Advanced Civ

Changing other civ's religion/civics with espionage doesn't seem to be spending espionage points; not sure if these are the only ones bugged or not. Steal Treasury, for instance, spent espionage points as intended.

EDIT: Been testing. The only missions which are not bugged are Steal Treasury and Investigate City. All others, instead of spending espionage points, add +1 against target civ.
 
Last edited:
@FloppyFishTully: Thanks for the detective work. It's a pretty trivial mistake on my part. Lamentably, the bug was already present in v0.99, i.e. it's been around for some time. And it has been affecting the AI as well. Come to think of it, in my last test game, the Aztecs kept stealing techs from me ... :sad:
 
It is a DLL issue (here's Git commit with the bugfix fwiw), but there's no savegame compatibility problem. The proper v1.0 release should be compatible with the release candidate (and with all earlier versions of the mod). If nothing else comes up, then I think I'll upload the fixed version in a few days.
 
So I've uploaded v1.00 to the database. For anyone who had already skimmed through the tentative release notes (here), these are the changes I've made since then:
Spoiler :
• Bugfix: Since v0.99, most espionage missions had been free, i.e. didn't deduce any espionage points upon being executed. Bug report
• Fixed an issue with lingering tile ownership after the loss of a city. This problem had only existed in the release candidate, not in v0.99.
• Fixed an issue with AI civs occasionally trading away crucial strategic resources to other AI civs. This seems to have gone on unnoticed since v0.90 or so. [advc.036]
• Threshold for Friendly relations decreased from 10 to 9, threshold for Furious relations from -8 to -9, meaning that the AI becomes easier to befriend and more difficult to infuriate. Taking into account earlier changes to the first impressions modifier, the Friendly threshold is now, in effect, 2 points lower than in BtS, and the interval for Pleased relations is now shorter (+4 to +8) than the interval for Annoyed relations (-2 to -8). Without a shared religion, the AI had always been too difficult to befriend, especially in the mod because it makes various positive modifiers harder to attain. Various remedies have been considered, but I never got around to testing and implementing them. I think there was still a little room for tweaking the thresholds, so I've at least and at last done that. [advc.148] Related discussion 1 2 3
• Made the "supplied us with resources" relations modifier easier to get by increasing the utility value counted for imported resources by up to 50%. This change is tied to empire size and should mainly affect the midgame and late game. [advc.149]
• Research cost of Divine Right decreased to 700 (from 1200). I don't think this will turn Divine Right into an attractive tech, but it's a low-key change, and at least it'll make things more fair for AI leaders with favorite religion Islam. Related post (2nd paragraph) [advc.174]
• Cities conquered by leaders with the Creative trait also start at culture level Fledgling – once occupation has ended. [advc.908b]
• City culture from Great Works ("culture bomb") starts at 700 in the Ancient era and increases by 700 with each subsequent era. It had started at 0 in K-Mod, increasing then by 800 per era. While an Ancient Great Artist is impossible to obtain in K-Mod/ AdvCiv, starting at 0 is problematic for mod-mods, and the new progression also better accommodates Culture victory strategies that stop teching at the onset of the Industrial era. [advc.251]
• Reverted the K-Mod changes to Cathedrals, i.e. they have +50% culture rate again instead of +40% and cost 300 production again instead of 240. I've come to think that Culture victory was still being disadvantaged too much by K-Mod/ AdvCiv, especially strategies that don't reach the Modern tech era, and that the K-Mod changes weren't really accomplishing much in terms of making Culture victory less dependent on religions. [advc.201] Related post (after the 5th quote box)
• Decay rate of tile culture set to 1.3% per turn (was 1% in v0.99, 1.5% in the v1.0 release candidate). [advc.098]
• Foreign culture strength (and thus revolt chance and the garrison strength needed for revolt suppression) gets adjusted to the city owner's difficulty level. Emperor difficulty uses the same strength multiplier as before, whereas e.g. on Noble difficulty, the multiplier is reduced to 83%. I.e. the impact of the difficulty level is fairly small. [advc.101]
• Small adjustments to difficulty-based city maintenance and unit cost modifiers (for human and AI civs alike): Increased costs on the low and medium difficulty levels, pretty much no change on Emperor and above. Also reduced the number of free wins against Barbarians. These changes are mainly aimed at game options like Rise & Fall or Always War that can be challenging already at a medium or low difficulty level. [advc.251]
Rise & Fall option (R&F): The AI civs play at Prince difficulty instead of Noble and the human difficulty level is set one higher than the game difficulty selected on the Custom Game screen. This change should not make it harder or easier to compete with the AI civs as the AI discounts are based on the game difficulty. (Barbarian activity, for that matter, is also based on the game difficulty.) The aim is to increase everyone's expenses to bring them closer (perhaps halfway) to what R&F players are used to from their non-R&F games and to make rapid expansion strategies a bit less effective. [advc.708]
• Fixed an issue that had sometimes made it impossible to place items on the trade table after assuming control of an AI civ (through Ctrl+Shift+L or the Rise & Fall option). Save-restart-reload had been the only workaround. [advc.127c]
• Research cost reductions to compensate for the Raging Barbarians option had been broken by update v0.97; now fixed. [advc.308]
• Fixed display issues (introduced in AdvCiv 0.99) with peace treaties resulting from city trades or war trades. Should no longer end up with more than one peace treaty and peace treaties should again be listed under current deals on the diplomacy screen. [advc.ctr]
• Show city bar hover text when hovering over a city name on the Domestic Advisor (rather than over a city button – which had made it difficult to click on the buttons). [advc.186b]
 
I played two games with this mod (conquest and diplomatic wins only, no random events, "goodie huts" off, min city spacing reduced by 1 tile, last release before 1.00, huge map mixed continents). I think it is either equal or superior to the original game in every way. It is a big improvement over Civ 4 BtS which is the best official civ game by far (I still can't believe the Civ5 designers were stupid enough to go ahead with the one-unit-per-tile disaster).

This mod's weakness and strength is to stay close enough from the vanilla experience. It is really easy for an old civ4 player to adapt. The downside is that it can't address a lot of the design limitations and weaknesses from the original game. Religions, wonders and corporations are fundamentally problematic because of how a civilization can deny them to the others, and the tech tree could be better, to take two glaring examples.

In the first game on Emperor I was doing fine tech-wise and wonder-wise by undermaking army and learned the hard way that the AI knows to take advantage of this. I got a DoW (from an enemy with no direct borders however), a stack I had no hope to beat directly marching next to my second biggest city.

For my second game I played on Prince for it to be more relaxing and easy. Final victory against the AI has never been a question at this difficulty level, but along the way I noticed a lot of things. Some are great, such as how culture spread or the AI retreating instead of pointlessly sending an army to death into a well defended city. But the most useful feedback is that which can lead to improvements so I'm going to point out things I'm unhappy with. Mind you, most are worse in the base game.

1 - Holy cities are overpowered

The only downside of religions are worse diplomatic relationships with other religions, but the benefits of having a religion far outweigh this. At least, even if you don't create a religion, you can adopt that of a neighbour. But holy cities are OP. In my game, I founded one of the three early religions, the others were founded on another continent. I got a great prophet some time later and immediately built the holy building that gives gold for each city that has the religion and increases the religion natural spread. My religion began to easily spread even without missionaries and other civilizations even converted to it to take advantage of the big bonuses from having a religion. 5 and later 6 out of the 8 others civilizations on my continent adopted my religion and helped to spread it.

The gold income from the holy city of a widespread religion has been extremely powerful for most of the game (it's affected by gold generation buildings such as the banks and Wall Street which help keep it relevant), and the opportunity cost of getting the holy building up once you have the religion is irrelevant.

Currently the bonus is 1 gold/city with the religion. 0.5g/city with the religion would be better. A per pop instead of per city bonus could be better but that's more complication too.

2 - There is no penalty in having multiple religions in your cities

In Civ4, religions are additive. Unlike in the real world where cramming a lot of religions in a place is a sure way to get bloody conflicts, additional religions are strictly better because they enable additional small worship places which provide more happiness and culture, should you need those.

Of course, there is an opportunity cost in purposefully spreading more religions as it means making more missionaries, but from the industrial era onwards it becomes really easy to do.

I see the patch notes for 1.00 mentioning that you reverted the big worship place bonus from +40% to +50%. I don't have a strong opinion, but did you know that the number of big worship place in one city is not limited? I just tested it out for myself and sure enough, it's not and the bonuses are cumulative.

