able to play this game. In fairness, worker stealing is a perfectly intuitive mechanism (and I don't think the AdvCiv rule is somehow great; i.e. workers getting killed when attacked on the same turn as declaring war). If karadoc had insisted that rules mustn't be changed to accommodate the AI or that all powerful BtS tactics must remain available and at least somewhat powerful, I probably would've accepted that, but he had essentially stopped modding when I started.
[H]ow about focusing on buffing an unpopular tool? I've never used Environmentalism and/or Forest Preserve because the benefits aren't appealing enough. Maybe you'd want to boost the civic, and the improvement? If each preserved forest gives, like, 1 happiness, 1 health (and 1 hammer or 1 food with some future tech), then I'd be happy to have workers choose that. The National Park could offer more benefits, and if Environ causes other civs to be unhappy (albeit less than Emancipation) then I'd also tend to choose it.
K-Mod has already buffed the tree-hugger stuff. Maybe sufficiently even, hard to say as those choices aren't all that consequential in most games. National Park is imo fine already in BtS, just not game-changer. I've considered giving Forest Preserve a health effect instead of happiness (and have already done the necessary programming) as health tends to be more useful in the late game; but that might cannibalize Environmentalism and perhaps just isn't worth adding another bullet to the mod's manual. I've actually reverted a buch of minor K-Mod buffs to unpopular unique units and buildings because they weren't accomplishing enough, in my book, to justify making the mod (a little) less accessible. Wrt. clear-cutting in the Classical or Medieval era, a payoff in the Modern era doesn't seem like a promising approach; it's too far in the future.
 
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f1rpo

plastics
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I propose to remove the self-propagation of religion, religion already gives a great advantage over those who do not have it, so it would be logical to make it spread only at the expense of messioners
My impression is that spreading a religion through Missionaries is pretty unattractive in the early game. A Monastery – or teching Monotheism early on – is a big upfront investment, and passive spread will often, in good time, do much of the work for free. From that angle, I can see how a decreased chance of passive spread could improve game balance, but it would make it less rewarding to found an early religion, and I don't agree that this is desirable. Maybe having far more than 18 civs on the map and just 7 religions (assuming that this is how you play) makes a big difference here; passive spread might get a bit out of hand on a single large continent, and, on a map with many continents, several might end up without any religion. Certainly the Shrines become more powerful on bigger maps. You could try increasing RELIGION_SPREAD_RAND in GlobalDefines (e.g. in GlobalDefines_advc.xml); that should decrease the chance of passive spread. BtS sets it to 1000 and AdvCiv, so far, doesn't overwrite that value.
Late game micro is already tedious and boring enough.
Fwiw, I don't think there is much passive spread in the late game anyway (because most cities already have a religion or two by then).
 

Long try

Chieftain
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perhaps we agree that this would make too little of a difference to justify the additional complexity.
Agree.
On this note, the movement bonus being exclusive to the defender is much harder to reconcile with reality than the defensive bonus being exclusive. I should also mention that Forest and Jungle only grant 25% defense in the mod. 50% just seems like a lot in general, it's dubious that forests should be far easier to defend than hills
Oh. Ohh. I overlooked the 25% part, now it's much better! The attacker nerf doesn't seem so bad if the defender is also affected in another way :) Not to mention I also had problems with vanilla's decision regarding invasion road use and forest being 50%. I remember thinking back then that it's the hills that should have 50%. So... nice touch :thumbsup:
However, if you're going to create your own mod, then undoing the AdvCiv changes that you dislike could be worth considering. My feeling is that there will be a lot of those, but reverting changes is often quite easy (whereas porting a feature from one mod to another is usually a significant effort).
It's... tempting, but 1) reverting some changes requires coding knowledge, while I'm totally unprepared for something like that; and 2) after reading more of your manual and contemplating your answers, I have to admit that you've put a lot of thoughts into the changes, and also I was ignorant of stuff, such as the 25% part above.
Anyway, Nexus is helping me adding my civ into the mod, but we're facing a few problems, for example the unique settler cost. Could you chime in directly?
Might come down to how you like the changes to AI diplo modifiers; because much of that isn't easy to roll back.
A related question: if I select "random personalities", will I get extreme characteristics with the same proportion as in BTS? Example: Gandhi is notorious for being a peacemonger, and Monty is considered crazy. So in the department of war propensity, there are 2 cases of extremes among 52 leaders. If I start a game with 26 civs and random personalities, should I expect ~1 of them to be as -monger as Gandhi or Monty?
AI city placement has been overhauled. It's already quite different in K-Mod, but I've also made substantial changes. Not sure right now what blocking tactics you refer to.
It's hard to describe without an image, and I don't really have a correct pic here. Let me try: if I settle a city quite aggressively toward AI (but its BFC still doesn't cover all the passage) and leave quite a large space behind - let's say between the capital and that new city, will AI settle around and/or behind my city?
AI settling.png
Another, real pic above: is there any chances Mansa will tuck a city in the red box?
Related question: could you point me to the sizes of maps in ADVCiv?
would not need to refresh their memory about smart tricks – those will just not be effective in the mod
But at least the spy culture victory is still there, I hope? I've never pulled off such a thing (and didn't play much with espionage at all), so I want to try it out.
K-Mod is already too far removed from BtS for productive discussions; this is definitely the case for AdvCiv.
In 1 of my test games, I settled my capital on a floodplains, but only get 2 food out of it. IIRC it should be 3? Is this a change from BtS?
Overall, I think this is near BtS enough to not be a shock at all. Though I have to concur that tactic discussions will be really difficult, especially with the change in human costs in-game. It's hard to plan buildings ahead until the tech is researched and I know the exact amount. And also because of that, Slavery is triple-nerfed! Aside from increased food needed to grow, it has lower hammer yield too. idk how effective it is now, but I have a distinct feeling that this is a bit overkill.
nor how to remove a threat by declaring war – tedium would ensue if the AI were able to play this game.
Errr... idk about it either :blush: - could you elaborate? What kind of threat?
Wrt. clear-cutting in the Classical or Medieval era, a payoff in the Modern era doesn't seem like a promising approach; it's too far in the future.
Yep. Without tree-hugging stuff research, I don't qualify to give any insightful suggestion. My hunch is that the only games where we'll see a lot of forests are on terra/earth maps, in the new world.
 

Elkad

Emperor
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Small QoL change.
When I select a stack of units, can you show their garrison (anti-revolt) strength?
garrison.jpg


If they are in a city already, ideally they'd include current modifiers. (fortify, hill, etc).
Not in a city probably best to peel off all the situational modifiers, so it's not counting a forest bonus for where they are currently standing, etc.
 
