Thunderbrd
C2C War Dog
A truly scientific approach would not be looking at a game in 'play' but rather staged situations. But we can always take account of various random samples of the many options we have in-play at various stages.
In what era? Cheaper by half? PreH at 75 would be way too much. At 60 I was just under the amount of time it took to get a tech for each building and that's far too demanding on cost - who wants the tech to go that much faster than their build options? Those playing the upscaled option I guess, but not most I wouldn't think. At 60 it played ok but was still too demanding and didn't leave enough time to build units while somewhat keeping up if you just worried about production+ buildings mostly. Perhaps beyond Prehistoric it gets a bit easier but I tested out to mid-prehistoric.Setting every Era iConstruct at 50 is making all buildings now much cheaper than before the re-costing.
ALL. Did your recosting not increase Every Building?In what era?
That depends upon your Recost.Cheaper by half?
No it is not especially on any GS below Snail. You can Not gauge every GS by Snail. And your impression of snail. Eternity players have already commented that buildingss now cost half what they did before. And we have no real Eon players to speak of either.PreH at 75 would be way too much.
And you base this off of one Snail game that has not even made Tribalism? Really? C'mon T-brd.At 60 I was just under the amount of time it took to get a tech for each building and that's far too demanding on cost - who wants the tech to go that much faster than their build options?
There is no "perhaps" it gets progressively easier with each era even Before your Recosting and now your Era iConstruct reaction to your own recosts.Perhaps beyond Prehistoric it gets a bit easier but I tested out to mid-prehistoric.
And you have actual evidence of this? I don't think so.If you don't make the increases by era from there gradual it's going to be extremely jarring.
And you are basing this off of your limited play to mid Preh era. Your sample size is way too small to make this statement. You talk of scientific approach yet you break a basic rule?I would not advise increasing the era adjustment by more than 10% at a time from the previous era.
Differently by era.ALL. Did your recosting not increase Every Building?
I'm getting the impression you don't have the direct visibility on these from having the numerous saves for sampling I thought you must have. If not, what are you going off of here?That depends upon your Recost.
So you're basing your assessment on a few players making comments? Where have they made these comments? I've been reading all the posts as well.No it is not especially on any GS below Snail. You can Not gauge every GS by Snail. And your impression of snail. Eternity players have already commented that buildingss now cost half what they did before. And we have no real Eon players to speak of either.
The recharting affected the first half of the prehistoric more severely than the second. The second half, the buildings were much closer to original values. I realize it will take more testing, which I figured you'd be doing personally. Are you saying you've played some games on the new values up to and past Ancient now on multiple speeds to get a better feel for how this was currently working yourself or are you taking random guesses as well?And you base this off of one Snail game that has not even made Tribalism? Really? C'mon T-brd.
So you do have some measures in each era then?There is no "perhaps" it gets progressively easier with each era even Before your Recosting and now your Era iConstruct reaction to your own recosts.
Yes. The evidence, which you can see for yourself as well, is the chart itself. It increases cumulatively for each X-grid. And does so very smoothly. So with any given era boundary, if you add too much iConstruction cost, you'll end up with each era feeling like it suddenly took a huge jump up. I actually like it when techs feel this way but when standard buildings suddenly cost 6 rounds to build when the ones being revealed at the end of the previous era were taking 2 rounds to build, that, I would call, jarring.And you have actual evidence of this? I don't think so.
That's the only sample that really matters to establish all that's been established so far. It has proven that 50-60 is where the game NEEDS to start at. From there we can push up the iConstruction at a gradual increase. This will make there be a noteworthy 'step' up a player could feel, but not a tremendously jarring one and one that helps to make the first part of any age feel a little tougher, like you'll have to kinda start over again making things cheap and quick for you to get through. That wouldn't be a bad way to experience the game as long as it applied to all eras.And you are basing this off of your limited play to mid Preh era. Your sample size is way too small to make this statement. You talk of scientific approach yet you break a basic rule?
I reacted to the needs of the play experiences I explored. It was never intended to be a final call.And because you made the commit to change the iConstruct from 100 to 50 for all eras you have skewed the whole mod balance
int iProductionNeeded;
iProductionNeeded = GC.getBuildingInfo(eBuilding).getProductionCost();
iProductionNeeded *= GC.getDefineINT("BUILDING_PRODUCTION_PERCENT");
iProductionNeeded /= 100;
iProductionNeeded *= GC.getGameSpeedInfo(GC.getGameINLINE().getGameSpeedType()).getConstructPercent();
iProductionNeeded /= 100;
iProductionNeeded *= GC.getEraInfo(GC.getGameINLINE().getStartEra()).getConstructPercent();
iProductionNeeded /= 100;
int iProductionNeeded;
iProductionNeeded = GC.getBuildingInfo(eBuilding).getProductionCost();
iProductionNeeded *= GC.getDefineINT("BUILDING_PRODUCTION_PERCENT");
iProductionNeeded /= 100;
iProductionNeeded *= GC.getGameSpeedInfo(GC.getGameINLINE().getGameSpeedType()).getConstructPercent();
iProductionNeeded /= 100;
# Written in python as that's what I'm most familiar with.
CvTechInfo = gc.getTechInfo(eBuilding.getPrereqAndTech())
if CvTechInfo == None:
iEra = 0
else:
iEra = CvTechInfo.getEra()
i = 0
while True:
CvTechInfo = gc.getTechInfo(eBuilding.getPrereqAndTechs(i))
if CvTechInfo == None:
break
iEraTemp = CvTechInfo.getEra()
if iEraTemp > iEra:
iEra = iEraTemp
i += 1
iProductionNeeded *= GC.getEraInfo(iEra).getConstructPercent();
iProductionNeeded /= 100;
All this is pretty much exactly what I was thinking. Obviously the syntax is a little different.The only change needed in this calculation is, as you said, to base that last calculation on current era instead of start era. It might be strange that buildings from earlier eras increase in cost when you enter a new era, but it might not be a big problem either.