So while you might think that using religion is a necessary part of a culture victory, I doubt you envision this to mean getting several big worship places of different religions in the same city, which is completely feasible and can provide up to a +350% culture modifier per city.

Introducing a detailed religious share in the population like there is for culture is beyond the scope of this mod but I have the following more practical suggestions:
- Add 1 unhappiness per additional religion beyond the first one. You can still build the small worship place of multiple religions, which is a tiny cultural boost and erases the unhapiness penalty, but you can't get a happiness boost out of it unless you also get the religious freedom civic. This also gives more indirect value to the theocracy civic which I don't think is too strong.
- Either forbid having two big worship places in the same city, or cap the culture bonus from big worship place at 50%, that is zero culture bonus from having two big worship places in a city instead of one.
- I haven't tested it out but I assume that the gold from holy shrines is cumulative as well - if you have two holy shrines then cities with the two matching religions will provide you twice as much gold. This may not be a big concern at the higher difficulty the mod players typically use because it's hard to get two holy shrines but it makes no sense that having two religion 50-50 would produce double the income of a single religion 100-0.

3 - Open borders is a no-brainer

Against human players, letting a rival scout you as they plan for war might be an issue, but against the AI I can't think of any reason to not profit. Espionage is a very minor concern especially as it allows you to explore their lands and spy too. Religious spread is a benefit. It gives an easy way to improve relations with AI civilizations. But it being a no-brainer mostly comes down to the big trade route bonus. Mercantilism with the low upkeep buff is interesting because the free specialists are interesting, but I feel isn't even that much of an advantage over decentralization (the basic no effect civic) if you have a few trading partners on the other side of the continent or on another continent.

4 - It's worse to trade with your own cities

While it is easy to make the argument that trading with other countries is useful for the economy, it is absurd that a city being in another country improves trade. That's like saying splitting the USA into 50 independent countries would be a great boon to the economy, or that the Romans conquering Egypt worsened grain importations to Rome.

The +150% "for peace" trade route boost is a gimmick that I think should be mostly removed. A city being in your own empire should be just as good to trade with than if it belonged to another civilization. Because it is a crucial part of balance, this would need adjustments, such as increasing the bonus for long-distance trading. It would also be interesting that your own cities can't easily exhaust all their trading routes among themselves (so that foreign trade would come in addition to interior trade, which would add an economic penalty to wars) but I don't know yet how that could be done sensibly.

5 - It's way too easy to be in friendly terms with other civilizations - if you share their religion

"Without a shared religion, the AI had always been too difficult to befriend" you say in the patch notes, which is likely true (the relations with civs of other religion in my game struggle to reach even pleased, especially as to make one AI happy you usually have to piss another off).

But with a shared religion, it's the opposite. It's stupidly easy. The common religion makes it easy to have open border and trade. You then get bonuses for shared religion, peace, resource trade, honest and fair trade relations, open borders...

As mentioned, 6 of the 8 civilizations on my continent adopted my religion. I tried to improve to no avail relations with the weak civ not of my religion (technology gifts no less), but I've been able to keep good relations with my neighbours of shared religion for far too long. After a long period of city and wonder building, I've been expanding very aggressively, first on the lands of the civilizations of another religion. Only one of my neighbours has had a (tiny) penalty about my expansionism (ironically, the one that gobbled several cities from the same civilizations as me). I pressured culturally two of my shared religion neighbours getting a few cities traded to me or flipped.

I then declared war on a civilization I had a small border with, because the flipping was taking too long and I wanted immediate progress. This was a civilization that had the same religion as me and all other civilizations left on the continent. I ended up grabbing two cities. This move annoyed the other civilizations on my continent, but not much.

Later, after getting my railways up, I declared war to my strongest neighbour, and I have been crushing them ever since then. This move mildly pissed off the other civilizations sharing my religion but all are still neutral or positive (including the one I took two cities from earlier), with two that are friendly or almost friendly. Instead of the other civilizations threatened by my aggressive moves ganging up on me, they've been watching without a worry. The shared religion allows me to get away with very threatening behaviour.

Practical suggestions:
- Cap the "shared religion" relation bonus to +4 (I'm currently seeing +5s and +6s).
- Require slightly more time to reach +4 than now (but this should be less than to get +6 now)
- Add some kind of "declared war on our brothers in faith" diplomatic penalty. The idea needs refining because I can already see several significant edge cases popping up. But the point is that if you make an aggressive war against a civilization that has your own religion, other civilization with the same faith shouldn't give you a free pass and should be more likely to get involved.

6 - Zulu barracks are OP

The general philosophy of unique units/buildings is that the later it comes in the game, the more powerful it should be, because an early buff's has snowball tendencies. But the Zulu barracks -20% upkeep is an extremely powerful bonus that comes very early. When you add up the courthouse, they get a -70% reduction (or a 40% reduction to the already 50% reduced cost).

Because AdvCiv increases upkeep cost so much for a civilization that expends (and corporations are naturally costly when you reach them), this building bonus that's already good in BtS becomes badly unbalanced.

I'm playing with another civilization but at the current stage of my game I'd save almost 500 gold per turn with this unique building and most other civ unique buildings don't come even close.

7 - HRE Rathaus are OP too


They come later than Zulu barracks which makes the bonus less of a snowball, but -75% instead of -70% is even stronger. Contrast with the crappy american mall that gives +20% gold that only applies to the gold directed to the treasury, so that the higher science rate you can afford the more useless it is outside of corporation HQ cities.

8 - Revolts are too easy to prevent in the late game

The improvement of military equipment is not something that only helps to prevent revolts. A soldier with a rifle might be more effective at suppressing revolt than an archer from antiquity, but a 18th century man with gunpowder weapons is also harder to suppress.

Here is the situation that pissed me off: I have been culturally pressuring a (16 pop) city for a long time. I got a cultural majority but after my neighbour upgraded longbows to riflemen, the small revolt risk dropped to 0. I declared war no long after. I killed all the defenders except one which I weakened. Now this might seem dumb because I could just take the city outright, but flips preserve culture and buildings in a way conquest doesn't. It doesn't really matter at all for the goal of winning the game, but because I tried to get a revolt I noticed how unlikely it was.

A 15-size city (lost a pop from losing working tiles) with only one weak riflemen guarding it, 60% foreign culture (not overwhelming but certainly dominating), unhappy citizen (and "liberating troops" around)... 5% revolt probability. I discovered the 15% cap by outright removing the garrison to test it. With even a very basic garrison at this stage of the game the probability is pretty much zero.

In the XMLs, I noticed a comment for the maximum revolt probability that said you increased it from 10% to 15%. I tried increasing it to 99% and as crazy as it sounds the revolt probabilities I have seen since making this "modmod" have been more reasonable. This might not be true of other stages of the game, but I think there is ample room to make revolts more threatening in the late game.

I don't know all the ins and outs of revolts in AdvCiv, so my suggestions are not fully informed, but I have thought of these concepts:
- Give revolt strength increases to multiple military techs, such as iron working, gunpowder, rifle and others. As a consequence, obsolete units would become less effective at preventing revolts. Updated units would slightly reduce the risk compared to before the tech, but not as much as in current AdvCiv.
- Take into account city happiness to reduce or increase the revolt risk. I think this works best as something progressive rather than on/off: +10 happiness would reduce revolt risk more than +5. Unhappiness would meaningfully increase revolt risk. The balance point at which to keep the current base revolt risk is probably not +0 happiness but rather +2 or maybe +3.
- Increase yet again the maximum revolt probability.

9 - More... later!

I hope my feedback is useful. I have many other observations but there is only so much I can cram into one post.
 
Last edited:
• Fixed an issue that had sometimes made it impossible to place items on the trade table after assuming control of an AI civ (through Ctrl+Shift+L or the Rise & Fall option). Save-restart-reload had been the only workaround. [advc.127c]
Oh that's awesome, this bug had been plaguing RFC mods forever. Can't wait to adapt it.

And of course, congrats to the 1.00 release!
 
Thanks, keldath, Major, Leoreth.