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f1rpo

plastics
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@Long try: Sorry about the infrequent responses; haven't been finding/ making much time for Civ last week.
The attacker nerf doesn't seem so bad if the defender is also affected in another way
I can see that. 50 to 0 is stark.
Overall, I think this is near BtS enough to not be a shock at all.
OK, great, maybe I interpreted too much into your take on that, in my mind, unimportant chopping change. (But, then, I do feel attached to it, and wouldn't want to go back to "oh, I almost forgot to chop those remote Forests about to be covered by AI borders ...")
It's... tempting, but 1) reverting some changes requires coding knowledge, while I'm totally unprepared for something like that; and 2) after reading more of your manual and contemplating your answers, I have to admit that you've put a lot of thoughts into the changes, and also I was ignorant of stuff, such as the 25% part above.
Thanks; well, you could still tweak things at a later point. I put thought into it, but, often, it was just me thinking unless a player was sufficiently bothered to object.
Anyway, Nexus is helping me adding my civ into the mod, but we're facing a few problems, for example the unique settler cost. Could you chime in directly?
Sure, where? If it's a private conversation, please feel free to invite me. Settler cost gets adjusted by the DLL – though I don't think I changed that apart from adding a difficulty-based adjustment (Emperor and above).
A related question: if I select "random personalities", will I get extreme characteristics with the same proportion as in BTS?
That option merely shuffles the personalities around, e.g. Gandhi could truly be Montezuma. "Secret personalities" might be a more appropriate name. Would be nice if it did actually generate random personalities based on the statistical relations that exist among the original personality variables (e.g. iBasePeaceWeight and iWonderConstructRand correlate).
[...] if I settle a city quite aggressively toward AI (but its BFC still doesn't cover all the passage) and leave quite a large space behind - let's say between the capital and that new city, will AI settle around and/or behind my city?
If there's an easy way to fool the AI into ignoring a good city site (good even when culture pressure, maintenance and defensibility are taken into account), then I'm not aware of this loophole and would probably want to do something about it. The BtS code treats tiles already owned by a rival as categorically "bad" and will dismiss sites with a lot of bad tiles entirely. This counting of bad tiles plays much less of a role in AdvCiv (not all cities need to grow large) and the AI tries to predict which tiles it'll be able to flip. Conversely, the AI is picky when it comes to sites that have lots of mediocre or marginal tiles to work but none that are actually good.
Another, real pic above: is there any chances Mansa will tuck a city in the red box?
I hope there is no such chance. That would seem annoying – because I don't think such a city would benefit him at all. He clearly won't be able to steal any resource tile, not even a river tile. Some desert city – in the box or farther east – just to be able to work the Wine also looks terrible to me. Or 1 SW of your northern Gold: way too bold for little gain.
Related question: could you point me to the sizes of maps in ADVCiv?
The basic grid size is defined in XML\GameInfo\Civ4WorldInfos.xml, in units of 2x2 cells (that seem to have some relevancy to the graphics engine; BtS uses 4x4 cells instead). Then, some of the map scripts that come with the mod, e.g. the copy of Pangaea, adjust that basic size through a function named getNumPlotsPercent. A fair number of scripts that get loaded from BtS, Warlords and the base game (i.e. no copy in the mod) set a custom grid size through the getGridSize function (in units of 4x4 cells); that function ignores Civ4WorldInfos.xml.
But at least the spy culture victory is still there, I hope? I've never pulled off such a thing (and didn't play much with espionage at all), so I want to try it out.
I sympathize, but K-Mod has killed that:
K-Mod changelog said:
v1.29 changelist [...]
+ The spread culture espionage mission now adds plot culture only, not city culture. (This means it will not cause border pops, and it will not have exponential growth when repeating the spread espionage mission.)
On the plus side, the mission may have some usefulness now for winning over contested tiles (old post of mine with some vague specifics on that).
In 1 of my test games, I settled my capital on a floodplains, but only get 2 food out of it. IIRC it should be 3? Is this a change from BtS?
Cities can't coexist with terrain features. I don't think the engine could easily handle that, so it's probably always been this way. Some mods will remember where Flood Plains were removed by cities and will add them back if the city is razed, but AdvCiv doesn't do that. A city on a Grassland Banana still gets 3 food in the center tile and a Plains Hill city gets 2 production, all as in BtS. Pretty obscure rules, but at least the mod previews the city tile yield in the help text of the found-city button.
Though I have to concur that tactic discussions will be really difficult, especially with the change in human costs in-game. It's hard to plan buildings ahead until the tech is researched and I know the exact amount.
I haven't really experienced this problem; maybe because I largely refrain from using Slavery. I guess the exact cost of a Monument or Granary would matter in that context. Does the Civilopedia at least show the adjusted cost (not on the opening menu, of course)? Well, I can check myself ...
[...] Slavery is triple-nerfed! Aside from increased food needed to grow, it has lower hammer yield too. idk how effective it is now, but I have a distinct feeling that this is a bit overkill.
Food to grow might affect Slavery especially, I hadn't thought of that. But, then, at, say, Epic speed, 50% more food is needed for growth, and I don't think Slavery is less powerful at Epic speed. Let's see, apparently it did occur to me that I'm nerfing Slavery:
me in the manual said:
The game speed settings, for comparison, have growth and GP modifiers too, and also modify [...] chopping production, hurry production and GP effects. I don't see a need for making all these values dependent on difficulty; it's actually fine if chopping and Slavery become less efficient on the high difficulty levels.
Hm. But, triple, you say, on account of higher production costs. They're higher regardless of how the production is generated. One might say that not using Slavery looks dreadful because it'll take so long to get that much production from just tile yields. Maybe I'm missing something here?
What kind of threat?
I was getting ahead of things a bit. I've tried for a little while to get the AI to antipicate worker stealing in the early game, i.e. to avoid exposing workers and to move them to safety. That, however, would allow a human player to harass AI workers without even having to declare war. The only effective response I see against that is to attack the threatening unit pre-emptively. I don't know if such a thing actually happens in multiplayer games.
My hunch is that the only games where we'll see a lot of forests are on terra/earth maps, in the new world.
Yeah, I suppose only minor improvement is possible without far-reaching changes. Maybe the Grassland terrain should've been named "Woodland" (with a few small 3D trees to match) and then Plains could've been "Steppe" (a type of grassland), and the Forest feature would represent what Realism Invictus calls "prime timber" (iirc); all just to make the map seem less desolate. But it's already difficult enough to tell Forest from non-Forest when there's a Camp or Plantation. And maybe a mere visual/ verbal change would be somehow unconvincing.
 
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Long try

Chieftain
Joined
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Messages
77
Sorry about the infrequent responses; haven't been finding/ making much time for Civ last week.
No prob at all! Coincidentally, neither have I.
unimportant chopping change. (But, then, I do feel attached to it, and wouldn't want to go back to "oh, I almost forgot to chop those remote Forests about to be covered by AI borders ...")
You're absolutely right, this change is unimportant. It was just me, ignorant of the mod's philosophy, trying to make sense of the decision to unroll that feature. Now I'm sure I'll be able to make more educated discussion.
Sure, where? If it's a private conversation, please feel free to invite me.
Great! Will do.
That option merely shuffles the personalities around, e.g. Gandhi could truly be Montezuma. "Secret personalities" might be a more appropriate name.
If I understand it correctly, then the whole "Monty" package will get swapped to, say, Gandhi; while someone else like Isabella will behave exactly like Gandhi in our normal games, right?
XML\GameInfo\Civ4WorldInfos.xml, in units of 2x2 cells (that seem to have some relevancy to the graphics engine; BtS uses 4x4 cells instead). Then, some of the map scripts that come with the mod, e.g. the copy of Pangaea, adjust that basic size through a function named getNumPlotsPercent. A fair number of scripts that get loaded from BtS, Warlords and the base game (i.e. no copy in the mod) set a custom grid size through the getGridSize function (in units of 4x4 cells); that function ignores Civ4WorldInfos.xml.
I managed to find a file named civ4worldinfo (without s) in BTS\Assets\XML\GameInfo. In it, the Duel size is 10x6 grids, which corresponds to 20x12 tiles, which means 2x2 cells. But you said BtS uses 4x4... so I'm still confused... Anyway, in your mod's 3 scripts of PM, MC, and Not too big & small, what are the tile dimensions for large & huge maps? I guess they're all 47x34 and 60x42, respectively, as I dig into your mod's file?
Cities can't coexist with terrain features. I don't think the engine could easily handle that, so it's probably always been this way. Some mods will remember where Flood Plains were removed by cities and will add them back if the city is razed, but AdvCiv doesn't do that. A city on a Grassland Banana still gets 3 food in the center tile and a Plains Hill city gets 2 production, all as in BtS.
I... kinda see. Now that I looked into Sevopedia, flood is a "terrain feature", plain is a "base terrain", but there's no mention of hills anywhere. What are hills then?
Food to grow might affect Slavery especially, I hadn't thought of that.
I'm glad to be able to actually point out something of value! Then maybe a revert to 30h/whip will be considered?
on account of higher production costs. They're higher regardless of how the production is generated. One might say that not using Slavery looks dreadful because it'll take so long to get that much production from just tile yields. Maybe I'm missing something here?
No, you're right, I was referring to that part. Here I'm going to address something I experienced with my latest game (actually, the screenshot you saw in the earlier post). But 1st, I need to make sure that my take on the mod's philosophy is right: Civ4's "essence" is to be preserved.
Next, I'm going to list some among the stuff I think is civ4's essence: war; and the ability to switch/transfer between the 3 lifeflows of food, production, and commerce. If you agree, let's proceed.
In my last BtS game on Monarch, I was at war with 1 AI, to the point of staggering my research and running out of things to build. Luckily, after some turns, I was finally be able to build research, and recovered. In my ADVCiv game on Emperor, I'm among the best researchers, but I can barely build buildings and units to match up with that pace. I have little hope of attacking any AI - I couldn't even fogbust lands faraway! Whipping is nerfed and imposes stacking consecutive 10-turn penalties, so I can't use it to raise an army in a good time frame. In the extreme case, I guess I could build one, but the long-lasting wreck it causes will be a major headache. I spent 2 whole hours contemplating the situation and looking at the tech tree, but production techs are too far away, while the only effective army building method is the draft, hundreds of years ahead. I could find few ways out of my situation. Can't imagine what Immortal and Deity look like.
I guess what I want to say is a very stark jump from "too much production" in BtS to "too little" in ADVCiv. While neither is optimal, at least there are ways to transform between things in BtS, but not in ADVCiv it seems. After all, one can only do alchemy if he has something, not if he has nothing. In short, the mod is preventing players from waging wars and doing civ4 alchemy, which are its essence. Perhaps it's only my experience, but this feeling of helpless-powerless makes it difficult to continue the saved game. Which is alarming IMHO. Compared to this one, chopping outside and jungle defense bonus are just trivial matter.
It is perhaps now that I understand why Slavery is civ4's love child, almost to the level of essence. Of course, it was me who said I want a 'balanced' game in another thread, but if the change robs a player's ability to play what was considered "the game" itself, then it might be problematic.
Yeah, I suppose only minor improvement is possible without far-reaching changes. Maybe the Grassland terrain should've been named "Woodland" (with a few small 3D trees to match) and then Plains could've been "Steppe" (a type of grassland), and the Forest feature would represent what Realism Invictus calls "prime timber" (iirc); all just to make the map seem less desolate. But it's already difficult enough to tell Forest from non-Forest when there's a Camp or Plantation. And maybe a mere visual/ verbal change would be somehow unconvincing.
I completely agree with the sentiment. Also, changing the terrain names themselves could cause a shock to BtS players. Here I am proposing a solution, after quite some deliberation.
- Aesthetic goal: have more forests mid & late game
- Realism goal: (quoted)
As for realism, the Forest isn't only destroyed, it is, apparently, also turned into lumber, which needs to be transported to a city.
- Solution: each worker turn chopping will produce a fraction of the original amount to the city right away. Example: a forest worth 20 hammer will show 13H after 1 turn, 6H left after 2 turns, and disappear after 3. But as long as it stands (still have hammer worth, i.e. not completely cut down yet), it will count like a full forest regarding health (and other hidden stuff I don't know). The ability to foster forest growth of surrounding bare tiles will be affected, though. But the forest tile itself can regenerate (or being worth more hammers, under the economic lens) at a slow rate.
- Rationale: best of both worlds. Players are quite happy with the production value of 2/3 original, which often will be enough to encourage them keep the forest. The regrowth prospect will help. As for realism, it makes more sense that the logging happens gradually, instead of 2 turns of nothing and 1 turn of big flow (which is a source of build-switch tricks). Aesthetically, it'll be more than great, I believe.
 
