Beta v4.X - General Discussion

This is the core of my objection; you're adding free tech here, not tech-for-gold.
I know a lot of stuff tends to fly by on these forums, but I've mentioned three times now that I can add other effects. I even quoted this for emphasis just a few posts up. :thumbsup:

You genuinely believe warmongers do not have a higher quantity of military units than peaceful players? :confused:

And they don't necessarily have higher quality troops; a builder can get by with a small army if they want, and can easily construct or buy their troops in a city with barracks+armory and eventually military academy, whereas a conqueror who is building units in most of their cities will find it hard to produce experienced units because barracks + armory is a big investment to make in lots of cities.
My games play out much differently...

Now I'll admit I'm not a deity player... I find winning on that setting usually requires pushing exploitable mechanics of the game, something I tend to dislike. I do win regularly on immortal however. I follow Civ 4's method of city specialization. In these games I always have one core military city producing most of my army, with lots of production improvements and buildings constructed in the city, with all the best experience buildings. I also obviously have a tech lead since conquerors have the science advantage (more population).

To put it simply, since conquerors have such a big tech advantage over builders in Civ 5, their troops will always be more advanced. In Civ 4 it was a choice of quality or quantity, this tradeoff was removed for some design reason I haven't ever figured out.

Even with all the changes, in the public release version the balance is still:

Conquest

  • Population
  • Production
  • Gold
  • Army size
  • Science
  • Army quality
Building

  • Policies
  • Great People
I can understand if you like Civ 5's big conquest advantages, but I personally enjoy more tradeoffs in my strategies than what currently exists. This is why I'm shifting to Civ 4's method of a research advantage for peaceful players. If you wish, you can always disable the mod component and keep the conqueror's research advantage. :)


I think some things are just difficulty communicating through a purely text-based medium. For example:
It also speeds up the overall rate of tech research, which is already fast enough.
Thalassicus said:
Have you done any testing or calculations to verify one free technology every 30 turns is less than a 10% tech rate increase? Consider fewer players are willing to agree to a DoF than a vanilla RA, as well. It would be helpful to have some empirical data to determine how to shift things up or down.
Ahriman said:
I don't see how this is a relevant question.
What I was trying to ask is evidence to support the statement that +10%:c5science: is a higher rate of tech research than 1 free tech every 30 turns. This is something that would be really helpful, since I don't have any savegames right now that I could load to check empire-wide research.
 
I know a lot of stuff tends to fly by on these forums, but I've mentioned three times now that I can add other effects. I even quoted this for emphasis just a few posts up

I don't think I understand your point. Do you mean that you would add a negative gold cost for a DoF in addition to the research bonus?
That is worth exploring, but also feels a bit odd.
Why can I not be friends with someone without having to pay them gold?
It seems like it would be better to change research agreements into a beakers-per-turn for gold-per-turn than to use the DoF for this purpose.

You genuinely believe warmongers do not have a higher quantity of military units than peaceful players?
I genuinely believe that merely the act of choosing to go to war does not give you a larger military.
Any player can choose to focus on building units more than building infrastructure, but that has an opportunity cost.

Warmonger players do not have any superior efficiency at turning hammers into military units than any other player does. [And in fact, they have less, because they will have fewer infrastructure boosters like windmills and factories, all else equal.]
So this is not some inherent advantage that the warmonger player has.

In these games I always have one core military city producing most of my army, with lots of production improvements and buildings constructed in the city, with all the best experience buildings.
I don't understand how this is not possible using a builder strategy.
As a warmonger on Deity I would tend to find that it is harder to get by only by constructing units in a single city. You won't have a big enough army to go on big conquering sprees.

I also obviously have a tech lead since conquerors have the science advantage (more population).
I'm not sure this is true, now that puppets give 0 science per pop.
A warmonger is much less efficient in getting science out of happiness.