Oh that's awesome, this bug had been plaguing RFC mods forever. Can't wait to adapt it.
Ah, I had thought about asking on the DoC forum about that, if only to narrow down the cause. But then I wasn't able to reproduce the problem with the built-in Alt+Z shortcut, so I figured I'd just check how Alt+Z differs from the Ctrl+Shift+L (Change Player mod). As for adapting:
Spoiler :
I see that in RiseAndFall.py you call
game.setActivePlayer(iPlayer, False)
the 2nd param being bForceHotSeat. That's also what Ctrl+Shift+L had been using, whereas Alt+Z (CvGame::nextActivePlayer) uses bForceHotSeat=true. That may have undesirable side-effects, such as showing an "It's your turn" popup. I think the crucial thing is to swap the net IDs (stored by CvInitCore) when the active player changes. Perhaps it's sufficient to ensure that the human player has a nonnegative net ID, such as 0. I haven't verified that this is really what the diplo screen checks (I guess one could through disassembly), and I seem to recall encountering problems with Alt+Z as well in the past, possibly in combination with AI Auto Play, but changing the net IDs at least eliminated the problem in savegames where I had previously been able to reproduce it. Net IDs being the culprit is also consistent with save-reload (without restart) not being a workaround: net IDs aren't loaded from savegames.

There also appears to be a rare, seemingly unrelated bug that can prevent any gold from being put on the table. I haven't been able to fix (or reproduce) that. I've seen it reported for Realism Invictus too, so I don't think it's something I've broken.
 
@AllTheLand: Thanks for the detailed feedback.
This mod's weakness and strength is to stay close enough from the vanilla experience. It is really easy for an old civ4 player to adapt. The downside is that it can't address a lot of the design limitations and weaknesses from the original game.
That's great to hear – that you found it easy to adapt. Complexity creep has been worrying me increasingly.
[...] But the most useful feedback is that which can lead to improvements so I'm going to point out things I'm unhappy with. Mind you, most are worse in the base game.
Apart from small tweaks that are unlikely to break anything, I'm not developing this mod further. Your post could lead to a few such tweaks, but the more far-reaching discussions are, well, just talk unless someone else feels inspired by them. Let me also say upfront that a game that was decided in your favor early on isn't ideal for identifying the worst balance problems and that Huge maps come with some distortions that are difficult to address through some sort of scale factor, e.g. tech trading being pervasive or wonders and religions being scarce.
[...] min city spacing reduced by 1 tile [...]
I've never tested that with the mod. Good to know that it works. I guess it ought to because cities on different continents can be founded just two tiles apart in any case. Generally, I'd be worried that Creative leaders could settle aggressively to steal resources even from the inner ring of rival cities.

Religions:
Spoiler :
i had been meaning to make a whole range of small changes to the religion system, but never got around to it. In particularly, I wanted to adjust the Shrine income to the map size and to halve the Shrine income when running a different state religion. Lowering diplo bonuses was also on my list, specifically those of AI leaders that have a religious favorite civic. E.g. Zara Yaqob will currently grant up to +11 (+12 if he owns the Holy City) relations to Theocracies in his religion. The mod already reduces religion diplo modifiers when a religion is widely shared among the known civs. This is something I could still tweak. Maybe it should count known cities rather than whole civs; that would reduce the impact of insignificant civs and of civs whose territory hasn't been explored yet (perhaps because it is far away).

I'm attaching a screenshot from a 16-civ all-AI game I just ran. The "care for our brothers" modifiers among Hindus (and also among Taoists) don't exceed +5 here. This doesn't seem like a quite typical example; these are pretty irreligious leaders, but those in your game may have happened to care a lot about religion. Of course +5 is still a lot when there is scarcely any rational reason for liking civs of the same religion.

Your religion spreading so effortlessly is worrisome to me, but, then, this ...
I founded one of the three early religions, the others were founded on another continent.
... is kind of rare when half(?) of the civs start on your continent.
Only one of my neighbours has had a (tiny) penalty about my expansionism (ironically, the one that gobbled several cities from the same civilizations as me).
The expansionism penalty might've been a bit higher if the other civs had been more powerful militarily. I didn't want civs to get upset whose opinion isn't going to be taken seriously anyway. Makes it seem like everyone's ganging up on the leader – without accomplishing much.
if you make an aggressive war against a civilization that has your own religion, other civilization with the same faith shouldn't give you a free pass and should be more likely to get involved.
If someone feels that the faithful should work together, then starting yet another war runs counter to that idea. The AI generally doesn't watch out for its friends enough. The mod makes the AI somewhat more willing to intervene militarily, but that's not going to help when everyone's friends. One idea I had was to escalate the diplomatic reaction as the war wears on – by cancelling OB after a while (which might even restrict the aggressor's unit movement) or by adding a penalty "this war of yours spoils our relationship" (or "you keep brutalizing our friends").

Regarding religious buildings, while it's obvious that Shrines are far more powerful on large maps than on small ones, I still don't see this as a major balance problem. Even on a Huge map, I doubt that the gold output of a Shrine ever exceeds the total output of an unremarkable, mature city surrounded by Towns.

[...] additional religions are strictly better because they enable additional small worship places which provide more happiness and culture, should you need those.
Temples and Cathedrals aren't generally very powerful buildings, so I don't see this as a big issue. Culture isn't universally valuable and cities only need so much happiness (and religious buildings provide it only at a substantial production cost). Wonders that boost all religious buildings change the math but apply only to the state religion.
The +2 production from Apostolic Palace nevertheless is way overpowered; perhaps I'll reduce it to +1. I was going to do that along with the other religion changes, but since those aren't going to happen ... Or perhaps it should be +2 production for the AP owners and +1 for other civs with the AP religion.
[...] did you know that the number of big worship place in one city is not limited? I just tested it out for myself and sure enough, it's not and the bonuses are cumulative.
I'm aware that they're cumulative. Taking advantage of that is, to my knowledge, the standard strategy for a fast culture victory. However, getting a Shrine in each of the three cities destined to become Legendary will require 3*3 Temples of each religion – a major investment. Doing this for 3 or 4 religions is a challenge, doing it for more than 4 religions runs into serious problems with the failed-to-spread chance and with the K-Mod chance of removing an existing religion upon successful spread.

On that note, I've just taken a look at the failure probability. The formula was changed early in the development of K-Mod, and it's apparently not quite working as intended. Looking at two different versions of the K-mod code and the original BtS code, there are five formulas to pick from.
Spoiler :
missionary-success-chance.jpg

The first column is the current K-Mod behavior; e.g. a 70% chance of success when trying to spread a 4th religion in a size-10 city. Apparently, karadoc was OK with this behavior for some 7 years. Second column is the result of fixing the K-Mod bug (in the most straightforward way). 3rd column is an alternative K-Mod formula that karadoc had quickly abandoned again. It used the population size in two places. Same error in the code, so the change really made no difference. 4th column is what was probably intended with that temporary change. Last column is the BtS formula, which is not dependent on population, but distinguishes between friendly and rival cities. Which kind of makes sense (being a missionary from a foreign land must be a tough calling), but converting a rival civ from one religion to another is arguably too difficult to do overall. The other tables show the K-Mod probabilities for different city sizes. A K-Mod comment in the code says that the goal was a "more dynamic formula".

I'm leaning toward keeping the current (erroneous) K-Mod formula but treating the population as always being 10 or maybe 18 or 15. I can see how it might be easier to establish a new religious community in a big city than in some backwater, and the population factor also means that spreading multiple religions tends to become a bit easier as the game progresses, but, on the other hand, converting a big city is more powerful, so one wouldn't expect it to be easier.

Open Borders:
Spoiler :
Open borders is a no-brainer [...] I can't think of any reason to not profit.
There is a saturation point where an additional OB agreement will only marginally add income because all cities already have nearly optimal partner cities (in terms of being foreign cities, ideally big cities and on a different continent). There's still the diplo bonus then, but AdvCiv makes that very slow to accumulate when the AI cities don't actually end up receiving trade routes and when the two civs are far apart geographically. So there are situations where there isn't really anything gained from OB. Also, the mod only allows trade routes with revealed cities, so, if few or none are revealed, there isn't going to much extra income.

One reason not to open borders could be to deny income to a strong rival (that hasn't maxed out its foreign trade routes yet) or to restrict AI movement, e.g. to prevent them from waging war across your territory. Well, once it comes down to a zero-sum game, all cooperation becomes questionable. Spread of an AI religion can also be unwelcome as it can e.g. lead to additional anger at wartime. Corporations can also be nearly useless locally while benefitting the owner of the HQ. And there are the "stop trading with our worst enemy" requests, and the mod has also dialed up the impact of OB on the "you've traded with our worst enemy" penalty.

