I see nothing wrong with having crime increase or decrease its "potency" with difficulty settings. it make sense to me. How to code for this I have no idea though. But I support anyone who figures outs how.
EDIT: How about something like this ...
Settler = -2 Crime Per Pop
Chieftain = -1 Crime Per Pop
Warlord = 0 Crime Per Pop
Noble = +1 Crime Per Pop
Prince = +2 Crime Per Pop
Monarch = +3 Crime Per Pop
Emperor = +4 Crime Per Pop
Immortal = +5 Crime Per Pop
Deity = +6 Crime Per Pop
I see nothing wrong with having crime increase or decrease its "potency" with difficulty settings. it make sense to me. How to code for this I have no idea though. But I support anyone who figures outs how.
You can't yet as I have not added the difficulty either as GOMType or allowed Property Manipulators on the HandicapInfo. But that is what I will add when I am back.
How does the AI evaluate its army size? I have enough espionage points to see what my neighbours are doing in their cities and it seems that they are not keeping large enough military compared to how much gold they are making (+800 or +600 per turn with over 100k cash in treasury compared to my +400).
I've been able to build my military from around 0,7 military strenght ratio to 1,5 compared to my neighbours. This kind of mechanic tends to happen in other games too where I have the smallest military at first but i'm able to outbuild everyone. Military would be one obvious use for the abundance of gold that the AI could do.
AI seems(by watching AI city screens) to build lots of troops when they are at war or preparing for war but not too many at peace. The problem is that it often is too late to start building your army when your attacked. With the amount of gold they have they only have few unit in many of their border cities.
So maybe there is an imballance in the evaluation of military against the amount of gold or the military strenght of the neighbors or some other gap. Or is it just a question of not enough production to build both buildings and units fast enough?
If there is need for a save where neighbours have the gold but are slowly left behind in military strenght: View attachment 330340 ,V25, snail, gigantic, deity
How does the AI evaluate its army size? I have enough espionage points to see what my neighbours are doing in their cities and it seems that they are not keeping large enough military compared to how much gold they are making (+800 or +600 per turn with over 100k cash in treasury compared to my +400).
I've been able to build my military from around 0,7 military strenght ratio to 1,5 compared to my neighbours. This kind of mechanic tends to happen in other games too where I have the smallest military at first but i'm able to outbuild everyone. Military would be one obvious use for the abundance of gold that the AI could do.
AI seems(by watching AI city screens) to build lots of troops when they are at war or preparing for war but not too many at peace. The problem is that it often is too late to start building your army when your attacked. With the amount of gold they have they only have few unit in many of their border cities.
So maybe there is an imballance in the evaluation of military against the amount of gold or the military strenght of the neighbors or some other gap. Or is it just a question of not enough production to build both buildings and units fast enough?
If there is need for a save where neighbours have the gold but are slowly left behind in military strenght: View attachment 330340 ,V25, snail, gigantic, deity
If it has visibility of the strength of other players, and is not at war, it tries to stay 'in touch' with rivals. Geographically close rivals, and rivals with worse diplomatic relations will increase it's keeness to do that. However, there is currently NO coupling between financial situation and military size, except when it gets into financial difficulties (when it will try to trim down).
I agree that a large financial surplass would probably be a sensible trigger for more military building. It's something I can look to implement at some point, as it should be relatively easy to do. Some slightly strong coupling to rival power is probably also desirable, but we have to be very careful ot to put the AIs into a perpetual arms race with one another all the time a the expense of their economies (which was a serious issue a releases or two ago, and caused the AI to neglect it's economy).
The 1st is before it gets any promos. You will notice that it displays -10 and -5 Crime, as it starts with Police I.
The 2nd screenie is after 10% str (the Star symbol) has been added which expands the promo list to add Police II promo. Police II promo was then added. But after all Promos that could be added were added, The Guard's anti crime rating is still -10 and -5. No Change.
Question: Like the TWs is the Display for Guards broken or is the Promos broken?
Yes, the display for the crime is messed up. However, as far as I can tell, the property calculations do take into account all sources of -crime. granted, I don't understand that code very well, but when AIAndy gets back he can look and fix anything that may be wrong.
AIs into a perpetual arms race with one another all the time a the expense of their economies (which was a serious issue a releases or two ago, and caused the AI to neglect it's economy).
It wasn't all bad. The AIs that didn't get their economy trashed were actually very competitive. Even if it was because they just happened to have enough gold not to limit them.
Currently there are also lots of AIs with way over 100k in treasury with nothing to spend it to. Maybe there should be a mechanism that they would hurry production with gold when over x amount of gold.