If I have 100 (gross) happiness as a builder, that will support a much larger science output than if I have 100 (gross) happiness as a conqueror, and as a builder I will probably focus more on building happiness structures, so I can support a larger total population.
 
It seems like it would be better to change research agreements into a beakers-per-turn
I agree, but as I mentioned twice:
we can't remove the free-tech part of regular RAs yet (with current tools). Due to this restriction I replaced the active system with a passive-bonus one.
Right, it's a passive system just because there's no way to disable the free tech component of vanilla RAs yet.

I know there is a lot to read and we do have limited time in the world... but I do put a lot of careful thought into this work and the explanations I give. :thumbsup:

It's a community consensus that Civ 5 is easier for conquerors than builders. I don't have a problem with shifting it more towards Civ 4's approach of trading off research rate for conquest. It's a precedent that worked out very well, and I personally found it a very fun tradeoff.
 
but I do put a lot of careful thought into this work and the explanations I give.
I understand that, but you then need to distinguish between your "temporary fudge fix" and "desired longterm goal".

On many issues that are not crucial, I think you would be better off to keep things as they are until you get access to more of the code, rather than create a temporary fix which will require more rebalancing work when you remove it.

Just because a particular fix is not possible now does not mean that you should introduce an entirely new mechanic that happens to be possible now.

I think that the Research agreements work pretty well, with your adjusted costs per era.

I also put careful thought into considering new mechanics, and making arguments when I agree or disagree with them. You're free to ignore me of course, but please don't think that I haven't read most of what you've written.

It's a community consensus that Civ 5 is easier for conquerors than builders.
In vanilla Civ5 I would agree with you.
But you have already made *many* changes in the direction of builders, most particularly the very large buffs to buildings and the very large nerf to puppets.

I do not think that further bonuses for builders are needed.

But even if they are, I don't think I would do them in this way.
The problem with using the DoF for this mechanism is that the DoF is something very longterm, and tied into a long history of player actions.

Its easy to stop further conquest and pivot in strategy from being a conqueror to a builder.
Its *not* easy once you've done any conquest to pivot and start signing lots of DoFs.

My secondary worry is AI; the AI won't understand this, and you'll just be giving buffs to AIs that freely sign a ton of DoFs while penalizing those who don't.
 
Why can I not be friends with someone without having to pay them gold?
It seems like it would be better to change research agreements into a beakers-per-turn for gold-per-turn than to use the DoF for this purpose.
RA costs, say 200 gold right? And say it delivers engineering, 250 beakers.
In those 30 turns, you need around 8 beakers a turn. This is 10%, so if you're producing 80 beakers a turn at that point. It's even in terms of science.
Got no numbers at hand, but it feels weaker.

But instead of 200 or xxx gold, you need a DoF.
You can RA with anyone except currently at war-civs.
You can only DoF with "friends".

And about the paying for being friends, that's very incorrect. Both players lose gold, sharing ideas costs something. It's not like they gain what you lose.

I genuinely believe that merely the act of choosing to go to war does not give you a larger military.

It's not about the act of choosing to go to war, but moreso about the choice of being a warmonger or not. If you prepare for war, you will produce more units, and forgo infrastructure. If not, you're doing something wrong. You cannot wage war without a large military and you cannot be optimal peacefull with a large military.

Warmonger players do not have any superior efficiency at turning hammers into military units than any other player does. [And in fact, they have less, because they will have fewer infrastructure boosters like windmills and factories, all else equal.]
So this is not some inherent advantage that the warmonger player has.
For the cost of a Barracks you could also have 2 additional warriors, a forge or an additional longsswordsman (and it only pays itself back at the 11th LSM), a windmill is even more expensive.
So what is your defition of effiency? Long term better/faster armies, or more units in a shorter time frame, during the early ages. I do not see any reason in your point.


I'm not sure this is true, now that puppets give 0 science per pop.
A warmonger is much less efficient in getting science out of happiness.
Puppets may be less efficient, but science buildings still provide beakers. And puppets do build happy buildings, and use specialists. So the efficiency may be less, the amount doesn't have to be so.