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f1rpo

plastics
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If I understand it correctly, then the whole "Monty" package will get swapped to, say, Gandhi; while someone else like Isabella will behave exactly like Gandhi in our normal games, right?
Except for traits, favorite religion and, in AdvCiv, also favorite civics. And rank-based and first-impression diplo modifiers (will apply but) won't be shown by the UI. This is already the case in BULL, I think. (BtS never shows those modifiers.) Also, in AdvCiv, diplo modifiers based on remembered actions that are +/-1 per action for most leaders (e.g. refused to accept religion) get shown – possibly inaccurately – as +/-1 for all leaders. Those are all measures to prevent players from easily guessing the true identities.
I managed to find a file named civ4worldinfo (without s) in BTS\Assets\XML\GameInfo. In it, the Duel size is 10x6 grids, which corresponds to 20x12 tiles, which means 2x2 cells. But you said BtS uses 4x4... so I'm still confused...
Only the Civ4WorldInfo.xml in the AdvCiv assets takes effect. In that one, Duel has 18x13 cells, i.e. 36x26=936 tiles. In BtS, it's 10x6x4x4=960.
Anyway, in your mod's 3 scripts of PM, MC, and Not too big & small, what are the tile dimensions for large & huge maps? I guess they're all 47x34 and 60x42, respectively, as I dig into your mod's file?
PerfectMongoose should use the dimensions set in XML, i.e. 47x34x2x2 and 60x42x2x2 respectively. Mixed Continents takes those dimensions times 0.88 (large) or 0.84 (huge) because it tends to have more coastline than, say, Fractal and therefore more seafood, more coastal city sites and more room for cities overall. To be exact, the DLL will choose a target number of tiles by taking the tiles set in XML, e.g. 10080 for Huge size, times the multiplier returned by getNumPlotsPercent in Mixed_Continents.py (0.84, rounded target: 8467 tiles). Width and height are then chosen in a way that approximates the target number of tiles while also approximating the aspect ratio in XML (60:42). Same thing with Not Too Big Or Small except that the multiplier is even smaller because the "Small" portion of the map has many small landmasses with lots of seafood. Complicated. Getting the map size right for the default number of players (also set in the WorldSize XML) is imo important because otherwise there'll be too much or too little tension in the early game. A rather small aspect ratio (width divided by height) makes the climatic transitions from the equator to the poles less jarring, whereas a large aspect ratio will feel familiar from maps of the Earth. E.g. for Duel size, the AdvCiv ratio is ca. 1.38 and the BtS ratio ca. 1.67.

For e.g. Tilted Axis, the dimensions set in the PublicMaps folder of Warlords apply (because there is no copy of that script in either BtS nor AdvCiv):
Spoiler :
Code:
def getGridSize(argsList):
	"Override Grid Size function to make the maps square."
	grid_sizes = {
		WorldSizeTypes.WORLDSIZE_DUEL:      (8,8),
		WorldSizeTypes.WORLDSIZE_TINY:      (10,10),
		WorldSizeTypes.WORLDSIZE_SMALL:     (13,13),
		WorldSizeTypes.WORLDSIZE_STANDARD:  (16,16),
		WorldSizeTypes.WORLDSIZE_LARGE:     (20,20),
		WorldSizeTypes.WORLDSIZE_HUGE:      (25,25)
	}
	[...]
AdvCiv map scripts don't use getGridSize, and the DLL will assume (in AdvCiv as in BtS) that those are cells of 4x4 tiles. The getNumPlotsPercent function (added by AdvCiv) allows the programmer of a map script to convey that the map is supposed to be bigger or smaller than usual, without having to worry about the aspect ratio.
I... kinda see. Now that I looked into Sevopedia, flood is a "terrain feature", plain is a "base terrain", but there's no mention of hills anywhere. What are hills then?
Not something that the original game wants to trouble the player with, apparently – no info in the Pedia. In the code, it's referred to as a "plot type". The other plot types are "land" (flat), "peak" (though there is also a terrain type "peak") and "ocean" (water). "Elevation" might be a better term (seeing that "terrain" is already used for what seems to represent biomes; except for "plains" ...). Civ 3 still had Hills, Forest and Grassland all as terrain types, so forested hills or hilly grassland were not possible. Separating the relief from the natural vegetation was a good thought (if that was the thought), but not well executed imo. And features being a separate thing perhaps wasn't even a promising idea; "Desert Oasis" in particular seems redundant and oases being destroyed by cities is unexpected.

Slavery and chopping – tomorrow, or maybe the day after.
 

f1rpo

plastics
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[...] some among the stuff I think is civ4's essence: war; and the ability to switch/transfer between the 3 lifeflows of food, production, and commerce.
I'd say the alternation between a wartime and peacetime economy is pretty fundamental. And the player should have agency in this. I feel that BtS makes it too easy to shift between research and (military) production, and gives the player strong incentives to go 100% for the one or the other; a binary choice like that isn't all that interesting. As for the food yield, food leads to more population, which results, ultimately, in more research or more military, which win the game. Food also gets stored (in fat, no :p) in population, and population can be sacrificed, if not through Slavery or Nationhood, then at least through deliberate starvation. This does not seem fundamental to me. Can be an interesting thing to evaluate – will a drafted unit have enough of an immediate impact to make up for the lost production and research potential? Generally, things just grow in Civ 4, e.g. players can't sell buildings and there is no reward for deleting a unit. Perhaps those are missed game design opportunities, but there are still a great many things to decide, so it's not clear how sacrificing population is special. Well, I think it does serve an important function as a way out when a city urgently needs a one-time production boost. And also to give players something to do with the overabundant food in the early game.

