Anti-Steamroll measures

AIAndy

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The longer C2C games last, the more important it becomes to keep a challenge up over time. Civ has several mechanics that have a positive feedback loop and can result in a steamroll from a small advantage getting bigger and bigger.
One such mechanic is wonders. If you build a wonder, you get an advantage which can result in you building the next wonder faster again and so on until you are more and more ahead of the rest.
Flexible difficulty is a good way to counter that but it is a kind of artificial way.

In the case of wonders one possibility would be to introduce a Creativity property. If you build a wonder, you get a one time hit to your Creativity which slowly refills and while it is low, you get a malus to your wonder building productivity, so you need to invest more hammers to build them. So you can still build all wonders, but if you build many wonders in a short time, it gets more and more expensive and others have a higher chance to beat you to it.
Some traits, buildings or whatever might allow you to refill your Creativity faster.
 
That seems like a good idea!

A little random input from me. I think implementing a wonder limit based on amount of culture would be awesome. When I actually get my fiancee to play with me she is always cultural and I think it would add another dynamic to being culture focused.
 
I'm not a fan of the wonder limit as I don't want the bother of finding a city that has "space" later in the game. Maybe you could do sometihing like what is done with some of the national units, increase the cost to build a wonder based on how many are already present in a given city? Preferably just the non-expired ones, but there's already a counter for the limit in the base rules, so that would be pretty easy to do.
 
I'm not a fan of the wonder limit as I don't want the bother of finding a city that has "space" later in the game. Maybe you could do sometihing like what is done with some of the national units, increase the cost to build a wonder based on how many are already present in a given city? Preferably just the non-expired ones, but there's already a counter for the limit in the base rules, so that would be pretty easy to do.

I agree with you mostly. I just don't see how a city with a low amount of culture would have enough "culture" to have a bunch of wonders. It just doesn't make sense. If you aren't building any culture buildings then why should you be allowed to build a ton of wonders? I wouldn't want it to be too restrictive, keep in mind. Maybe something like 2 wonders per city culture level increment (with the starting wonder amount at 0). I personally don't think that's too restrictive at all.
 
I agree with you mostly. I just don't see how a city with a low amount of culture would have enough "culture" to have a bunch of wonders. It just doesn't make sense. If you aren't building any culture buildings then why should you be allowed to build a ton of wonders? I wouldn't want it to be too restrictive, keep in mind. Maybe something like 2 wonders per city culture level increment (with the starting wonder amount at 0). I personally don't think that's too restrictive at all.

The Wonder limit is ALREADY culture based unless you have turned unlkimitted wonders on.
 
@Koshling or AIAndy:

How exactly does Tech Diffusion work from a formulaic standpoint? I know it generally adds research rates to weaker nations when those nations are close to stronger nations, but what are the calculations involved? Tweaking those might help this considerably, keeping more civs in the game for longer.
 
The Wonder limit is ALREADY culture based unless you have turned unlkimitted wonders on.

Oh I didn't even notice that Koshling, sorry!

Is that listed some where so I can see exactly how it's set up or could someone explain to me briefly how that is implemented currently?
 
Oh I didn't even notice that Koshling, sorry!

Is that listed some where so I can see exactly how it's set up or could someone explain to me briefly how that is implemented currently?
Check Assets/XML/GameInfo/CIV4CultureLevelInfo.xml
Depending on the culture level of your city you can build from 1 to 8 world wonders.
In game you can see the current limit at the top of the city screen.
 
Just to add in some ideas, generally in history a civilization does actually spam wonders. Ancient Egypt comes to mind. I believe this is because of an excess of production power; the civilization is strong enough to fend off military assaults and can feed its populace. However the wonder construction ends when new problems arise requiring the aformentioned productive powers (new military threat, need to find more innovative ways to farm (soil depletion and the like).

The main problem with implementing such features is that it could dishearten the player. Here the player is on a roll and suddenly some disaster comes along and their work is for naught. That said I think it is possible, perhaps more frequent barbarian revolts can help. I find generally on the bigger maps for most of history there is a fair amount of land that is uncivilized. After all such barbarian invasions have brought down mighty ancient civilizations (Rome, Mycenaeans, China to a degree). The event itself could be overhauled, perhaps more barbarians, perhaps triggered by the expansion of a civilization on the other side of the continent, perhaps triggered by your expansion and wealth (juicy target).
 
Just to add in some ideas, generally in history a civilization does actually spam wonders. Ancient Egypt comes to mind.

Disabling the wonderspam limits during golden ages would simulate that, although might screw with the balancing aspect too much.
 
I must be really bad at playing Civ IV then, cause i hardly get any Heroes(i might get 2 or 3 a whole game), i hardly get any national units(2-3), any extra cultures(2-3), and definitely coming in last in "wonders" and like 20 or so techs behind every single game i play, and i have my slider set to almost 0 after Ancient every game, infact the game i have now, i have all cities on Wealth and still only getting around 5 gold per turn if that??
I play with Flex Diff on and at 50 turns alot it "decreases" my difficulty most time, as i start off on noble????

Remembering now, i play as if i have never played before, like a noob. . .

Here is my present game then, what am i doing wrong???? So as not to take this thread away from AIAndy pls PM only, thx.
 
I haven't had a chance to really sink my teeth into C2C yet (it looks interesting and I'd like to start playing it sometime soon, but it seems to have a steep learning curve), but as a Rise of Mankind- A New Dawn player I understand a lot of what is going on.