It wasn't all bad. The AIs that didn't get their economy trashed were actually very competitive. Even if it was because they just happened to have enough gold not to limit them.
Currently there are also lots of AIs with way over 100k in treasury with nothing to spend it to. Maybe there should be a mechanism that they would hurry production with gold when over x amount of gold.
I don't know... my last game that went into near modern ended up costing me a hell of a lot of my enormous gold stockpile just to keep up on upgrades. It's not a bad thing to hoard (except for the inflation, assuming that's all been sorted out.)
But armies, both offensive and defensive, will need to be made to be desired to be a bit stronger... I have a number of items to discuss with you, Koshling on this matter regarding some things we should be showing the ai how act in consideration of. I'm not half the AI programmer you are and I may, admittedly need either help or guidance, I don't want to interfere with any development projects you've got on your plate, and I think by explaining a few new strategic elements to you, you'll find better solutions for the ai than I ever could and be able to work those considerations into adjustments you already have in mind.
I don't know... my last game that went into near modern ended up costing me a hell of a lot of my enormous gold stockpile just to keep up on upgrades. It's not a bad thing to hoard (except for the inflation, assuming that's all been sorted out.)
But armies, both offensive and defensive, will need to be made to be desired to be a bit stronger... I have a number of items to discuss with you, Koshling on this matter regarding some things we should be showing the ai how act in consideration of. I'm not half the AI programmer you are and I may, admittedly need either help or guidance, I don't want to interfere with any development projects you've got on your plate, and I think by explaining a few new strategic elements to you, you'll find better solutions for the ai than I ever could and be able to work those considerations into adjustments you already have in mind.
just passed 500bc in a game and it is just silly... 10k gold per turn, 23k research per turn, 29k culture per turn, we are in the industrial era building steel mills while the ai civs are puttering around in quinquiremes. it is rather odd to note that at this point I cannot recruit a worker anymore- the only options are elephant worker, buffalo worker, and mule worker, which means most cities cannot produce a worker(I just solved this mystery... workers seem to be disabled until you discover nitroglycerine and can produce 'industrial era worker'). On another curious sidenote, is it possible to disable the 'alternative reality' techs and buildings and units? this clockpunk and steampunk stuff isn't of any interest
I must apologize for not reading through the previous 33 pages of this thread but so far balance issues seem to be numerous and drastic
some things that I have come across so far:
Spoiler:
* Street Cleaner costs 1500 hammers, Balloon Ride costs 3625 hammers, and Winter Chalet costs 3500 hammers... all pretty much pointless at that cost to build for the tiny benefits they provide compared to other buildings with similar(or better) bonuses
* Grand Estate description says it provides food but instead it reduces food (-3 in most cities)
* Income is extreme - we can rush-build every world wonder as soon as we tech it
* Great People are too frequent - we generate one every twelve turns or so and can spam techs with them
* Random Events are far too cheap - Massive snowfall has buried a region of our territory near Kyoto. (windmill and paved road are destroyed) OR pay 7 gold to keep them both.
* "Double Buildings" seem unnecessary. for instance, building a mine on some iron lets you build an "Iron Mine" building in your city. same thing for copper and stone and many other resources... even rice paddies and rice terraces can be built in the city when there is a farmed rice resource nearby. all these buildings give extra income/production/food above and beyond what the upgraded resource tile provides. really wonky!
* Cement Mill seems a pointless upgrade from a Cement Mason. They both only provide 1 hammer, but the mill adds unhealthiness
* "Housing advancements" seem completely unnecessary or should be automatic - it shouldn't take X turns to "upgrade" your cottages from an older type of cottage to a newer type of cottage when there is no difference in health, happiness, or hammers. if the buildings would change into the new type automatically that would be nice
* Furniture Factory says it gives +5 gold but in my case it says 'actual: -1.42 gold'
* Leather Factory says nothing about production, but mouseover says 'actual: -35 hammers' (yes NEGATIVE 35!!! ouch!) (I'm guessing this is because it replaces the Tannery, which gives production bonus?)
* Shale Plant also has a similar issue, advertises +6 hammers, but says actual -4 hammers
have come across plenty more than that, this is just what I could shove into so few words before heading to work- this mod is good fun, I'm just playing through on prince to see how it plays in the different eras. so far I still get MAF crashes every 90 minutes or so, even on low quality graphics, but what can ya do. they give me opportunities to do the things a normal human should be doing, like eat, or breathe.
Barb World Option on a map with less than 9 AI will wipe out several AI now. And reduce others to just 1 or 2 cities. A couple may develop normally If they can capture a Barb city early.
I had 3 cities before Tribalism this current game on a 6 continent map with 5AI. 1 AI died early leaving an entire continent to the Barbs there. It had 7 or 8 cities by the time I got Fluyts to invade.