I do note that I have a feeling that your point of view comes from a deity player, efficiency and warmonger love - no offence -, because that's what it takes to beat deity.
Where as the points from Thalassicus(' mods) come from a balanced game, where mongering is more of a choice than a necessity, not flat out more efficient. And as he already mentioned, immortal level. The purpose has always been balance, and I'm still very happy with the way this is going! You go gir... Thal! :goodjob:

If I have 100 (gross) happiness as a builder, that will support a much larger science output than if I have 100 (gross) happiness as a conqueror, and as a builder I will probably focus more on building happiness structures, so I can support a larger total population.

All parts equal, the conqueror will probably outpace and outgrow the builder, because of more cities equal to more hammers, equal to more infrastructure, in time.
The addition of puppets also increase resources, culture and gold which result in other bonuses. Which all, in time, accrue in more benefits for the conqueror than the builder.

Time is a factor, and that is based on difficulty level and play style.
 
RA costs, say 200 gold right? And say it delivers engineering, 250 beakers.
In those 30 turns, you need around 8 beakers a turn. This is 10%, so if you're producing 80 beakers a turn at that point. It's even in terms of science.
Got no numbers at hand, but it feels weaker.

The RA costs gold. The DoF doesn't.
The RA is something you can get only if you give up something else, like a city state alliance.

And about the paying for being friends, that's very incorrect. Both players lose gold, sharing ideas costs something. It's not like they gain what you lose
I think you missed what my comment was in reference to; please read the entire quote.

"Do you mean that you would add a negative gold cost for a DoF in addition to the research bonus?
That is worth exploring, but also feels a bit odd.
Why can I not be friends with someone without having to pay them gold?"
My comment was about an alternative model where the DoF had a negative gold cost per turn, which is what Thal seemed to be implying from:
"but I've mentioned three times now that I can add other effects."

In version A (what was originally proposed, the DoF has no gold cost, and so it isn't a direct comparison to a RA that does have a gold cost.

In version B, the DoF gives you research but also has a gold cost, but this feels weird, because it means there is no way to become friends with another player without also incurring a per turn gold cost.

It's not about the act of choosing to go to war, but moreso about the choice of being a warmonger or not. If you prepare for war, you will produce more units, and forgo infrastructure. If not, you're doing something wrong. You cannot wage war without a large military and you cannot be optimal peacefull with a large military.
My point is that it is not fair to make comparisons with conflate benefits that solely come from acting like a warmonger (ie declaring war on and conquering enemy cities brings you more population and land) with benefits that are available to any player even if they don't attack their enemies.
The tradeoff between units or infrastructure is one that every strategy must consider, it is not the case that declaring war on your enemies and conquering their cities gives you more units. In fact, it give you fewer units, because you lose some units in the war (and you lose more units in an offensive war than a defensive war).

It is the case that you have more experienced units from combat; this is something inherently tied to a warfare strategy, you cannot get experience from combat without going to war.
It is not the case that you cannot have a large army without going to war. That difference comes from the military/infrastructure tradeoff you make.

Puppets may be less efficient, but science buildings still provide beakers.
Puppets will rarely build universities, let alone anything higher; they rarely build libraries, I find. A puppet with a library and a university provides 0.75 science per population point, as opposed to 2.25 science per pop for a regular city.

I do not find it to be the case that a warmonger strategy gives you a higher science income.

And puppets do build happy buildings, and use specialists.
Puppets are never net happiness contributors, and tend not to build happiness buildings unless you are in negative happiness. A conquest strategy has much more difficulty retaining positive happiness (you acquire more pop, you don't have as much time to dedicate to building happiness infrastructure), and so they're at much greater risk of going into negative happiness and tanking your city growth.