Generally, I agree that one won't go too wrong by just opening borders with everyone. And, on a Huge map with multiple continents, I also agree that Mercantilism isn't going to do much good. It's better when there are few civs to trade with. That could also happen in the endgame when most civs have either become vassals (vassal-master trade is exempt from Mercantilism) or have been eliminated or marginalized – and when just two hostile super powers remain. Imo giving the civic such a powerful drawback was a bad idea. In the full balance overhaul that I've been musing about (without seriously considering to implement it), my idea for Mercantilism was to apply the trade restriction only to rivals, i.e. "rivals that trade with us receive no extra yield for sustained peace" – and replace the specialist ability with something less weird (who are these people who don't consume food?) and less powerful.

K-Mod has already reduced the upkeep class of Mercantilism; I don't think there's some small, elegant tweak to make Mercantilism into more than a niche civic. Nerfing Free Market would be easier, but, as you say, Mercantilism often can't even compete with Decentralization.

Trade route yield:
Spoiler :
While it is easy to make the argument that trading with other countries is useful for the economy, it is absurd that a city being in another country improves trade. That's like saying [...] that the Romans conquering Egypt worsened grain importations to Rome.
Might be less illogical to look at city nationality. When Rome conquers Egypt, the culture there will still be (predominantly) Egyptian. But that would be an incentive against spreading one's own culture, and up to +150% profit just from "exoticism" is still strange. +100% from intercontinental trade also is strange. I have notes about revising trade route commerce, especially so that trade between coastal cities – even if they're on the same continent – is rewarded more, but I don't think anything like that will get implemented at this point.

City maintenance:
Spoiler :
It may well be that the increased maintenance (and Terrace having lost 1 culture in AdvCiv 1.00) makes Ikhanda and Rathaus the best UB in the game. Considering that the increased maintenance doesn't become a major factor until the midgame (and, depending on how much the player is able to expand, perhaps not even then), I don't think those two buildings are, say, breaking the game. At a point when the game is still undecided, the total city maintenance cost of a large civ on a Standard-size map seems to be something like 100 or 150. On a Huge map, it might be twice as much.
[...] at the current stage of my game I'd save almost 500 gold per turn with this unique building
So 2500 city maintenance in total. Sounds like Ikhanda would only help you win more at this point. In fairness, a civ can control half of the map and still be in a race against a Space victory of a smaller civ. Or two civs can each control one half. So it's possible but unusual to have such high maintenance costs in an undecided game.

I agree that it would be better to weaken those two buildings a bit, but that seems difficult to do without making them look uninteresting. It's regrettable that Shaka gets a trait discount for Ikhanda.

Ideally, maintenance shouldn't go as high as it does and, instead, civic upkeep should be higher – but I don't think I want to experiment with that now. Maybe I'll just reduce the city cap for number-of-cities maintenance (MAX_CITY_COUNT_FOR_MAINTENANCE in GlobalDefines_advc.xml). The current cap (around 40 on a Huge map) is mainly intended as a safeguard against additional cities having higher expenses than income through commerce and Wealth.

Revolt chance:
Spoiler :
Revolts are too easy to prevent in the late game
Brings to mind this old post of mine:
[...]
[...] A lot of the problem seems to come from how unit strength scales with culture over time. It feels like this is backloaded, where unit strength easily outpaces culture late in the game. Is it part of the design that occupation becomes easier late in the game? Intuitively, that doesn't seem to make too much sense. Maybe it's my playstyle, but the unstoppable conquest train gets going more easily in the Rifle era and later and is actually not that much of a problem in early wars where strengths are often more evenly matched. So if anything, the pushback should be stronger in the lategame.
Yes, perhaps too much so, though "once you get to rifling or so, it magically all goes away" (Elkad) is a ... pointed way of putting it. At any rate, there's is an era factor in the culture strength formula which could be given more impact. My aim has been to make revolts gradually less of an issue because:
* Managing revolts becomes increasingly fiddly as the game progresses.
* Army sizes and unit strength values eventually grow faster than city populations, and it would feel strange to hold down some size-10 city with a stack of 10 Infantry toward the end of the game. Brings to mind drewisfat's K-Mod Deity game where a size-15 capital in AD 1570 had 7% revolt chance against 30 occupying Cuirassiers (link).
* Quick expansion should be less of a problem in the late game. That's not to say that it can't be a problem too, but I don't think revolts are suitable as the primary solution for it. A player that tries to catch up from behind in, let's say, the Industrial era actually needs to be able to take a lot of territory quickly because there isn't much time left for it to amortize. Also, when one player dwarfs the others militarily in the late game, I wouldn't want to slow down the march toward Domination. [...]
A 15-size city (lost a pop from losing working tiles) with only one weak riflemen guarding it, 60% foreign culture (not overwhelming but certainly dominating), unhappy citizen (and "liberating troops" around)... 5% revolt probability. I discovered the 15% cap by outright removing the garrison to test it. With even a very basic garrison at this stage of the game the probability is pretty much zero.
I've been looking at the revolt probabilities mainly from the pov of a conqueror. Having built up 40% culture in a conquered city (before or after the conquest) is quite laudable and really all that I'd want to ask a warmongering player to do. And then, if the conqueror wants to be certain that no revolts occur, they'll still have to park a credible garrison in the city (which a bunch of Longbows aren't when the foreign civ has Rifles).

I understand your perspective also. I think the revolt chance would have been a good deal higher at 70% foreign culture. 50% is currently where the revolt chance hits 0, so 60% is already pretty close to that. I guess it would make sense for the military power ratio to play a role, possibly only when at war. At peacetime, one could instead look at some measure of prosperity. Happiness could be such a measure, but kind of double-counts the foreign culture percentage because that's one significant source of unhappiness. Moreover, a culture flip will only remove part of that unhappiness because the culture of the old owner will then cause unhappiness.

For some familiar point of reference in the real world, in the Ukranian oblast of Kharkiv, in which about half of the inhabitants are native speakers of Ukranian, an independent state was proclaimed in 2014, but "the uprising was quelled in less than two days due to rapid reaction of the Ukrainian security forces." Wikipedia
In contrast, parts of Donetsk and Luhansk, with some 25-30% native speakers did revolt (with foreign military support). Well, this doesn't indicate what should happen at 40%. :)
In the XMLs, I noticed a comment for the maximum revolt probability that said you increased it from 10% to 15%. I tried increasing it to 99% and as crazy as it sounds the revolt probabilities I have seen since making this "modmod" have been more reasonable.
It's not just a cap, I look at it as the probability of a revolt attempt – because it gets multiplied by another probability which is based on foreign culture strength and garrison strength. This second roll is the revolt suppression roll in my mind.
I got a cultural majority but after my neighbour upgraded longbows to riflemen, the small revolt risk dropped to 0.
I think that Musketman largely being skipped is the main reason why the impact of Rifling on the revolt chance is so noticeable. I had floated the idea of giving Musketman a first strike (it's initially contemporary with Maceman, Knight, Pikeman, which have a shorter range), +25% vs. Melee, reducing its production cost by 5 and allowing an upgrade from Crossbow, but I don't think anyone voiced support for that. Liberalism is part of the problem too – gets players on the Paper-Education path to Gunpowder (which is then just 3 techs away from Rifling - via Replaceable Parts and Printing Press, which can be chosen as the free tech) instead of the shorter path via Guilds.
I don't know all the ins and outs of revolts in AdvCiv, [...]
The calculation of the foreign culture strength is unfortunately pretty complicated, specifically how it combines the era (of the city owner and the cultural owner), ownership duration, current population, highest past population and tile culture in the city and in the surrounding tiles. It was already complicated in BtS; I've made it worse, but managed to simplify the garrison strength calculation so that players at least know how many units they need for revolt suppression.

[...] a stack I had no hope to beat directly marching next to my second biggest city [...]
Such games are still winnable more often than one tends to think. But of course starting over is understandable when a major setback appears entirely avoidable.
 

Attachments

  • inner-faith-relations.jpg
    inner-faith-relations.jpg
    202.2 KB · Views: 68
Last edited:
Apart from small tweaks that are unlikely to break anything, I'm not developing this mod further.
Oh. That's unfortunate! I guess it doesn't make sense to make involved suggestions then.

Such games are still winnable more often than one tends to think. But of course starting over is understandable when a major setback appears entirely avoidable

If the AI is nice and is amenable to making peace after just taking this big city (instead of crushing me by taking my capital before I can prepare armies), that game was indeed likely still winnable.