The way that veteran players actually use Slavery, most of the time, is as simply the most efficient way to generate production. Some seem to feel quite attached to this playstyle, I'm guessing because the optimal timing of Slavery is an acquired skill. So I wouldn't want to nerf Slavery to a point where it's only worthwhile in extraordinary circumstances. But if it's only worth fiddling around with Slavery, say, half as often as in BtS, then that should be a win for everyone.
I'm glad to be able to actually point out something of value! Then maybe a revert to 30h/whip will be considered?
Let's say a size-5 city is double-whipped, no penalties apply (i.e. the item has already been in production for a turn and it's not a wonder) and the city's food store half full. In BtS, this results in 60 production, and it takes 26+28=54 food to grow back, 27 with a Granary. A best-case scenario, but this is a conversion rate better than 2:1. In AdvCiv, on Emperor difficulty, it's only 48 production gained and 4 more food to replace without a Granary, so 48 production for 29 food with a Granary. Still seems generous. And, in any case, the impact of the increased growth threshold is pretty small.

Ideally, I'd like the "No Slavery" option to enable a simpler mechanism for converting food into production, e.g. a "Laborer" specialist that generates 3(?) production and no GP points. Or maybe something that allows food to be spent as production 1:1 for a period of time (like when producing a worker or settler).
In my last BtS game on Monarch, I was at war with 1 AI, to the point of staggering my research and running out of things to build. Luckily, after some turns, I was finally be able to build research, and recovered. In my ADVCiv game on Emperor, I'm among the best researchers, but I can barely build buildings and units to match up with that pace. [...] I guess what I want to say is a very stark jump from "too much production" in BtS to "too little" in ADVCiv.
Might have to do with your two Gold sources and Financial trait (it seems) in the AdvCiv game? I'd say that tech costs are even more increased in AdvCiv than production costs. And tech costs increase with each difficulty level too. It is true that the Slavery change makes production less abundant (but the mod also nerfs the Financial trait, for example).
Perhaps it's only my experience, but this feeling of helpless-powerless makes it difficult to continue the saved game. Which is alarming IMHO.
Might be a somewhat singular experience. Or maybe you should've gone for a smaller war earlier, with less of a tech advantage? Perhaps, with a savegame, it would become clearer to me - or someone else - how that situation came about.
Solution: each worker turn chopping will produce a fraction of the original amount to the city right away.
My thinking in that vein was an improvement, say, a Lumber Camp, that clears a Forest, has a decent production yield and disappears after a number of turns, akin to how a Cottage grows into a Hamlet. This would tie deforestation to population growth. Your idea has the benefit of being closer to the BtS mechanism, but I'd worry about the additional micromanagement – more orders to workers and keeping track of Forest regrowth. This is just my quick assessment though; not to dismiss the idea outright.
 
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f1rpo

plastics
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Small QoL change.
When I select a stack of units, can you show their garrison (anti-revolt) strength?
[screenshot]
If they are in a city already, ideally they'd include current modifiers. (fortify, hill, etc).
Not in a city probably best to peel off all the situational modifiers, so it's not counting a forest bonus for where they are currently standing, etc.
Wouldn't want to show such a rarely needed statistic at all times. But maybe some tweak to the "may revolt if ... removed" text. I can see that it's currently trial and error to determine how many units need to be left behind to rule out an easily preventable revolt. As for a city needing xx more garrison strength, I suppose that's typically not some astronomical number, so this strikes me as less problematic.
 

Long try

Chieftain
Joined
Feb 22, 2019
Messages
77
Food also gets stored (in fat, no :p) in population, and population can be sacrificed, if not through Slavery or Nationhood, then at least through deliberate starvation.
Both funny & illuminating. I now see why the mod's automation sometimes opts to run food deficit. But usually not intense enough. Which means, to rush production without slavery, a player would have to micro the city to the extreme, which iirc is not a goal of ADVCiv?
But if it's only worth fiddling around with Slavery, say, half as often as in BtS, then that should be a win for everyone.
In my limited experience, it's way less than half of BtS :eek: I now found out that it's kinda quadruple-nerfed!! I just can't whip 4 pops at once, the game says 3 is the limit. Meanwhile, because of the 24H conversion rate (and the increased cost at higher diff), many things are 4 or 5, even 6 pop-expensive now.
so 48 production for 29 food with a Granary. Still seems generous.
I distinctly remember an old forum thread where the game mechanism was 'researched' and stated that 1 food = 2 hammer ~ 3 or 4 commerce. Indeed, a farm improvement gives +1F while a mine +2H, at least during the early & mid game. In another thread, slavery was investigated and is said to produce an even better rate than 2:1 if the city is sized 6 or less. So the changes are messing with this conversion flow.
In 1 of my test games, it seems chopping for wonders is not allowed, or is delayed 1 turn before the lumber arrives at the city. Could you confirm which is the case?
Anyway, my point is, there are 2 ways to do the "civ4 alchemy" in early games: slavery and chops. Both are nerfed quite heavily in ADVCiv. Without the tools, players can rarely wage wars early, if at all, which makes the game kinda follow the same trajectory every time. IMO a big appeal of Civ4 is that it allows players to proceed with whichever style they want, be it peace or war. Taking this option away and it robs Civ4 of flexibility, which is also a characteristic that encourages modding in the 1st place :)
That said, I think the mod will be great if 1-2 of the nooses around Slavery is untied. It'll tilt the balance just enough to retain the difficulty while honoring the original's favor and mechanism. I think the developers made the civic good in-game because in real life, many of our achievements were actually built upon it. Even in the most advanced country on Earth, slavery persisted until the 19th century(!) until it was proved to be inferior to another civic. If 1 main purpose of ADVCiv is to make it as real as possible (like how you try to drive deity games to follow history's milestones), then Slavery must be powerful enough to survive until the modern era?
Perhaps, with a savegame, it would become clearer to me - or someone else - how that situation came about.
Sure thing. I'm attaching the file here.
Your idea has the benefit of being closer to the BtS mechanism, but I'd worry about the additional micromanagement – more orders to workers and keeping track of Forest regrowth.
Thanks. It will keep the forest :) I don't think it'll make ordering workers more strenuous - it's the same "leave 1 turn" Ctrl+Chop. BTW, I press Ctrl+Alt+C but the game doesn't recognize the combo. Can we assign something like hotkey O for chop, and thus Ctrl+O will be used instead of having to press Ctrl & clicking the UI button?
As for the keeping track of regrowth part, yes that's something that will occur. However, it'll be as easy as a mouse hovering on the tile, three dozens of times faster than the example of getting into the city screen and manually orchestrate a deliberate starvation for a production rush, as mentioned earlier in the post.

Now for further feedback and questions:
  • In an advanced start game, when the 10 turns of universal peace ended, a barb appeared within the brightly busted area and killed my settler. I think this is definitely a bug. The settler was on a hill before, and nothing was in sight. Next turn, poof, it was killed by a 1-move warrior.
  • What is the proper handicap amount for a deity huge marathon game? Is there a formula to calculate it?
  • It's stated in the manual at original marathon has buildings at 300% and units 240%. In ADVCiv, with the new 2.5x speed, I understand that building will be 250%, but what about units? Will they be 200% or stay at 240%?
 

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f1rpo

plastics
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I distinctly remember an old forum thread where the game mechanism was 'researched' and stated that 1 food = 2 hammer ~ 3 or 4 commerce. Indeed, a farm improvement gives +1F while a mine +2H, at least during the early & mid game. In another thread, slavery was investigated and is said to produce an even better rate than 2:1 if the city is sized 6 or less. So the changes are messing with this conversion flow.
Even if 1 food were supposed to be worht 2 production as a rule of thumb, instant conversion should come with a significant penalty. Sort of how production is considered to be more valuable than research, but the Research process only yields 1 research per 1 production. (Which I still consider to be too generous; it's part of the reason why most buildings aren't worth considering in BtS.) But I also don't think that food should be twice as valuable as production in the first place; food is too abundant for that in the early game. One result being, in BtS, that (non-resource) Mines are pretty unattractive and Hills don't really matter for city placement. In a nutshell (just from a couple of days ago):
The reason why you don't need mines is because you can whip. Also, many of the buildings are rather weak and you are better off building wealth. Space victory can be a bit different surely, you'll need to industrialize and get a lot of :hammers: from workshops.