1 continent has 1 AI city size 18 but no real tile improvements. Second had 4 cities till I discovered his continent and has since planted 2 more cities. 3rd AI has 10 cities with some barb cities still viable on it's continent. And 4th AI Has 20+ cities. Only real competitor left but 10+ techs behind me.
... it is rather odd to note that at this point I cannot recruit a worker anymore- the only options are elephant worker, buffalo worker, and mule worker, which means most cities cannot produce a worker(I just solved this mystery... workers seem to be disabled until you discover nitroglycerine and can produce 'industrial era worker')....
Worker units upgrade in C2C so of course you can only build the latest. Gatherers upgrade to workers which upgrade to (Elephant worker or Buffalo worker or Mule worker) which upgrade to Industrial worker then modern worker and so on.
On another curious sidenote, is it possible to disable the 'alternative reality' techs and buildings and units? this clockpunk and steampunk stuff isn't of any interest
Yes. In Assets/Modules/Alt-TimeLines edit MLF_CIV4ModularLoadingControls.XML and change th 1 to a 0 for those two. Note: iirc this does not remove the techs from the tech tree, it is something we need to add.
Barb World Option on a map with less than 9 AI will wipe out several AI now. And reduce others to just 1 or 2 cities. A couple may develop normally If they can capture a Barb city early.
I had 3 cities before Tribalism this current game on a 6 continent map with 5AI. 1 AI died early leaving an entire continent to the Barbs there. It had 7 or 8 cities by the time I got Fluyts to invade.
1 continent has 1 AI city size 18 but no real tile improvements. Second had 4 cities till I discovered his continent and has since planted 2 more cities. 3rd AI has 10 cities with some barb cities still viable on it's continent. And 4th AI Has 20+ cities. Only real competitor left but 10+ techs behind me.
We added the Tribal Guardian to try and keep the AI alive until the AI code for defense could be worked on. Perhaps if Raging Barbarians or Barbarian World is on we should also give a Tribal Guardian to any new city settled by a tribe.
just passed 500bc in a game and it is just silly... 10k gold per turn, 23k research per turn, 29k culture per turn, we are in the industrial era building steel mills while the ai civs are puttering around in quinquiremes. it is rather odd to note that at this point I cannot recruit a worker anymore- the only options are elephant worker, buffalo worker, and mule worker, which means most cities cannot produce a worker(I just solved this mystery... workers seem to be disabled until you discover nitroglycerine and can produce 'industrial era worker'). On another curious sidenote, is it possible to disable the 'alternative reality' techs and buildings and units? this clockpunk and steampunk stuff isn't of any interest
I must apologize for not reading through the previous 33 pages of this thread but so far balance issues seem to be numerous and drastic
some things that I have come across so far:
Spoiler:
* Street Cleaner costs 1500 hammers, Balloon Ride costs 3625 hammers, and Winter Chalet costs 3500 hammers... all pretty much pointless at that cost to build for the tiny benefits they provide compared to other buildings with similar(or better) bonuses
* Grand Estate description says it provides food but instead it reduces food (-3 in most cities)
* Income is extreme - we can rush-build every world wonder as soon as we tech it
* Great People are too frequent - we generate one every twelve turns or so and can spam techs with them
* Random Events are far too cheap - Massive snowfall has buried a region of our territory near Kyoto. (windmill and paved road are destroyed) OR pay 7 gold to keep them both.
* "Double Buildings" seem unnecessary. for instance, building a mine on some iron lets you build an "Iron Mine" building in your city. same thing for copper and stone and many other resources... even rice paddies and rice terraces can be built in the city when there is a farmed rice resource nearby. all these buildings give extra income/production/food above and beyond what the upgraded resource tile provides. really wonky!
* Cement Mill seems a pointless upgrade from a Cement Mason. They both only provide 1 hammer, but the mill adds unhealthiness
* "Housing advancements" seem completely unnecessary or should be automatic - it shouldn't take X turns to "upgrade" your cottages from an older type of cottage to a newer type of cottage when there is no difference in health, happiness, or hammers. if the buildings would change into the new type automatically that would be nice
* Furniture Factory says it gives +5 gold but in my case it says 'actual: -1.42 gold'
* Leather Factory says nothing about production, but mouseover says 'actual: -35 hammers' (yes NEGATIVE 35!!! ouch!) (I'm guessing this is because it replaces the Tannery, which gives production bonus?)