Having some setbacks can make for more interesting games, but in this instance I felt my whole approach had underestimated the AI.

I'm attaching a screenshot from a 16-civ all-AI game I just ran. The "care for our brothers" modifiers among Hindus (and also among Taoists) don't exceed +5 here. This doesn't seem like a quite typical example; these are pretty irreligious leaders, but those in your game may have happened to care a lot about religion. Of course +5 is still a lot when there is scarcely any rational reason for liking civs of the same religion.
I checked and I actually have two +3, two +5 and one +6 (this one took a long time). But these modifiers provide an early boost that allows to consistently have open borders and trade because even if you anger a civ by refusing to help them in a war or trade-wise, they won't dip too low relation wise, and by themselves are quite significant. As you say, these boosts are big compared to the rational backing behind them.

The way shared religion allowed me to wage war without fear of my neighbours intervention, even though the target is of the same religion, is the most egregious issue in my opinion.

Ideas:
- Reduce the shared religion boost
- Add a diplo penalty among civ of the same religion when at war with a non-vassal civ of the same religion, to make involvement of other civs more likely
- Add a small diplo boost among civ of the same religion when at war with a non-vassal civ of a different religion (but that would be exploitable without other conditions)
- Change the aggressive expansion penalty so that a neighbour conquering a lot of lands is seen as threatening even if these conquered lands are not directly adjacent. My neighbours are way too complacent regarding my expansion.

One idea I had was to escalate the diplomatic reaction as the war wears on – by cancelling OB after a while (which might even restrict the aggressor's unit movement) or by adding a penalty "this war of yours spoils our relationship" (or "you keep brutalizing our friends").
I actually like this idea. This way, a small "border war" that doesn't last very long and mainly see some culturally disputed cities change hands is not going to instantly cause a gang-up if relations were good previously. But a long war with many cities being captured would increase diplomatic resentment significantly.

It would also be nice if the AI wasn't so stubborn when furious. The culturally contested city I want is weakly defended and undefensible but it seems the AI will rather have me capturing all their other cities than giving it up in a peace deal.

The expansionism penalty might've been a bit higher if the other civs had been more powerful militarily. I didn't want civs to get upset whose opinion isn't going to be taken seriously anyway. Makes it seem like everyone's ganging up on the leader – without accomplishing much.
Excessive ganging up might not be very fun. But the military power ratios were not such that the AI should have been deathly afraid of doing anything. Soon before the war started, the power ratios were 0.9 (my target), and 0.8 for each of my two main neighbours. One of these neighbour had to the north another neighbour that might have joined me but even cancelling these out, that still leaves an AI with a decent power ratio, that was in friendly term with my target, had no other threat to worry about (the sea to the east, my territory to the west, plus a small strip of border with a non-threat). The two neighbours at 0.8 ratio had already given up two cities each to me from cultural pressure against money/technologies (and I had revolt-flipped another one from each).

Your religion spreading so effortlessly is worrisome to me, but, then, this ...
My civilization was located in the centre of the landmass. I got some borders with 6 civilizations before wars started. So this location probably helped too.

Open borders + early shrine + no concurrent religion early on did the rest. The AIs usually convert early after one or two of their cities receives the religion, so even though the religion hasn't had the time to spread to most of the cities (in 600 AD the shrine revenue was 22gpt and 5 AI leaders had the religion). Confucianism got founded later on my continent but it could only get two civilizations. Taoism was founded later on my continent too but too late to matter.

In particularly, I wanted to adjust the Shrine income to the map size and to halve the Shrine income when running a different state religion.
Yes, I think some adjustment to the Shrine income depending on the map size is a good idea.

I tried the "Isabella Island" spawn and a holy shrine doesn't feel too powerful when it's only 9-10 cities that benefit from the religion. In huge, it can easily be 30 or 40 cities however. Changing the income depending on the state religion is also an interesting idea.

... is kind of rare when half(?) of the civs start on your continent.
It's not rare. If you assume two continents with each half of the civs, and that which civ discovers a religion is random you have a 12.5% probability of a 3-0 in early religions for one continent and a 87.5% probability of a 2-1 for one continent.

Now let's assume the player creates a religion and the other two religions are random. Then you have 25% of 3 religions on the player's continent, 50% of 2 religions on the player's continent (one concurrent religion) and 25% of 1 religion on the player's continent (no concurrence so the early religion can really dominate). If you count the fact that the player won't try to get a second religion and that without the player there is one more civ on the other continent, the odds are even higher than 25% to have the player's religion be the only early one.

It doesn't happen every game of course, but I wouldn't call better than 25% odds rare. That's rather common.

If you have three continents, the odds of an early religion having no concurrence and dominating your whole continent are even better, although the continental spread is smaller.

Temples and Cathedrals aren't generally very powerful buildings, so I don't see this as a big issue. Culture isn't universally valuable and cities only need so much happiness (and religious buildings provide it only at a substantial production cost). Wonders that boost all religious buildings change the math but apply only to the state religion.
Making additional missionaries to have multiple religions spread in many cities might not be too powerful of a play (if one consider early Culture wins aren't a dominating strategy). I'm biased by the fact that in the real world, cramming a lot of religions in one place is a bad idea, so the game encouraging this is strange.

It's kind of a shame that "excess happiness" is completely pointless in Civ4. Either you have enough and all citizens work at 100% efficiency or you lack and additional citizens immediately refuse to do any work. But that's too deep of a design choice to address.

The +2 production from Apostolic Palace nevertheless is way overpowered; perhaps I'll reduce it to +1. I was going to do that along with the other religion changes, but since those aren't going to happen ... Or perhaps it should be +2 production for the AP owners and +1 for other civs with the AP religion.
My early build for new cities in conquered territory was monastery+church after getting a missionary to spread the religion because of how the AP bonus would help to increase the hammer output early. It dropped off when the monastery became obsolete (this provoked a significant economic and to a lesser degree production regression because wonder-boosted monasteries are very powerful and scientific method doesn't really do enough to compensate immediately)..

I think reducing the AP bonus from +2 to +1 would be a good idea. At 400 hammers the AP isn't too costly at this stage of the game and it pays off easily even with +1. If many rivals have the religion, the hammer bonus is less helpful (it helps them too) but it's still a boon.

I can see how it might be easier to establish a new religious community in a big city than in some backwater, and the population factor also means that spreading multiple religions tends to become a bit easier as the game progresses, but, on the other hand, converting a big city is more powerful, so one wouldn't expect it to be easier.
The game having no religion % bar like it has for culture makes religious spread very black-and-white.

I think that Musketman largely being skipped is the main reason why the impact of Rifling on the revolt chance is so noticeable. I had floated the idea of giving Musketman a first strike (it's initially contemporary with Maceman, Knight, Pikeman, which have a shorter range), +25% vs. Melee, reducing its production cost by 5 and allowing an upgrade from Crossbow, but I don't think anyone voiced support for that. Liberalism is part of the problem too – gets players on the Paper-Education path to Gunpowder (which is then just 3 techs away from Rifling - via Replaceable Parts and Printing Press, which can be chosen as the free tech) instead of the shorter path via Guilds.
I still think that revolts are too easy to suppress post-Rifling. But regarding Musketman you are right it appears skipped. None of the AI civilization around me seem to have made them. With barely more strength than a Maceman and not any kind of bonus for special matchups (the civilopedia talks about city defense but it is only competent if using the right promotions), it is not very attractive.

It should arguably still lose to knights 1-on-1 when no defensive bonus is involved, but some kind of buff would make sense.

I've never tested that with the mod. Good to know that it works. I guess it ought to because cities on different continents can be founded just two tiles apart in any case. Generally, I'd be worried that Creative leaders could settle aggressively to steal resources even from the inner ring of rival cities.
My own reasoning for enabling this 2-tiles apart city founding is mostly for contested areas, when two civs are vying to control the same area. Civ4 already prevents founding a city in another civilization's cultural borders, even when at war, so this opportunity for more cities usually happens if there is a huge cultural advantage from behind or if the rival city still has no culture.This leads to a culture war (and if the other city defects after revolts it can be removed from the map). It's true that this may be quite powerful when a Creative leader is involved.

I've noticed though with this rule change that sometimes the AI would create a second city only two tiles apart from another it owns.

I looked through your manual and you mention a number of changes regarding how the AI picks spots to found cities on, improving it significantly over vanilla/K-Mod. It was interesting.