I suppose it's true that the Slavery changes make non-resource Farms even more unattractive than they are in BtS. Working a River Mine will usually be preferable to a River Farm and a non-River Mine to a Lake Farm. But, in BtS, you don't want 3-food Farms either, so this isn't terribly consequential; and a Flood Plains Farm still beats a River Mine. (A Flood Plains Cottage may be better yet but isn't available as early.) The mod does buff Farms through +1 commerce from Serfdom.

Thanks for the savegame. Seems that you've played this, so far, as if it were an Always-Peace game. I'm somewhat surprised that the AI hasn't attacked you yet ... Charlemagne is Pleased, Mansa Musa not very warlike, Ragnar not that close. Anyway, at this point, AD 125 I think it was, I'd be anxious about Ragnar and Mansa Musa, perhaps even Charlemagne – so long as your military is just 1 Axe and 1 Spear. Your cities are imo well-placed; those good spots happen to have relatively little production, in particular no River Hills. This strikes me as fairly uncommon. (Not uncommon when starting in the Small region of Big & Small, but you're on the Big continent.) In such a situation, knowing the balance and AI changes in the mod, it would've been prudent to look for ways to mitigate this lack of production. Not a great many opportunities here, I'll admit. I guess the Rice city could've gotten a Grassland Hill for a total of 3 workable hills. Plains perhaps should've been preferred over Grassland when improving tiles,
and a couple of Watermills, maybe. (I rarely build those myself, but they might be worthwhile here.)

I agree that starting a war anytime soon is not opportune in this situation – e.g. by finishing Music, bulbing, I guess, Code of Laws and then researching Construction for Catapults + Swordsmen. I think you do have enough production (3 cities with >10 production if citizens are reassigned a bit) to produce a much needed defensive army, then some Catapults to take the Barbarian city. In the meantime, there is still some land to settle (which, generally, is and should be much cheaper than conquering land). And those military units could be a starting point for attacking a neighbor once you get to Macemen. An opportunity for a dogpile war might also open up by then (Ragnar vs. X or someone might attack Mansa Musa or Gandhi from the east). And it wouldn't have to be a war that defeats a neighbor entirely; annexing a city or two is already a big prize.
Anyway, my point is, there are 2 ways to do the "civ4 alchemy" in early games: slavery and chops. Both are nerfed quite heavily in ADVCiv. Without the tools, players can rarely wage wars early, if at all, which makes the game kinda follow the same trajectory every time.
I'm confident that wars can be waged, but there is a (somewhat) higher opportunity cost, so the conditions need to be right to make the endeavour worthwhile, e.g. early access to a strong offensive unit, high-production terrain, a weak/ close neighbor (or just a single lightly defended city).
IMO a big appeal of Civ4 is that it allows players to proceed with whichever style they want, be it peace or war. Taking this option away and it robs Civ4 of flexibility, which is also a characteristic that encourages modding in the 1st place :)
The style that they want is peace until a nice tech lead has materialized and then war for as long as that lead lasts. Not appealing to me. You saying e.g. that you'd rather start a war against Mansa Musa than settle the Barbarian-beridden land to the west is a different matter; there should be tough strategic choices like this, the more the better. I guess you would've had to plan for a full-fledged war earlier. And whatever is lost by making yields less fungible, what about the new considerations that come into play, such as Hills and Mines, or, if the Wealth and Research processes were nerfed (to 85% conversion or so), how buildings would become more relevant? Moreover, by encouraging more opportunistic warfare, more uncertainty enters the player's planning. There's not much uncertainty in teching to Construction and then attacking whoever looks weakest.
But if it's only worth fiddling around with Slavery, say, half as often as in BtS, then that should be a win for everyone.
In my limited experience, it's way less than half of BtS :eek:
Judging from your savegame, you still seem to whip nearly as often as the anger counter allows. Which makes sense to me, because, with Inca Terraces everywhere, populations still small and few high-production tiles, 24 hammers is a very good deal.
I now found out that it's kinda quadruple-nerfed!! I just can't whip 4 pops at once, the game says 3 is the limit. Meanwhile, because of the 24H conversion rate (and the increased cost at higher diff), many things are 4 or 5, even 6 pop-expensive now.
Right. Mainly, I felt that those high population losses were (especially) bizarre in terms of realism, but that's arguably not a good enough reason for burdening new players with yet another rule change. I didn't think it would matter often; if it does, then ... maybe the 3-pop limit is actually beneficial for game balance (from my angle). I guess it gives cities with very low production from tiles a harder time constructing expensive buildings, e.g. a Forge (maybe for happiness and a little production from the Engineer). Yeah, that doesn't really sound desirable; should probably undo this change. I think I implemented that when it was still 30 production per 1 pop.
I think the developers made the civic good in-game because in real life, many of our achievements were actually built upon it. Even in the most advanced country on Earth, slavery persisted until the 19th century(!) until it was proved to be inferior to another civic. If 1 main purpose of ADVCiv is to make it as real as possible (like how you try to drive deity games to follow history's milestones), then Slavery must be powerful enough to survive until the modern era?
Regarding intentions, Soren Johnson briefly talked about Slavery in a Twitch video once (transcript). It's not all that clear; well, seems obvious enough to me that he didn't want players to generate production primarily through food. Balance aside, it's not intuitive and very tedious to execute (especially without the BUG conveniences) - while reducing micromanagement was one of his primarily goals according to the Civ4 manual's afterwords.

I would rather not want to make any point about historical slavery through the hopelessly goofy hurry mechanism in the game. It's fine with me if it remains useful until Emancipation, and I believe that's the case, sometimes. The alternatives (Serfdom, Caste System) aren't universally useful either, and just very different from Slavery.
Both funny & illuminating. I now see why the mod's automation sometimes opts to run food deficit. But usually not intense enough. Which means, to rush production without slavery, a player would have to micro the city to the extreme, which iirc is not a goal of ADVCiv?
Maybe I shouldn't even have mentioned it; it's very rarely a good play, come to think of it. I guess that's because food mainly comes from a few very powerful tiles, so not working those tiles is generally wasteful. Not sure if it's worse micro than Slavery – reassigning a few citizens and turning automation back on when the current production has finished. Not great, sure. With Slavery, the player needs to wait for just the right moment when, say, a double-whip becomes available. There's an alert, but that thing is pretty noisy.
In 1 of my test games, it seems chopping for wonders is not allowed, or is delayed 1 turn before the lumber arrives at the city. Could you confirm which is the case?
I'm not aware of such a delay. :confused: Delivered to a different, closer city perhaps?
In an advanced start game, when the 10 turns of universal peace ended, a barb appeared within the brightly busted area and killed my settler. I think this is definitely a bug. The settler was on a hill before, and nothing was in sight. Next turn, poof, it was killed by a 1-move warrior.
Also a mystery to me. A savegame would be great. :think: Or maybe an AI civ had entered a goody hut. The hostile-villagers outcome can't happen near a city of any civ, but a nearby settler wouldn't be protected; perhaps it should be.
What is the proper handicap amount for a deity huge marathon game? Is there a formula to calculate it?
For the "start points as handicap" option? My table in the manual (end of the SPaH chapter) says that the AI freebies in BtS are worth 651 points; that's the research cost of the free techs plus 1.5 times the production cost of the free units. That said, a slightly smaller amount of points might be appropriate because the free Archers (and Archery) aren't all that useful to the AI; with Advanced Start, I think, the AI spends its points a bit more effectively, e.g. on tile improvements.
It's stated in the manual at original marathon has buildings at 300% and units 240%. In ADVCiv, with the new 2.5x speed, I understand that building will be 250%, but what about units? Will they be 200% or stay at 240%?
Unit production costs are at 200% in BtS (here's the XML) and remain at 200% in AdvCiv. Buildings are 300% in BtS (1.5 times more expensive than units), 250% in AdvCiv (still 25% more expensive than units).