* Shale Plant also has a similar issue, advertises +6 hammers, but says actual -4 hammers
have come across plenty more than that, this is just what I could shove into so few words before heading to work- this mod is good fun, I'm just playing through on prince to see how it plays in the different eras. so far I still get MAF crashes every 90 minutes or so, even on low quality graphics, but what can ya do. they give me opportunities to do the things a normal human should be doing, like eat, or breathe.
I'll respond to your points individually, I suspect I know what is causing some of them, others are issues that will need to be fixed.
1. Industrial Age and beyond buildings do really need to have their costs increased a lot. This has been neglected for over a year now, and It is long overdue.
2. The Grand Estate probably replaces something else, and that is why the Actual bar says that. I think that we need to go through and fix those building chains so that upgrades are actually more important and have greater benefits. If you can provide a list of things that in your opinion need changing Hydro can probably change them.
3. Unfortunately ori (our events guy) is also a Super Mod here at CFC, and does not have a lot of time to mod C2C. DH is the other one who knows how to make events, and his computer has been broken in one form or another for over a month.
4. I agree about Mining specific and Crop specific buildings, but those were Hydro's creations, and so probably won't get changed, unless they are holdovers from the old Goods system.
5. Housing is another part of the mod I think is underdeveloped, at the least those buildings need a cost increase, to make building them an actual strategic decision.
6. When V26 is released (in a couple days), please test it (and do a modifier recalc) and see how much you are recieving, a lot of changes were made this version with balancing of Inflation and Civics.
In short, I suspect that the fact that you have no AI competition (see below for why) and so no need for a military is another major factor in the imbalances you are seeing. Not many get to the Industrial Era, so it does not get as well balanced, you have provided us with an excellent opportunity to work on that. Would you be willing to post your savegame, so that we can look and see what all is imbalanced? That would be something we've not had for a long time, a well-developed Industrial save to find issues with.
As to why you aren't having any serious AI threat, part of it is due to the AI's incompetence (which was also improved in V26), but I think a large part of it was due to your map. Assuming this is the same game you had in the vid, your starting continent was way too small, and Raging Barbs (if you used that option) probably didn't help. Giant is the lowest mapsize that I think is really balanced for C2C, in terms of giving everyone a good fighting chance, and with Viewports you can run that size of map without many, if any, MAFs. The third reason I think you steamrolled in this game was because the AI built way too many Archers, which you countered with Javelineers with City Raider. That is also reduced in V26, the AI builds more balanced defensive stacks. Also, playing your next game on Deity might give you a nasty awakening.
Thanks so much for pointing out what is broken in later eras, without that we would never be able to make C2C a more enjoyable mod and a more challenging experience.
hey I'm just posting observations from one of my first plays of the mod... I am not here to complain, if anything quite the opposite, I have had quite a lot of fun with it so far
Worker units upgrade in C2C so of course you can only build the latest. Gatherers upgrade to workers which upgrade to (Elephant worker or Buffalo worker or Mule worker) which upgrade to Industrial worker then modern worker and so on.
the problem is I started colonizing about this time, and could not build workers in the new colonies because they had no resources connected(the animal workers all require having that animal). so I had to go back to my mainland to transport some workers over. it is a little silly to not be able to build workers at all
Yes. In Assets/Modules/Alt-TimeLines edit MLF_CIV4ModularLoadingControls.XML and change th 1 to a 0 for those two. Note: iirc this does not remove the techs from the tech tree, it is something we need to add.
Good to know V26 will have some helpful things like AI producing balanced stacks... I felt guilty rocking their world with only City Raider Javilineers. Yes I've been continuing the game from the video, I'll post the current savefile here. While we wait to tech up, we've been at peace but swamping the AI with Privateers and Outlaws, further slowing their ability to advance. Yeah, next time I'll go for something like deity, but this time I just want to see how the mod plays, what buildings and units become available, how they can be used, etc.
I loved your C2C YouTube video. Please do more episodes.
If you have any questions let us know. They are very helpful in finding bugs and seeing how people play. Quill's videos for instance helped me solve a bunch of bugs because as a moder I sometimes think something is obvious, when its not.
The invincible llamas in your video was hilarious. But also a good example of a balance problem that got overlooked. I also did not realize that the subdued animals kept their promotions. I am not sure if that should be changed or kept. However they are under DH's control so it would be up to him if they should be altered.
In short C2C videos help a lot in improving the game. You are like play testers we can watch and see how you play and interpret things we made.
the problem is I started colonizing about this time, and could not build workers in the new colonies because they had no resources connected(the animal workers all require having that animal). so I had to go back to my mainland to transport some workers over. it is a little silly to not be able to build workers at all
Strange, I just checked and I can still build workers if I have the buffalo ones available. Maybe it is only if you have all of them available. The workers should have still been available in unconnected cities because those upgrades require a building in the city. very
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.