Looking at how the AI chooses city spots to settle, I have the following impressions:
- It only considers how good this one spot is. Frequently, it makes sense to sacrifice one ideal spot if it allows to have two good cities instead of one good and one terrible. Obviously considering how one spot might affect future spots is more involved code-wise.
- It has no concept of "unused good tiles". For example in my game I can see a place where the AI could create a city to exploit 9 more tiles (6 hills and 3 flat). With biology-boosted farms and taking two or three tiles from a neighbouring city it could make a great additional production city. This is a case where the overlapping tiles and the lack of bonus resources might be weighted too highly.
- It still has some trouble with properly evaluating overlapping tiles. Some of the cases where cities are founded two tiles apart are more sensible than they seem at first glance, but others not so much , and some 3-tiles apart placements are also not so satisfying
- Cities just one tile away from the coast are rare and some are justified, but there are still instances where the choice is puzzling.
- The AI doesn't take advantage of rivers as much as a human would. Levee only happen later in the game, but it really pays off, provided the city is on the river and has several river tiles to use.

Have you tried having old-AI vs new-AI autoplay tests to evaluate if an AI-related change makes it play stronger?

I could try doing code changes for this but I don't have the build environment for it and it would require validation that it actually produces stronger play.

It's not just a cap, I look at it as the probability of a revolt attempt – because it gets multiplied by another probability which is based on foreign culture strength and garrison strength. This second roll is the revolt suppression roll in my mind.
Yes, which is why it also increases revolt probability even with some garrisoned troops (which in the riflemen era was positive).

However I tested it later in the early game, and when you've just got archers the revolt probabilities are massive with this tweak I made. I'm convinced increasing the revolt probabilities with techs that improve the available defensive units up to rifles is the best way to balance revolt across different time period.

For some familiar point of reference in the real world, in the Ukranian oblast of Kharkiv, in which about half of the inhabitants are native speakers of Ukranian, an independent state was proclaimed in 2014, but "the uprising was quelled in less than two days due to rapid reaction of the Ukrainian security forces." Wikipedia
In contrast, parts of Donetsk and Luhansk, with some 25-30% native speakers did revolt (with foreign military support). Well, this doesn't indicate what should happen at 40%.
Interesting point of reference.

I also had spies in that city for a long time doing some missions, but I got the impression that instigating a revolt only prevents the city from working until the revolt is quelled, without contributing to the "flip city" counter.

I think it would be interesting that, if you have a cultural majority in the city, instigating a revolt with a spy could contribute to the "flip city" counter. Although that might be overpowered without other tweaks.

It also seems that an ongoing revolt prevents a new revolt from happening, and so that failing to repress the first revolt will prevent a second one from happening. While a city in revolt is not productive, purposefully not repressing a revolt might sometimes prevent an otherwise unavoidable flip.

The calculation of the foreign culture strength is unfortunately pretty complicated, specifically how it combines the era (of the city owner and the cultural owner), ownership duration, current population, highest past population and tile culture in the city and in the surrounding tiles. It was already complicated in BtS; I've made it worse, but managed to simplify the garrison strength calculation so that players at least know how many units they need for revolt suppression
I have the impression from my games that foreign cultures reach a higher percentage in city tiles than in neighbouring non-city tiles. Is that just a coincidence from very-long-distance influence from other cities?

I know the cultural reach of high culture cities goes beyond their borders but not how much beyond and if it matters here.

Considering that the increased maintenance doesn't become a major factor until the midgame (and, depending on how much the player is able to expand, perhaps not even then), I don't think those two buildings are, say, breaking the game. At a point when the game is still undecided, the total city maintenance cost of a large civ on a Standard-size map seems to be something like 100 or 150. On a Huge map, it might be twice as much.
On a huge map you tend to have more cities (higher "number of cities" maintenance) and by necessity they are more distant from the capital (higher "distance to capital" maintenance). I'd estimate the cost difference between standard and huge to be quite more than double.

Also, if the game is still undecided by the time corporations kick in, the ability to get extremely cheap corps is nothing to overlook.

I think my takeaway on these is tied to my preference for huge maps

I agree that it would be better to weaken those two buildings a bit, but that seems difficult to do without making them look uninteresting.
Changing their design would be too difficult, but just tweaking the numbers to say 15%/70% instead of 20%/75% should make them still attractive yet less dominating?

Generally, I agree that one won't go too wrong by just opening borders with everyone. And, on a Huge map with multiple continents, I also agree that Mercantilism isn't going to do much good. It's better when there are few civs to trade with. That could also happen in the endgame when most civs have either become vassals (vassal-master trade is exempt from Mercantilism) or have been eliminated or marginalized – and when just two hostile super powers remain. Imo giving the civic such a powerful drawback was a bad idea. In the full balance overhaul that I've been musing about (without seriously considering to implement it), my idea for Mercantilism was to apply the trade restriction only to rivals, i.e. "rivals that trade with us receive no extra yield for sustained peace" – and replace the specialist ability with something less weird (who are these people who don't consume food?) and less powerful.

K-Mod has already reduced the upkeep class of Mercantilism; I don't think there's some small, elegant tweak to make Mercantilism into more than a niche civic. Nerfing Free Market would be easier, but, as you say, Mercantilism often can't even compete with Decentralization.
Mercantilism hurting foreign trade makes some sense considering what the real-world policy involved, but it should have been something like reducing the foreign trade gold bonus instead of forbidding all foreign trade. It seems hard indeed to balance it properly.
 

Attachments

  • AdvCiv City placement.png
    AdvCiv City placement.png
    2.2 MB · Views: 62
hi,

@AllTheLand ,

[...] But the most useful feedback is that which can lead to improvements so I'm going to point out things I'm unhappy with. Mind you, most are worse in the base game.
Apart from small tweaks that are unlikely to break anything, I'm not developing this mod further. Your post could lead to a few such tweaks, but the more far-reaching discussions are, well, just talk unless someone else feels inspired by them. Let me also say upfront that a game that was decided in your favor early on isn't ideal for identifying the worst balance problems and that Huge maps come with some distortions that are difficult to address through some sort of scale factor, e.g. tech trading being pervasive or wonders and religions being scarce.

my modmod, Dawn of the overlords,
is built on advc, with additions of my own, 90% of them are optional .
i enriched the vanilla in some way, so, since f1 is no t progressing the dev of advc further in that respect, i can use your suggestions in my modmod :)
 
Ah, I had thought about asking on the DoC forum about that, if only to narrow down the cause. But then I wasn't able to reproduce the problem with the built-in Alt+Z shortcut, so I figured I'd just check how Alt+Z differs from the Ctrl+Shift+L (Change Player mod). As for adapting:
Spoiler :
I see that in RiseAndFall.py you call
game.setActivePlayer(iPlayer, False)
the 2nd param being bForceHotSeat. That's also what Ctrl+Shift+L had been using, whereas Alt+Z (CvGame::nextActivePlayer) uses bForceHotSeat=true. That may have undesirable side-effects, such as showing an "It's your turn" popup. I think the crucial thing is to swap the net IDs (stored by CvInitCore) when the active player changes. Perhaps it's sufficient to ensure that the human player has a nonnegative net ID, such as 0. I haven't verified that this is really what the diplo screen checks (I guess one could through disassembly), and I seem to recall encountering problems with Alt+Z as well in the past, possibly in combination with AI Auto Play, but changing the net IDs at least eliminated the problem in savegames where I had previously been able to reproduce it. Net IDs being the culprit is also consistent with save-reload (without restart) not being a workaround: net IDs aren't loaded from savegames.

There also appears to be a rare, seemingly unrelated bug that can prevent any gold from being put on the table. I haven't been able to fix (or reproduce) that. I've seen it reported for Realism Invictus too, so I don't think it's something I've broken.
Yeah, thanks for digging in that deep. Until a short while ago, I hadn't dared to pull apart the snarl of threads that make up RFC's internals including civ switching, so I never bothered to investigate the source of the issue (the fact that it expressed itself in the equally arcane diplo screen only added to it). And it was easy to solve through the save/restart/reload approach. But I'm glad to know that it's solvable.

I can also confirm the unable to add gold bug, including the fact that there is no known way to reliably reproduce it.
 