Will have to get to chopping another time.
 

Long try

Chieftain
Joined
Feb 22, 2019
Messages
77
The mod does buff Farms through +1 commerce from Serfdom.
Yes, I noticed it yesterday, and it's a very nice thought that corresponds well with history. Kinda proves the mindset that changes for balance are always more welcomed if they buff weak options instead of heavily nerfing strong options.
Seems that you've played this, so far, as if it were an Always-Peace game. I'm somewhat surprised that the AI hasn't attacked you yet ... Charlemagne is Pleased, Mansa Musa not very warlike, Ragnar not that close. Anyway, at this point, AD 125 I think it was, I'd be anxious about Ragnar and Mansa Musa, perhaps even Charlemagne – so long as your military is just 1 Axe and 1 Spear.
I did consider a quechua rush but promptly abandoned it, because:
  • Manny's defender is skirmishers :eek:
  • My whole surrounding area is hammer-poor, as you've noticed.
  • Which means a rush needs chopping and/or slavery, but chopping is nerfed.
  • By the time I get BW, others must have got it too, since it's Emperor. Throwing quechuas & perhaps a few axes at cities repeatedly pumping archers is suicide. Because AI gets good bonus, their whips are as strong as in BtS, figuratively.
Since war wasn't an option, I had to play diplo. And can you really blame me for having only an axe & spear? :p I say Slavery was behind this lack of might.
In the meantime, there is still some land to settle (which, generally, is and should be much cheaper than conquering land). And those military units could be a starting point for attacking a neighbor once you get to Macemen.
From my old playing experience, time will fly fast, and by macemen time there won't be enough units, judging from the current situation. Just a hunch, though.
And I agree wholeheartedly that settling is cheaper. But I didn't even have exploring units! Though I can say pretty confidently that the land on the left is still open, it's because of general civ4 experience: Ragnar is struggling at the bottom of the scoreboard, and he's in that direction. Anyway, it still comes to an invading army, be it against AI or barb cities, and thus, production.
Because a conquered city now requires big military police, war is much more expensive. Not that I complain, it's also another good insight. But a function is problematic: if I whip a captured city, it has much, much higher chances of revolt! That overlooks an important factor: when we whip, we clear out the alien population first and foremost. Recent example being the Nazis with the modern-day slavery of Jews: they quite literally whipped out that portion, not "pure" Germans! So if a sized 10 city has 20% our culture and 80% enemy's, a 3-pop whip should give a result of 7 pops, comprising of 2 pops ours and 5 theirs. Sure, give the alien pop increased anger, but the culture value within the city must be affected by the whip. Otherwise, it's so counter-intuitive that it's on the verge of unacceptable.
I'm confident that wars can be waged, but there is a (somewhat) higher opportunity cost, so the conditions need to be right to make the endeavour worthwhile, e.g. early access to a strong offensive unit, high-production terrain, a weak/ close neighbor (or just a single lightly defended city).
Right, makes sense. That's why I did the judgement and stayed put in that game. It also led to a feeling of frustration. Why? Well let's start with the universal truth that we players want to play a game to win. OK, now, on Emperor and above diff, if the player has the same amount of cities as AI from the beginning till the end, his chance of winning is near zero (virtually non-existent on Immortal, and just "hahaha" on Deity). So how to have more cities? The settling race can't be won because of massive handicaps, that leaves only the option of war.
Civ4 is also famous for the 'snowball' effect. I haven't been able to do that yet, but I believe expert players always try to level the playfield early on, before AI run so far away there's no hope of catching up. Which means ferocious wars early, and mid-game as the latest, to establish a bigger land than AI. In other words, at least 1 AI must go for the player to retain a chance to win. As I said, the only tools for primitive civ4 alchemy were chopping and slavery, which the experts latch on dearly, but they're about gone with ADVCiv.
I was an Immortal player, so Emperor should pose few problems. But I was struck in the very 1st game. That feeling of "no way out" could seriously harm a player's interest. I understand that Balance is a big component in the mod, but to the point of, say, Slavery being equally (or less) attractive than the other civics is killjoy. We should leave a tool for those who want to tackle the top difficulties. Let the Noble, Prince & Monarch players have fun with Serfdom and other stuff (I'm gonna try it too ;)), but when it comes to warfare, how will a grassland farm with 3F1C going to finish Stalin?
I guess it gives cities with very low production from tiles a harder time constructing expensive buildings, e.g. a Forge (maybe for happiness and a little production from the Engineer). Yeah, that doesn't really sound desirable; should probably undo this change.
Glad I managed to persuade you on this one. Yep, I shudder when thinking about tiny-island cities, which are main features of many maps. It'll be a long torturous endeavor to improve them. Ideal (20-water) Moai sites will only be a pipe dream.
Soren Johnson briefly talked about Slavery in a Twitch video once (transcript). It's not all that clear; well, seems obvious enough to me that he didn't want players to generate production primarily through food.
If Soren wanted to nerf Slavery, his team had plenty of time to do it with Warlords and BtS. In fact, they did introduce the "Slavery revolt" event; and that they didn't do anything else is a sign to me that the developers considered it as pretty well balanced.
Let me count the obstacles regarding Slavery in ADVCiv:
  1. The event, from BtS
  2. Reduced hammer yield
  3. Increased food for growth
  4. More expensive everything
  5. The 3-pop limit, hopefully will be lifted in the next release
  6. Much more unhappiness and chance of revolt shooting up the roof if done in an alien city.
Wow, six, why the hate for such a civic? :crazyeye: Back in the recent yester-days when I thought it was triple-nerfed, I was frowning already.
Balance aside, it's not intuitive and very tedious to execute (especially without the BUG conveniences) - while reducing micromanagement was one of his primarily goals according to the Civ4 manual's afterwords.
Huh? The way I mostly run Slavery, it's very simple - grow the city to the limit, and when it turns red, whip. Unless I'm missing something here, it's just a breeze when compared to arranging tiles manually. BTW, I want to report that the city governor is inconsistent in choosing tiles. For example, if I emphasize food, it'll choose this & that tiles. I turn it off, it'll switch to something. When I press emphasize food again, sometimes "this & that" tiles won't be chosen - it's a different set.
Also a mystery to me. A savegame would be great. :think: Or maybe an AI civ had entered a goody hut.
Unfortunately, it's done with a modified version of ADVCiv. But I reloaded the save for clarity a few times: no hut in sight. Even if there was 1 around, a slow warrior just can't move like the (original) Fast Workers, right? :)
Unit production costs are at 200% in BtS (here's the XML) and remain at 200% in AdvCiv. Buildings are 300% in BtS (1.5 times more expensive than units), 250% in AdvCiv (still 25% more expensive than units).
Nice to know. I have a feedback: the worker turns on Marathon are still x3. A farm still cost 15 turns, while it's supposed to be 12-13?

Now for an idea: could you make it so that the lowest value possible for the individual espionage slider to be -1? If I give someone this value, then no amount whatsoever will be assigned to that AI. In a big game, when I managed to cripple someone and no longer have to worry about him, I'd want to set him as -1 and all other 16 civs as 0; instead of having to click +1 16 times.
 

f1rpo

plastics
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Just briefly on this question:
Let me count the obstacles regarding Slavery in ADVCiv: [...] Wow, six, why the hate for such a civic?
I'm not getting into how poor a representation it is of slave labor, how fiddly and riddled with complicated special cases – because the changes you've listed don't address these problems. Regarding balance, Slavery makes city placement mainly a matter of how to distribute or share the overpowered food resources; renders buildings that grant happiness or health largely unnecessary; turns the anger and lack of infrastructure in conquered cities into a nonissue. I'd like to take at least half a step back from that style of play – toward how we used to play before having done the math on Slavery.

On the plus side, Slavery alleviates some other balance problems: the often excessive food and lack of acceptable options for extra happiness in the early game; the severe lack of production at many coastal sites; and, as mentioned before, Slavery is a way out when production needs an urgent boost, i.e. makes the game more forgiving of poor planning (i.e. of what would be poor planning if Slavery weren't in the game at all).
Kinda proves the mindset that changes for balance are always more welcomed if they buff weak options instead of heavily nerfing strong options.
If I were to do something about e.g. Representation, then I would still want it to be a powerful civic, so that players don't lose much by just playing how they've always played, i.e. so that they don't relally have to be aware of the change. Slavery, with its pervasive impact on game balance, is a bit of a special case.
 