I do note that I have a feeling that your point of view comes from a deity player, efficiency and warmonger love - no offence -, because that's what it takes to beat deity.
Actually, I mostly play a builder strategy, combined with defensive wars and rare conquest, mostly from wars that are not initiated by me. I'm just aware that the builder strategy isn't the only way to play.

All parts equal, the conqueror will probably outpace and outgrow the builder, because of more cities equal to more hammers, equal to more infrastructure, in time.
The addition of puppets also increase resources, culture and gold which result in other bonuses. Which all, in time, accrue in more benefits for the conqueror than the builder.

The whole initial argument was that conquerors get more science faster, and so there needed to be this DoF mechanism to compensate for that.
I don't think this is the case. The Conqueror doesn't have the time to build up the huge megacities with all the stacked up science boosters that provide such a large research income, and puppets mean that they have terrible happiness:science efficiency.
With a builder strat, a very large proportion of my science income usually comes from ~3 cities.
 
To put it simply, puppets were nerfed and annexation is more worthwhile, and annexed or razed+rebuilt cities act as normal ones.

That results in more of everything except policies and GP if a player pursues a domination victory. I know this from experience... I always end up with a tech lead over everyone else, even against AIs with huge bonuses, because I've conquered half the map. It's not just a matter of subjective opinion, but a fact supported by empirical evidence that warfare yields faster research. :)

The problem is I don't find this challenging, and for me, challenges are fun! :D

In Civ 5 it's too easy with both a tech lead and larger army than my opponents (even with AI production bonuses I still have more strategic resources). In Civ 4 I'd always have difficulty conquering peaceful opponents because their troops were more advanced. I get bored with an army superior in every way, so I'm intentionally making things more challenging for myself. If I want to keep my tech lead, I've gotta make some friends instead of just taking over everyone I see. :lol:

At this point I'm honestly not planning on us getting the c++ source code. With all the layoffs 2kgames did in Firaxis just before release, and the departure of the project lead, it seems the people remaining are focusing their limited resources on patches and dlc's. If we do ever get the rest that'd be fantastic! I'll redo lots of stuff at that point, changing many lua code elements to core gameplay elements, and expand the whole citystate system. I'm not counting on it though, and I'm focusing on ways to improve things with what's available. It's not a pessimistic attitude -- I'm pushing ahead with more fun new things I enjoy creating every day -- just a realistic view based on the information at hand.


On the specific subject of balancing the research rate, I found some screenshots from earlier games I played.

  • Late Renaissance
  • 220:c5science: per turn
  • Techs here cost ~1300:c5science: (archaeology, scientific theory, military science, etc)
  • 1300 after 30 turns is 43:c5science: per turn, a +20% research rate.

  • Modern Era
  • 957:c5science: per turn
  • Techs at that point cost ~3000:c5science:
  • 3000 after 30 turns is equal to 100:c5science: per turn, a +10% research rate.

If anyone can report similar numbers for their own games (medieval era or later) it would be greatly appreciated.
 
Well i know this might be a big change and more then you are probably willing to do but it seems like what you really want to do is make large empires not be better at science research like in civ4. What if you :

1.added a maintenance cost back into cities (less gold equals less opportunity to buy upgrades for units)
2.made science be 1 beaker per 2 pop rather then 1 per 1
3.make a system where you can invest in science with gold (i know this is a lot like the science slider from civ 4 but i think investing money in science is both fun and realistic)

This means that more cities equals less gold equals less science. This makes it less of an either or situation where you are either big or small, but you can be medium sized and it scales.

Also those with an isolated start will have to spend less on unit maintenance and can spend more on science, which solves you problem of an isolated start being an issue.

Then just leave RA out of the game. Trade to increase science would occur by trading stuff you have for gold to invest more in science, which means that it is still profitable to make friends to trade things with them.

It seems like RA and the system you are thinking about both have major downsides and neither really solves the issues you had with the game without creating more issues.
 
I generally find throughout the game that my research times are about 6 turns. If you have a 10% bonus over 30 turns it will give 300% of a single turn's worth, or about half a tech.