Oh. That's unfortunate! I guess it doesn't make sense to make involved suggestions then.
Making additional missionaries to have multiple religions spread in many cities might not be too powerful of a play (if one consider early Culture wins aren't a dominating strategy). I'm biased by the fact that in the real world, cramming a lot of religions in one place is a bad idea, so the game encouraging this is strange.
I would want to note that's an occidental assumption about how the world works. Monotheist religions encourage the idea of 'only one god is the truth' ... but only those. Which in fact are those that form the Abrahamic religions group, i.e. Judaism, Christianity and Islam. Only 2 of those have based most of their history on faith wars... (evangelizing and colonization being a christian thing) (I'm omitting what's happening in Israel since it's a contemporary thing)

So being honest about the facts, at many places where multiple religions were allowed, there were less religious conflicts and more tolerance to other faiths (at least when we talk about non-monotheist religions). But then, obviously, many times religions were just a politic excuse to create conflicts... so I would say that's simulated pretty right in the game, where religions can be changed as you wish to suit your [political] needs.

If one wanted to simulate religions in a better way, then history has to be taken into account. Civ considers all religions are "equal" game wise, but that's not true in reality. And... who wants to see modern Christianity as an aggressive political movement who evolved from a pacific sect which was originated at Judaism? Modelling religion conflicts require modelling why, how and who started those conflicts... an no one wants to really look at that :) At least if we take into consideration the 2 biggest faiths in the world.

Now back to the "game" It could be interesting to see a modmod which tweaks religions a bit and adds traits to them. Since people easily get offended by the historical truths... it could be done randomly: like X religion having an aggressive attitude against multiple religions on the same city, others giving free promotions, etc. The additions would be different on every game and could add more religious tension to the games since choosing one would not be just a matter of what side you want to join to.
 
[...] Civ considers all religions are "equal" game wise, but that's not true in reality. [...]
That was a pretty lame design decision. Modelling at least the lineage of the religions wouldn't have risked offending anyone. I don't think the food taboos would've been problematic either (though they wouldn't necessarily play well). Some of the civics have strong relations with particular religions, most apparently Caste System with Hinduism and Bureaucracy with Confucianism. Perhaps allowing each religion, when serving as the state religion, to switch into one particular civic without anarchy would've been a way of capturing their historical impact on society without pigeonholing them too much.

@AllTheLand:
Religion diplo:
Spoiler :
Change the aggressive expansion penalty so that a neighbour conquering a lot of lands is seen as threatening even if these conquered lands are not directly adjacent. My neighbours are way too complacent regarding my expansion.
Distance isn't actually part of the formula. Seeing that the military power ratios were somewhat even, I assume that your focus on culture was the main reason why there were pretty much no expansionism penalties. The more culture you have in a conquered city, the more readily the AI civs will accept you as the city owner. This way, the AI doesn't (normally) stay upset about a conquered city forever, and this mechanism offers you a way to avoid or decrease the penalty (apart from just not conquering cities), makes culture more relevant and prevents the penalty from being bypassed through razing and repopulating. On the flip side, it's not exactly congruent with the concept of expansionism – assimilating a conquered city doesn't negate the act of territorial expansion.

And I didn't really want to add a new diplo modifier of major importance. I mainly felt that there needed to be a counterweight for the "our rivals are vassals to your empire" penalty – because accepting capitulation shouldn't hurt relations more than conquering everything. So the penalty isn't supposed to exceed -2 unless a civ expands like a wildfire. Maybe I should dial the penalty up a little, considering that "vassals to your empire" is pretty much a permanent penalty and insofar more punishing than the expansionism penalty.

By and large, I think you had all your bases covered in your game: You invested in culture, in diplomacy (through a religion) and still had the upper hand militarily. I can see how the diplomacy part was too easy once your religion had spread (mostly by itself) – you didn't have to be discerning about who to attack and presumably didn't have to make any gifts to placate third parties.
- Reduce the shared religion boost
I'm inclined to do that, but I don't think I want to make changes on a leader-by-leader basis. So maybe I'll just tweak the adjustment for widespread religions or decrease the upper limit by 1 across the board or so.

Shrine, AP:
Spoiler :
It doesn't happen every game of course, but I wouldn't call better than 25% odds rare. That's rather common.
Well, "kind of" rare, kind of common. ;) You're right, this wasn't a well-considered assessment on my part. The consensus among the veteran players on the forum is that founding an early religion is virtually never a good play at a challenging difficulty level. Ideally, founding an early religion should have a higher expected reward and a lower variance than it currently does. (The mod does make small improvements toward these goals: The AI is a bit slower to found the early religions, so there's a lower risk of being beaten to one, and the increased importance of culture makes the early culture boost from a Holy City more worthwhile.)
[The hammer output] dropped off when the monastery became obsolete (this provoked a significant economic and to a lesser degree production regression because wonder-boosted monasteries are very powerful and scientific method doesn't really do enough to compensate immediately).
Right, making the loss of Monasteries extra painful is an additional argument against the +2 production from AP.
At 400 hammers the AP isn't too costly at this stage of the game and it pays off easily even with +1. If many rivals have the religion, the hammer bonus is less helpful (it helps them too) but it's still a boon.
Theology isn't an attractive tech to race to, and ignoring Theology often leaves a decent chance that an AI civ will construct the AP whose religion the human player can then adopt. So I don't feel great about just nerfing this wonder. Cost could go down to 350 maybe. Priest specialist slots would seem logical and would be helpful when constructing the AP after having just founded Christianity and still lacking the Shrine (and possibly also still lacking Music for a Cathedral). But this isn't a substantial buff. In terms of implementation, it would be easy to add 3 or 4 espionage points per religious building (just for the AP owner). That, however, would add further complexity to a complex building (the proposal and election rules at least are very complicated) ...

AI peace deals:
Spoiler :
If the AI is nice and is amenable to making peace after just taking this big city (instead of crushing me by taking my capital before I can prepare armies), that game was indeed likely still winnable.
I thought the AI stack might have waited a bit before advancing further, but I see that your experience has been otherwise.

The AI won't easily make peace while ahead. If at all, then in exchange for significant reparations, which aren't really available in the early game. I've come to think that, when rewriting that part of the AI, I was trying too hard to prevent the AI from making peace when peace is unlikely to last. I had been bothered a lot by the AI making peace based on defeats suffered in combat and declaring war again based on the power ratio in BtS and, more so, in K-Mod – because K-Mod allowed the AI to make a new war plan (pretty much irrevocably) right after signing the peace treaty.
It would also be nice if the AI wasn't so stubborn when furious. The culturally contested city I want is weakly defended and undefensible but it seems the AI will rather have me capturing all their other cities than giving it up in a peace deal.
In a peace deal, AI attitude should not prevent any city trades. I imagine that the issue is rather that the AI generally doesn't pay much for peace. Giving up a city makes the AI civ weaker and its enemy stronger. So long as that enemy has an incentive to declare war again, peace may only buy a 10-turn reprieve. That a human player might just want one particular city, or even just some sort of admission of defeat (short of capitulation) from the AI, and would then not attack again, didn't occur to me when I wrote the AI for peace terms. I've already made the AI more generous in response to earlier player feedback, but giving away a major city is still not on the cards (unless the AI civ still has a lot of those).

I still think that it's a lot more common that a human player who negotiates peace despite winning decisively just wants to heal and reposition their units. Paying generously for that makes the AI look pretty dumb.

But, after making peace, you're right that Furious attitude will prevent the AI from selling the city to you. And from trading techs etc.

AI city placement:
Spoiler :
Have you tried having old-AI vs new-AI autoplay tests to evaluate if an AI-related change makes it play stronger?
No, I don't think that's workable for such small incremental changes. The impact on, say, tech dates is going to be very small, but even small AI changes have butterfly effects, so a high number of samples would be needed. I've also been much more focused on stopping the AI from making obvious blunders (such as placing an early city in the middle of a jungle or refusing to ever settle a spot with several resources) than on making it play more efficiently overall.