I think adding these mechanics is particularly important with this mod, since C2C seeks to lengthen games and add whole extra eras. You might as well forget about the later eras on marathon gamespeed if there aren't mechanics to keep civilizations competitive around for the whole game. I haven't even tried the slower gamespeeds but I can't even begin to imagine how little you'd get before one or two players ran away with the game.

Basically, we either need to help civs that are behind or we need to give negative feedback to civs that are ahead. Tech Diffusion is a good example of a mechanic that does this while making the game more interesting. Vanilla Civ, however, is very good at giving positive feedback to civs that have done well (but that is a major reason for the "one more turn!" feeling). I've played some other turn-based games though that are very good at helping players that are behind and hindering those that are ahead, and they tend to be very interesting because the game could take any new turn, with players that were behind before suddenly taking the lead. Of course, it's important not to overdo this or the game gets too chaotic and unpredictable, and chaos generally isn't fun, especially in games like Civ. But too many of my games cease to be fun when I'm so far ahead that I might as well say I've won (I never finish those games).

@Koshling or AIAndy:

How exactly does Tech Diffusion work from a formulaic standpoint? I know it generally adds research rates to weaker nations when those nations are close to stronger nations, but what are the calculations involved? Tweaking those might help this considerably, keeping more civs in the game for longer.

I'd love to see Tech Diffusion fine tuned. It is a particularly important mechanic since keeping all civs at a competitive tech level is a large part of keeping civs competitive.

Just to add in some ideas, generally in history a civilization does actually spam wonders. Ancient Egypt comes to mind. I believe this is because of an excess of production power; the civilization is strong enough to fend off military assaults and can feed its populace. However the wonder construction ends when new problems arise requiring the aformentioned productive powers (new military threat, need to find more innovative ways to farm (soil depletion and the like).

The main problem with implementing such features is that it could dishearten the player. Here the player is on a roll and suddenly some disaster comes along and their work is for naught. That said I think it is possible, perhaps more frequent barbarian revolts can help. I find generally on the bigger maps for most of history there is a fair amount of land that is uncivilized. After all such barbarian invasions have brought down mighty ancient civilizations (Rome, Mycenaeans, China to a degree). The event itself could be overhauled, perhaps more barbarians, perhaps triggered by the expansion of a civilization on the other side of the continent, perhaps triggered by your expansion and wealth (juicy target).

I really like these ideas. They would keep strong players in check up to the classical era or so. Yes, perhaps they could dishearten the player, but, like any feature, they would need to be balanced. Personally, I even like it in my games when great ancient empires fall into decline and aren't so great later on, and I would hope that I could change the configuration of any new mechanics so that kind of thing happens. (I already set up the revolutions mod stuff in RoM-AND to have new barbarian civilizations be pretty powerful.)

I'll add any new ideas I think of into this thread later. I think these sorts of things are quite needed.

EDIT: I might add, the mechanics that the Revolutions modpack add in general do this (Tech Diffusion is one of them), in particularly Revolutions and Barbarian Civilizations. Maybe we should take a better look at all of them with an eye to tweaking and fine tuning them. I've been playing with this component for so long that I'm sure I'd have some ideas of ways that it can be improved and made more effective.

I should also note that on larger maps like I've been playing on, with both the Raging Barbarian and Barbarian world options on there are often stacks of units roving the map because the cities produce units and all the cities together actually are controlled similar to a single civ. Perhaps if we added barbarian invasions, we could also get the AI to change its attack plans so that it somewhat prefers attacking more successful civs and also so it coordinates its units better. Then we would have additional events that get triggered that would cause a more specific invasion that spawns units and causes a focused invasion. The cool thing is, if the invasion is successful it will eventually settle down as a new civilization, very realistically.
 
I am not sure if this relates to the topic but there use to be a Dark Age mechanic in RoM/AND that if you were not buildings wonders or making new cities that you will fall into a dark age. Sort of like people got bored with nothing new and as a result progression slowed down.

I am not sure of the specific mechanics but it may be something we should look back into.
 
... if you were not buildings wonders or making new cities ... Sort of like people got bored with nothing new and as a result progression slowed down..

That mechanic is in Rev it is called stagnation.

Given the number of wonders we have in game it is difficult not to be building one somewhere.:mischief:
 
Perhaps if we added barbarian invasions, we could also get the AI to change its attack plans so that it somewhat prefers attacking more successful civs and also so it coordinates its units better. Then we would have additional events that get triggered that would cause a more specific invasion that spawns units and causes a focused invasion. The cool thing is, if the invasion is successful it will eventually settle down as a new civilization, very realistically.

I think thats a really good idea. It makes sense too. The AI see a civilization becoming too powerful, and band together to bring it down.
 
Do you mean that was a component of the Revolutions modpack or that checking the revolutions option before a game added this? It hasn't been a component of the Revolutions modpack as far as I'm aware.

Also, I edited my post above. :mischief:
 
I am not sure if this relates to the topic but there use to be a Dark Age mechanic in RoM/AND that if you were not buildings wonders or making new cities that you will fall into a dark age. Sort of like people got bored with nothing new and as a result progression slowed down.

I am not sure of the specific mechanics but it may be something we should look back into.
That's pretty much the exact opposite of what we need, since it's the civs at the lead that will be building all the wonders. No need to further penalise those that are falling behind.
 
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