If you are researching techs every 3 turns then the two things are equivalent, at 9 turns the new system is 1/3 as powerful as RAs.

This seems like a distinct downgrade in terms of total tech speed but a *huge* increase in the amount of gold available in the game unless there is a gold cost to being friends.
 
Here my experience with the new RA system in beta 4.05.

In the end of classical/early medival:
30 :c5science: from city
2.4 :c5science: from 1 RA
average cost: ~400 :c5science:
so this is around 200 turns if its only the RA bonus compared to 30 turns from the original system. So if someone complains about overpowered or unfair against warmongers, well I can't agree ^^

late renaissance:
188 :c5science: from city
14.05 :c5science: from 1 RA
average cost: ~1500 (= ~100 turns to finish with RA)

so from mid-medival on it was always 1/100 of the current science cost. Scaled pretty linear with eras. In early modern I managed to get a second DoF (but only because that guy feared me after a conquest trip ^^), increasing the bonus by ~80% (not quite doubled).
6 players and I tried my best to "DoF" as much as I could (additionally being peaceful until modern), but managed to get only one until then. So sometimes it isn't that easy, as some say...
Maybe yes with 12 players, but I never had more than 3 DoFs.

EDIT: After all, I like the new system. The problem with the original RAs was, that the AI had not enough gold in the latest Balance Combined versions. One or two RAs very already a big success (altogether in a whole game), but often there was not a single one.
 
the problem i have is that while science is slower then with RA's, you also save thousands of gold throughout a game. Does this create an imbalance? I haven't had time to test to I'm just curious, maybe gold will need to be adjusted again after.
 
Today's v4.06 beta brings two things:

  • Maritime city-states now give total 2:c5food::5:c5food: (friend:ally) split among the largest 5 cities. When captured, looting all the food stores at once gives an immediate 5:c5citizen: population boom split among the largest 5 cities.
  • I've implemented the idea described in my first post of the National Wonders thread (also detailed as "Option B" in the archived posts). I'd like to see, through playtesting, if it makes the game more fun to increase our flexibility to specialize cities, while keeping NWs difficult to get for large empires. Details for each national wonder are on their tooltip ingame. :)

Here's some examples of how Maritime distributes food among the top 5 cities with priority to larger ones:

Three cities with 2 maritime allies.
5 pop : 4:c5food:
4 pop : 3:c5food:
2 pop : 3:c5food:
---__--10:c5food:

Four cities with 6 maritime allies.
9 pop : 8:c5food:
9 pop : 8:c5food:
9 pop : 7:c5food:
4 pop : 7:c5food:
---__--30:c5food:

Seven cities with 3 maritime allies.
5 pop : 3:c5food:
5 pop : 3:c5food:
5 pop : 3:c5food:
5 pop : 3:c5food:
5 pop : 3:c5food:
5 pop : 0
5 pop : 0
---__--15:c5food:

So basically... food for the first five cities is slightly higher or the same as vanilla (though no special capital bonus), with no food to cities after that. These numbers are very easily adjustable, and I'll tweak things based on feedback.
 
love the changes, was 'option b' the one outlined in your first post in the new thread? It was along time ago and reading through all those posts once was enough for me, lol
 
Ok so I was looking through the National Wonder thread and couldn't find anywhere saying if there were a minimum number of cities that were needed to build the national wonder or if it just got less expensive per city?

If none are required it would be nice if the wonder wasn't unlocked on the same tech as the building, like if each was unlocked the tech after. This may be like this already but if im remembering correctly its not.
 