Long try

Chieftain
Joined
Feb 22, 2019
Messages
77
Feedback is coming in droves:
  • My capital can run a spy, and the auto-governor chooses it. When I try to cancel that (i.e. press the - button), it doesn't react at all. Also, the button is placed further to the right than normal, so I think this is a graphic bug.
  • 1 turn, my empire cost is ~8x gold, but next turn it's 79. In between, I recall no unit death or built, but rather city pop increases. I guess because of a bigger population, the number of units I'm having become relatively smaller, and thus cost less. This suggests that the upkeep calculation (on deity) is too harsh. It'd only make sense if, when everything's equal, an increase in pop also increases upkeep. I'd suggest that we dial down the cost of having many units.
  • I have a tile within my border that has ~30% my culture and ~6x% alien! Just because their border hasn't expanded to that tile. Which clearly shows that the hidden culture spread mechanism is way too strong. idk how many extra tiles it's covering in the code, but it seems 3-4 outside border. IMO that's ridiculous, because the default visibility of a tile is only 1, and 2 with a hill. Since un-busted tiles and cities count as a secret and can't be in trade networks, culture should also follow suit. I'd like to request you dial down the strength of hidden culture to half, or cut their range in half, or both.
  • In the same vein, I haven't been able to confirm this, but it seems that the rate of cultural decay in a bordered and an unbordered (unclaimed) tile is the same. If I keep a conquered city, I'd face resistance, of course. But if I raze it and after some time resettle nearby, I still face a surprising amount of alien culture. I think that, if a city is razed and tiles are left in the wild (fog), cultural decay rate should be way faster than if continually under any civ. That thing applies in the real world, too, with many examples.
  • Question: if a barb galley has 0 units inside (let's say it discharged 2 units) and keep wandering within sight, can it spawn more units?

Slavery renders buildings that grant happiness or health largely unnecessary
Speaking at least from my exp, the lion share of my whips are actually for happy & health buildings :)
turns the anger and lack of infrastructure in conquered cities into a nonissue.
Because it's, in fact, the solution!! Man, if I were a Roman emperor and a big-ass city I just captured had an inadequate infra to support its angry, nonproductive mouths, I'd crack my whip HARD. Can't blame historical leaders for doing what's best for their empires.
Now, after a better insight and some deliberation, I'm going to make a petition regarding Slavery:
  • Situation: the civic is having 6 types of nooses around its neck, yet they don't address the problem of:
instant conversion should come with a significant penalty.
Also, the nerfs face frowns from high-level players:
I think it has been mostly Emperor players and above who have complained
  • Solution: revert some changes to make ADVCiv more appealling to expert players, while introducing new nerfs that attack the core issue more directly. In detail:
  1. :hammers: back to 30.
  2. Lift the 3-pop limit
  3. Tweak the "whipping in alien cities" function, so it kills foreign pops & culture 1st.
  4. When a player press the whip button, the city spend x turns corresponding to the number of pop, x, to be sacrificed - each turn, 1 pop is gone and 30H added. During this time, the production is locked on whatever it's building. The city can still grow normally, i.e. if it grows, the pop number for that turn remains the same.
  5. In addition, 1 :mad: for each 2 pops dead. For example, if a city whip 3, then 2 unhappy. Between them, 1 :mad: has the duration of 12 turns and 1 of normal 10.
  • Rationale: the 1st change is to leave a door for Immortal+ players to enjoy ADVCiv. The 2nd is an agreed resolution. The 3rd has been argued twice, in this post and 1 above.
    The 4th has the purpose of addressing the penalty for instant conversion (actually even better: it eliminates instantaneity), and also to compensate for the 1st change. It's also more realistic when it comes to how slavery in fact worked.
    The 5th is the bargain chip for the 3rd change, which IMO should be implemented free :p It also comes closer to real life: no way a 1-pop whip produces the same :mad: as a 7-pop.
  • Conclusion: after this, Slavery will have... 5 nooses instead of 6. Oh well. Not to mention the danger of being caught unguarded while in the process of whipping, which can't change due to (4th). But I think it'll achieve many goals of realism, balance, and player interest.
 
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crullerdonut

Warlord
Joined
Jun 29, 2020
Messages
112
Feedback is coming in droves:
  • My capital can run a spy, and the auto-governor chooses it. When I try to cancel that (i.e. press the - button), it doesn't react at all. Also, the button is placed further to the right than normal, so I think this is a graphic bug.
This is a bug which was recently fixed, please see below:
Attaching a hotfix for those two UI issues. Thanks for making me aware. Who knew that so many people use such peculiar window dimensions. :)
Indeed had to do with the "Specialists" label – the space normally (on higher resolutions) reserved for that label was being used for the resource list rather than for the specialist buttons.
To install, download the hotfix, and put the CvMainInterface.py file into C:\Program Files (x86)\Firaxis Games \Sid Meier's Civilization 4\Beyond the Sword\Mods\AdvCiv\Assets\Python\Screens folder, replacing the file that's there at the moment.
 

Long try

Chieftain
Joined
Feb 22, 2019
Messages
77
Thanks @crullerdonut . Some more feedback & suggestions:
  • In a game, a tile next to my border had culture count of, like, 80% mine and 20% others. After some turns, (perhaps civA's border popped) and it swapped to theirs. I checked, and it said ~70% civA, ~30% civB, and 0% mine! (actually, my culture was not mentioned when mouse hovered over) After a few more turns, my border popped, and the tile changed back to mine, again displaying ~80% mine.
    In my current game, 2 cities - 1 I founded, 1 I captured later - have BFCs just touched and leaving 1 tile between diagonally, so that tile is also colored mine. When I hover over, it says 0% mine (and nothing else), which doesn't make sense because the hidden culture mechanism must have been working for many turns.
    These instances haven't affected the gameplay (yet), but I just want to let you know in case someone else experience bad results from them.
  • On marathon, worker turn is x2.5. I want to make a case for that multiplier to be x2. Since units are x2, it makes sense to have the work follows suit. Moreover, x2.5 favors wars very heavily, because pillaging always takes only 1 turn regardless of speed. A unit can pay for its own maintenance, and perhaps even its production, by adopting a barbarian life and razing everything in sight. When it cost ~3 times to replace loss on fast but ~15 times (!) to do that on marathon, why would someone bother with improving tiles?
  • Question: is there a way to see the reverse combat percentage? When we press Alt+hover, the game displays the odds of our unit attacking enemy's. But how about theirs attacking us? Knowing the defending chance will be very helpful in troop deployment and tactics. If it doesn't exist yet, I'd recommend using something like Shift+Alt+hover.
 

Long try

Chieftain
Joined
Feb 22, 2019
Messages
77
Quick feedback: on maps with >18 civs, the F4 "glance" screen can't display all of them. Or rather, it lacks the horizontal scroll bar. I'd prefer the column to be more spaced when this is fixed.
 