So I'd say that I've validated most of my AI changes by verifying that a bad AI behavior was no longer occurring, or at least not in a particular (saved) game state. Moreover, I was often able to trace the problem to some fairly obvious oversight or error of judgment in the code, such as assuming prematurely that Jungle can be removed or effectively ruling out all sites with a certain number of "bad" tiles. Of course an AI change can still have adverse consequences in other situations, and I'm sure that has happened too. For example, relaxing the bad-tile threshold would've been a pretty bad idea without a bunch of accompanying changes.
Cities just one tile away from the coast are rare and some are justified, but there are still instances where the choice is puzzling. [...] I could try doing code changes for this but I don't have the build environment for it and it would require validation that it actually produces stronger play.
There's a paragraph about rebuilding and debugging the DLL in the chapter "for developers" in the manual. Setting that up sure is a bit of a hassle. It's difficult to analyze puzzling choices dozens of turns after they've occurred. In particular, the fog of war may have affected the AI decision. Best to keep a lot of autosaves to be able to go back to just the point in time when the city was founded and to take control of the AI civ (Alt+Z or Ctrl+Shift+L) to see the map from its point of view. In addition, a log can be enabled in the DLL that will write a breakdown of the found-city value whenever the AI founds a city, along with a breakdown for some alternative sites considered by the AI. (I've posted an example here on page 24.)
[The AI] has no concept of "unused good tiles". For example in my game I can see a place where the AI could create a city to exploit 9 more tiles (6 hills and 3 flat). With biology-boosted farms and taking two or three tiles from a neighbouring city it could make a great additional production city. This is a case where the overlapping tiles and the lack of bonus resources might be weighted too highly
Late-game cities tend to be a questionable investment in my estimation. Even if that city would amortize for a human player, I expect that the AI would play Sim City with it until the game is almost over. I've indeed explicitly discouraged such cities (though I don't think the BtS/ K-Mod AI would've founded them either), and generally made the AI value cities with a lot of mediocre or marginal tiles less highly and cities with a few very good tiles more highly. :think: Maybe if the AI gets to Biology pretty early despite having rather few cities (low maintenance), such an unremarkable city could pay off for the AI and even make a significant contribution toward a Space victory.

You're right that such cases may call for objective validation. I guess one could show a screenshot to a bunch of experienced players. Or place the city through WorldBuilder and check through AI Auto Play what the AI ends up getting out of it and how much maintenance it pays. Well, probably more efficient to focus on clearer shortcomings ...
It only considers how good this one spot is. Frequently, it makes sense to sacrifice one ideal spot if it allows to have two good cities instead of one good and one terrible.
Right, the best site gets locked in greedily, and then the next best site under the assumption that the first best will become a city etc. The best site is the one with the highest found-city value. That value gets decreased when a city grabs an unusually high number of resources or leaves some resource (usually seafood) in a spot that no city will be able to access.
Not optimal. That being said, placing cities greedily is generally not a bad impulse. Early rewards beget early returns, which enable expansion at the expense of slower neighbors or wars of conquest. (Different story when starting in isolation.)

Revolts:
Spoiler :
I'm convinced increasing the revolt probabilities with techs that improve the available defensive units up to rifles is the best way to balance revolt across different time period.
There is an era factor. I'll look into increasing the impact of that. As a mechanism for pacing conquests, I do think it's best to make revolts easier to suppress as the game progresses. But this progression might be too pronounced. As a means of peaceful conquest, I don't think revolts should become easier or harder to suppress over the course of a game. So those functions of revolts are at odds I feel.
I think it would be interesting that, if you have a cultural majority in the city, instigating a revolt with a spy could contribute to the "flip city" counter. Although that might be overpowered without other tweaks.
The espionage system is not really integrated with revolts. Even the Spread Culture mission had virtually no impact in BtS; should be better in K-Mod/AdvCiv – if executed over and over; cheap mission, small effect. Instigated revolts don't count for flipping – they're really only useful for an immediate (military) attack while the defenses are down. Spies also can't perform any counterinsurgency to quell revolts.
Having instigated revolts count toward flipping might be more intuitive, or less. One way it could work is that the instigated revolt is treated as a full revolt (counted toward flipping, increased occupation duration) if the city fails a revolt suppression roll (the one that normally happens after the 15% revolt attempt roll). Hum, somewhat complicated; might be wiser to just rename the espionage mission or to clarify in the help text that it's not a proper revolt.
It also seems that an ongoing revolt prevents a new revolt from happening, and so that failing to repress the first revolt will prevent a second one from happening. While a city in revolt is not productive, purposefully not repressing a revolt might sometimes prevent an otherwise unavoidable flip.
BtS indeed allows no revolts during occupation. For AI cities, that's not much of a problem because the AI will always put at least one defender in the city, and that's enough to cause the occupation timer to decrease. In AdvCiv, however, a weak AI garrison may result in a very small probability of decreasing the timer. So I did allow revolts during occupation, but with a decreased probability. Details and some hand-wringing about this can be found starting at the bottom of page 166 of the manual.
I have the impression from my games that foreign cultures reach a higher percentage in city tiles than in neighbouring non-city tiles. Is that just a coincidence from very-long-distance influence from other cities?
AdvCiv adds a per-turn decay rate for tile culture, and tile culture decays faster on "stolen" workable tiles. In BtS, it was often infeasible, or at least uneconomical, to claim even the whole inner ring of a major city after conquering it, so players were encouraged to ignore culture and focus on conquering all major cities of the enemy. But I didn't want the expedited decay to make cities harder to flip or revolts easier to suppress, so city tiles (which are always workable anyway) only get the basic decay rate.
I guess one could also interpret this as urban areas adopting cultural changes more readily than rural areas.
I know the cultural reach of high culture cities goes beyond their borders but not how much beyond and if it matters here.
Cities spread culture up to 3 tiles beyond their ownership range.

City maintenance:
Spoiler :
On a huge map you tend to have more cities (higher "number of cities" maintenance) and by necessity they are more distant from the capital (higher "distance to capital" maintenance). I'd estimate the cost difference between standard and huge to be quite more than double.
With the default player count (in the mod) of 8, a Standard-size Fractal map has 546 tiles per player, a Huge one, with 16 players, 620. So the space per player is not much greater on Huge maps. Continents are bigger on Huge maps, so more land tends to get conquered. And number-of-cities maintenance gets adjusted to the map size, through a multiplier of 30% on Standard, 22% on Huge. Distance maintenance also, in a more complicated way, but I think to a similar effect on the bottom line.
Also, if the game is still undecided by the time corporations kick in, the ability to get extremely cheap corps is nothing to overlook.
True, those can get very costly.
Changing their design would be too difficult, but just tweaking the numbers to say 15%/70% instead of 20%/75% should make them still attractive yet less dominating?
Doesn't sound like much, 15% ... You're probably right, this would be an improvement overall.
 
I've gone ahead and updated the mod with some tweaks to AI attitude, the Apostolic Palace, revolt chance and city maintenance. (edit: link to download page)

Regarding espionage missions and their impact on revolts, I've only added a couple of loading screen hints and changed the help text of the "Support City Revolt" mission to clarify that it doesn't cause a proper revolt. I've taken a look at the Spread Culture mission (and how K-Mod has changed it) and found that, contrary to what I suggested earlier, it's not really true that it can help flip cities peacefully. The amount of tile culture added is based on the total city culture (sum over all civs that have ever owned the city). When a city is already culturally dominated by another civ, then its current owner (or any third party) can't really have much city culture. So I think Spread Culture could help flip a city back that was lost through conquest. But the main application of Spread Culture should be to alleviate foreign culture pressure, perhaps also to tip the balance when cities of similar culture strength fight over workable tiles, or to prepare the ground for a war of conquest.
 
Last edited:
It can also help long-term if you want to use espionage missions against that city. And Support City Revolt is amazing in mid-late game; for a fixed fee of 650 EP (which gets discounts by espionage spending, stationary spy, and potentially religion, culture and trade), you can cancel a lot of hammers/commerce from those huge enemy (or allied) cities. Super cost-effective, in the right circumstances. Does AI value this properly?
 
I'm not well familiar with the espionage AI code. But I'm pretty sure that the revolt mission only gets used before an attack. The AI uses a bunch of other take-that missions, and it would seem a bit difficult to estimate how much income a foreign city is generating, so I guess that's OK with me.

Spread Culture, it turns out, is only used against previously owned cities. I think karadoc got tile culture and city culture mixed up at one point, so this is arguably a bug. The AI calculation of the amount of city culture to be added – if that's what it's supposed to be (BtS code) – is also incorrect. I'll try to address those issues (without making the AI too keen on spreading culture).
 
Congrats on the full release f1rpo, even if it didn't have all the features that could have been added it is a tremendous work and the best "vanilla" expirience by far so kudos :goodjob:

Hyphotetically speaking, how difficult would it be to integrate your work with other mods regarding Ai? For example with LOR, besides the revolution module, would it require a conisderable effort to adapt ?
 
Back
Top Bottom