I've implemented the idea described in my first post of the National Wonders thread. I'd like to see, through playtesting, if it makes the game more fun to increase our flexibility to specialize cities, while keeping NWs difficult to get for large empires. Details for each national wonder are on their tooltip ingame. :)

Well, I'm afraid you should be more precisely. The only thing I've seen that has changed is the number-of-cities-cost modifier changed from % to absolut numbers. Or is that the big change? (Don't know, I probably missed something. The NW thread is quite long) ^^
 
I shifted the cost from prereq buildings to the per-city cost of a national wonder itself, so the total cost is about the same but without the in-every-city requirement. Construction doesn't get halted any time a new city joins the empire -- National Wonder costs simply goes up. Here's an example:

Option A (vanilla)

  • 80:c5production: for a NC
  • +24:c5production: cost per city
  • +80:c5production: per Library in every city
  • Requires Writing
  • Total= 80 + libraries*(80 + 24)
Option B (experiment)

  • 80:c5production: for a NC
  • +40:c5production: cost per city
  • Requires Philosophy
  • Total= 80 + libraries*80 + cities*40
Basically it splits the last two parts of the equation, giving us more flexibility for city development strategies. Here's some examples of how the Total cost now looks:

Five cities

  • Vanilla
    600:c5production: = total cost of building 1 National College and 5 libraries
    .
  • Experiment
    520:c5production: = College + 3 libraries
    600:c5production: = College + 4 libraries
    680:c5production: = College + 5 libraries

Ten cities

  • Vanilla
    1120:c5production: = College + 10 libraries
    .
  • Experiment
    960:c5production: = College + 6 libraries
    1120:c5production: = College + 8 libraries
    1280:c5production: = College + 10 libraries


The national wonder requires a different tech from the prerequisite building for several of them. I could do it for all of them, if you think that would be a good move.

Different tech:

  • National College
  • Heroic Epic
  • Baths of Trajan
  • Agra Fort
Same tech:

  • National Epic
  • National Treasury
  • Oxford University
  • Hermitage
 
So if you have 10 cities you only need one Library and are able then to build the NW? That would be much cheaper, so it looks like a big buff to big empires. Not that that is a prolbem, but i thought you want to achieve the opposite.

For the NW tech, I somehow like those different tech prerequisites, makes it harder to get and interesting. But I am happy if stays as it is too ;)
 
Surely you'd build the libraries anyway? In vanilla I always build libraries, the +50%:c5science: from each one is just so useful! :)

With 10 cities the NC costs 480:c5production:, compared to late medieval world wonders like the Porcelain Tower at 400, Chichen Itza at 450, and Notre Dame at 500. So we can build it with ten cities if we really want to, though really expensive. I'm not sure it'd be very cost effective to build 1 library and 1 national college.

Considering a situation favoring the College with ICS of six cities at 4:c5citizen:, and the capital large at 10:c5citizen::

  • 480:c5production: for one College
    +12:c5science: +1:c5culture: and 2 scientist slots
    .
  • 480:c5production: for six Libraries
    +12:c5science: -6:c5gold:maint and 6 scientist slots
I think these are about an equal tradeoff, I don't feel the national college would be very desirable for an empire of 10 cities. If the situation is not so favorable (cities 5pop or higher) then A is unlikely to be cost-effective. Without Marble I'd rather build the libraries since it's rare my cities are so small.

If we build both the NC and libraries, it's back to the situation I described in detail above about total cost to the empire.
 
So let me see if I've got this strait...

if i have 10 cities and i build one library the NC might cost say 300 production, but if i build 10 it would be a lot more???

In vanilla you need to build a library in all cities to get the NC which helps small empires but now its actually better to build fewer until after building the NC, i would just wait on libraries when pop is low anyway, build the nc then build all my libraries.

I had thought that there would be an increased base cost per number of cities you had (which you are doing) but then the more libraries you built the less it would cost, which is more realistic as an empire with only one library shouldn't have an easier time building something like a NC verses an empire with libraries in maybe all but one or two cities. I guess what i thought you were doing is still encouraging building more of the buildings but just taking away the hard cap of having to have it in every city no matter how little sense it makes to have it in some of them.

Again maybe im still just not getting it, lol, wouldn't be the first time
 
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