f1rpo

plastics
Joined
May 22, 2014
Messages
1,552
Location
Germany
Finally starting to catch up; I'll start in reverse order:
Quick feedback: on maps with >18 civs, the F4 "glance" screen can't display all of them. Or rather, it lacks the horizontal scroll bar. I'd prefer the column to be more spaced when this is fixed.
Far as I recall, those Python screens or panels can only have a scrollbar in one direction. There's probably some way to fit a matrix of any size in there – after all, Cavemen2Cosmos has a minimap for its enormous tech tree, but it's not a task I would embark on. Increasing the size of the Foreign Advisor would already help, but then all its tabs will need significant work, not just to get them to function at all, but also to fill the extra space sensibly; will look weird otherwise.
Question: is there a way to see the reverse combat percentage? When we press Alt+hover, the game displays the odds of our unit attacking enemy's. But how about theirs attacking us? Knowing the defending chance will be very helpful in troop deployment and tactics. If it doesn't exist yet, I'd recommend using something like Shift+Alt+hover.
I have a to-do note about that, but it's not a high enough priority to actually get done. Should mostly be a matter of re-organizing existing code a bit, but at least the Barbarian attack penalty against cities doesn't have associated combat help text so far (because it can't apply when a human units attacks). Don't know if that's the only one missing.
On marathon, worker turn is x2.5. I want to make a case for that multiplier to be x2. Since units are x2, it makes sense to have the work follows suit.
I'd agree that units are generally faster on Marathon, so why should worker builds be an exception. But it also makes sense to let the build rate match the rate of population growth and settler production (which is x2.5). If I increased the build rate, players would need far fewer workers on Marathon than on Normal speed (they already move faster in between cities). Generally, the economic side of the game is slow on Marathon and the military side fast; workers being as fast to produce as military units is an exception in my book.
Moreover, x2.5 favors wars very heavily, because pillaging always takes only 1 turn regardless of speed. A unit can pay for its own maintenance, and perhaps even its production, by adopting a barbarian life and razing everything in sight. When it cost ~3 times to replace loss on fast but ~15 times (!) to do that on marathon, why would someone bother with improving tiles?
Military action can have economic consequences, I don't think pillaging is fundamentally different from the conquest of cities in this respect. Stuff being slow to erect and quick to tear down is the nature of Marathon, I guess.
Question: if a barb galley has 0 units inside (let's say it discharged 2 units) and keep wandering within sight, can it spawn more units?
No, only in fogged tiles, to be consistent with the other placement rules. They will (eventually) seek out fogged tiles if there are any nearby.

Don't know what's going on with your first example of strange culture percentages. Maybe culture had only been spread to the tile for one or two turns when you first checked and saw 80-20. But that couldn't explain a sudden shift in your favor later on ...
In my current game, 2 cities - 1 I founded, 1 I captured later - have BFCs just touched and leaving 1 tile between diagonally, so that tile is also colored mine. When I hover over, it says 0% mine (and nothing else), which doesn't make sense because the hidden culture mechanism must have been working for many turns.
Culture doesn't spread to unowned tiles. That said, I think culture should've spread on the turn that your borders expanded to cover the tile. Or maybe this is not how it works in the special case of a tile receiving an owner only due to being enclosed by owned tiles, specifically, when all 4 orthogonally adjacent tiles have the same owner. In any case, displaying 0 culture on an owned tile doesn't seem ideal. I assume that this changed to 100% on the next turn? To summarize the relevant rules as I recall them: Culture spreads beyond the ownership range of cities, but only to owned tiles. Culture is only shown for owned, actively visible tiles. Holding down Shift should show it also for unowned tiles, but, I think, only if it's nonzero, and, normally, culture should be 0 in unowned tiles.
I have a tile within my border that has ~30% my culture and ~6x% alien! Just because their border hasn't expanded to that tile. Which clearly shows that the hidden culture spread mechanism is way too strong. idk how many extra tiles it's covering in the code, but it seems 3-4 outside border. IMO that's ridiculous, because the default visibility of a tile is only 1, and 2 with a hill. Since un-busted tiles and cities count as a secret and can't be in trade networks, culture should also follow suit. I'd like to request you dial down the strength of hidden culture to half, or cut their range in half, or both.
It's 3 tiles beyond the ownership range. That is, when a city can't claim its full ownership range, i.e. when there are contested tiles, culture spread will extend farther than 3 tiles into foreign borders. The range is as extensive as it is so that non-border cities have an impact on the border. Perhaps the spread of culture should somehow pass more easily through tiles owned by the same player as the city. This might entail finding a path (of least resistance) for culture spread – rather than just use air distance. Something to consider. Though I don't find it too strange that culture should extend to unseen tiles; a player doesn't exactly control their civ's culture. Indeed, in the mod, culture persists even when a player has been defeated.
In the same vein, I haven't been able to confirm this, but it seems that the rate of cultural decay in a bordered and an unbordered (unclaimed) tile is the same.
Decay is faster in tiles that the culture's civ can't work, but there's no difference between an unworkable owned and an unworkable unowned tile. And decay isn't sped up in city tiles (which are never workable for foreign civs). My intention with the decay has been to make it easier to work tiles, not to make anger and revolts stop sooner.
If I keep a conquered city, I'd face resistance, of course. But if I raze it and after some time resettle nearby, I still face a surprising amount of alien culture. I think that, if a city is razed and tiles are left in the wild (fog), cultural decay rate should be way faster than if continually under any civ. That thing applies in the real world, too, with many examples.
I don't think I'd want to encourage players to raze cities, leave the land unowned for a while and then resettle. To make razing of high-culture cities an attractive choice, the straightforward approach would seem, to me, to remove some tile culture immediately upon razing, i.e. across the city's (former) culture range. This already happens when a city is ceded through a trade. However, I wouldn't want to give players an easy way to acculturate conquered territory, and razing is generally an unsightly corner of the game. Well, this veers into the occupation policy subject that your post on SLavery also deals with, so I'll defer that for another day.
 

Long try

Chieftain
Joined
Feb 22, 2019
Messages
77
Increasing the size of the Foreign Advisor would already help, but then all its tabs will need significant work, not just to get them to function at all, but also to fill the extra space sensibly; will look weird otherwise.
An ugly hotfix is better than a broken beauty, I suppose ;)
I'd agree that units are generally faster on Marathon, so why should worker builds be an exception. But it also makes sense to let the build rate match the rate of population growth and settler production (which is x2.5).
Huh?... Well, my case was to argue only for the worker's improvement speed, but now I learned that its and settler's production is x2.5, too. Any rationale behind them being units and x2.5?
Military action can have economic consequences, I don't think pillaging is fundamentally different from the conquest of cities in this respect. Stuff being slow to erect and quick to tear down is the nature of Marathon, I guess.
I beg to differ. Capturing cities is a headache because of a boatload of resistance and maintenance cost of MP (in a recent picture posted by a player, 77 strength needed!!), while the cities themselves aren't really worth keeping both because of additional upkeep and they can work few tiles, again because of culture. Those 77 strengths are better used to burn the hell it to the ground, rinse and repeat well for at least 2 other cities. The math here is quite obvious.
On marathon, it becomes a raze-fest because of reasons. That's why I argued for improvement time only x2.
I assume that this changed to 100% on the next turn?
I didn't manage to check... From my hazy recollection, the checking was done not on the turn of border pop, i.e. the situation was like that for some time before I happened to notice the tile coloring and hover over.
Perhaps the spread of culture should somehow pass more easily through tiles owned by the same player as the city. This might entail finding a path (of least resistance) for culture spread – rather than just use air distance.
I don't understand it fully, but nice! I think what "border" tries to represent in this game is to determine who has stronger culture. All the codes from vanilla to BtS to K-mod are an effort to simulate it. So when a tile is mine with only 3x% while having 6x% from civA, then either it should be theirs, or the mechanism needs changes. Of course I don't want the 1st case, and there are several points to support the 2nd solution: culture should spread easier with roads (trade routes) and be hampered without. It should be greatly reduced by closed borders. It should take time to spread (a brand-new city, settled just last turn, can't have 1% in the city tile of a city 4-5 tiles away! Holy cow, these cultural guys are faster than gunships), and of course, your quote above.
I don't think I'd want to encourage players to raze cities, leave the land unowned for a while and then resettle. To make razing of high-culture cities an attractive choice, the straightforward approach would seem, to me, to remove some tile culture immediately upon razing, i.e. across the city's (former) culture range. This already happens when a city is ceded through a trade. However, I wouldn't want to give players an easy way to acculturate conquered territory, and razing is generally an unsightly corner of the game.
Why trading a city can go so easily? If the German government decides to just give München to Austria, I don't think people there would just happily do the switch with smiles on their faces all day.
I wonder if it's only me or it applies to other players, but when dealing with the annoying cultural problems (partly listed up early in the post), the 1st tendency is to raze & resettle. If that fails, too, then they turn to a journey of total destruction. Which kinda goes exactly to that unsightly corner and thus the implement of stronger culture backfired. In other words, if you heavily nerf domination then people would just go conquest. So the solution, again IMHO, is not to mercilessly nerf a strong war option, but to buff peaceful option(s). If it were me, I'd make acculturation only half as hard, i.e. remove half the extra difficulties imposed so far. That'd be enough to make players invest in controlling cities, while delaying their expansion rate significantly.
 
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