iProductionNeeded *= GC.getEraInfo(GC.getGameINLINE().getStartEra()).getConstructPercent(); →→→→ iProductionNeeded *= GC.getEraInfo(GC.getGameINLINE().get(iPlayer).getEra()).getConstructPercent();
If this cannot be done so that the building cost is different between two players who are in different eras; then you would need to do a check for the latest tech requirement for the building and decide what era the building belongs to before calculating final cost for that building.
Spoiler Code outline for the alternative suggestion :Code:int iProductionNeeded; iProductionNeeded = GC.getBuildingInfo(eBuilding).getProductionCost(); iProductionNeeded *= GC.getDefineINT("BUILDING_PRODUCTION_PERCENT"); iProductionNeeded /= 100; iProductionNeeded *= GC.getGameSpeedInfo(GC.getGameINLINE().getGameSpeedType()).getConstructPercent(); iProductionNeeded /= 100; # Written in python as that's what I'm most familiar with. CvTechInfo = gc.getTechInfo(eBuilding.getPrereqAndTech()) if CvTechInfo == None: iEra = 0 else: iEra = CvTechInfo.getEra() i = 0 while True: CvTechInfo = gc.getTechInfo(eBuilding.getPrereqAndTechs(i)) if CvTechInfo == None: break iEraTemp = CvTechInfo.getEra() if iEraTemp > iEra: iEra = iEraTemp i += 1 iProductionNeeded *= GC.getEraInfo(iEra).getConstructPercent(); iProductionNeeded /= 100;
The order of calculation does not matter in multiplication; they are all affecting construction cost equally.What I'm curious about is how far different results can be from an adjustment on the gamespeed file vs an adjustment on the era info based on the order of calculation.
Well, this is possibly true that there could/should be some further adjustment due to the 'flavor' of the era, however, the base chart already has an increasing arc of cost assignment so there's a natural curvature as well as the step up at the eras. I again saved the game right before Sedentary Lifestyle (and after) and it's quite interesting what happens when the building costs surge. I'll upload the saves here tomorrow.Changes in era are also vastly different. Ancient to classic should be fine but when power and factories are involved you should speed up production by more than 25%.
The AI was doing pretty well. I'm actually finding it a little challenging. A little. And that's on Noble. I mean, I could've probably swept the board and tried to get all wonders and religions, both of which I almost entirely skipped for the sake of the test game, but suffice it to say I'm not WAAAY ahead when I get to Sedentary Lifestyle. On Normal, it's a little more challenging to get there quickly in years terms. I may not have played as well either. But I've come to understand that the main reason things feel a little differently on Normal speed is due to rounding and in a lot of ways it hurts the player progress, even with multiple production in effect. But on that game, the AI was doing much better.Above all offcourse, can the AI handle it. If we struggle with building selection and butter or guns problems won't the AI be devastated?
I saw that... makes sense.In my latest commit the only thing I changed, in relation to any of this, was an iConstruct value for the AI on Nightmare. Regular Deity was at 60% but it looked like SO got confused a bit and put 100 in, the same as Noble. I changed that to 50 to match the other variables. This will impact the speed that the AI can build and should help it in a round about way of getting necessary buildings built when trouble hits. Noriad2 post which caused me to post code revealed the value being "off".
Seems it's helping. I'm playing on Noble and this is very challenging, however, I can ignore prioritizing some things on Noble that I wouldn't be able to ignore on higher difficulties. This allows me to address ONLY growth and getting ahead, which, with the AI being on Noble, would be pretty much how they experience the game regardless of your own game difficulty. However, more and more on harder settings, you cannot ignore the law enforcement or disease or even education, so those things really bog you down and distract you from being able to get aggressive, get effective hunting going, or even get your platform of production and then food buildings. Unhealth plays a greater role at higher difficulties which means a LOT of buildings I could ignore building would be something you'd not want to overlook on a higher difficulty level. All that would play greatly into delaying you over what the AI is experiencing.If we can make Noble a decent challange for the avg "joe" player it will be a great thing imhpo for the mod. Then players will respect the upper difficulty levels of C2C and start saying it's as tough as Vanilla BtS.
How so? I will admit I wasn't playing for the long haul so I didn't think it out TOO thoroughly, but I'm curious as to what made you question it.Kind of scratched my head over your 2nd city placement.
And this is on Noble setting. Safe to say things are getting more competitive I think. What kind of makeup did those ministacks have?But at 3000BC Stalin and Curtain are in a race for land. I lost a settler to a bad move and Stalin now has 6 cities to your 5. I did claim both horse resources that were close. But Stalin has horse on the other side of Moscow anyway. Several times he brought mini stacks to the border. I could rally enough counter force for him to back off. He did succeed in cutting me off from the NW part of the continent though.
2000BC is the Classical "target" date. But I'm finding most players get there sooner on almost all GS.It seems techs are comin' very quickly, but what's the target date for entering Classical? Was it still 3000k BC?