Fergei
Prince
- Joined
- Mar 31, 2020
- Messages
- 380
I haven't played your particular modified settings, but I do have a lot of experience myself in playing with customized settings by modifying the civ editor rule settings, just like you did. But even then, what I all mentioned about governments doesn't even have to be based on gameplay. Every new game I would restart would introduce so many new variables that it would be impossible to draw conclusions from that. I know a lot of the game mechanics behind Civ 3, and it's a rather simple equation we have to run from that. Support cost per unit, bonus commerce, support per town/city/metro and war weariness are major variables in determining the strength of different governments. If you disagree with what I claimed, then please give arguments contrary to it.
I have laid out, and stand by, areas where I disagree with your positions in my two most recent posts. Your stance here is akin to a doctor diagnosing a patient whilst sitting in another room with a textbook and confirms my suspicions that you actually lack practical experience of how my combination of settings work. As such, I’m now less inclined to engage with your points in detail as it is bordering on a waste of time. I will however give it a final effort. The surest way to understand my perspective would be to the test the settings in practice.
Debug mode plus small map and you could test the settings many times in the time it has taken you to post inaccurate interpretations of the settings.
Deducing from your previous post, you seem to be referring to Fundamentalism (the high unit support cost), and Monasticism (the low unit support government). Fundamentalism is a war government with 8/4/2 town/city/metro support, 1 unit support cost, no WW, no bonus commerce and rampant corruption. Monasticism is a peace government with 2/1/1 town/city/metro support, 3 unit support cost, high WW, bonus commerce and communal corruption. You haven't mentioned why the AI disbanded their army, so I have to do some guesswork. I can't imagine the AI just disbanding units for no reason at all, so it's likely at a treasury shortage. What likely happens is that the AI grew a lot of it's cities from town to city size, thereby increasing the army cost significantly. In the base game, the AI can't handle commerce to well, since when wishing to trade you often see AI civs having their treasuries empty. Then, likely in combination with the bonus commerce from Monasticism freeing up it's low treasury, it likely increased the taxes to obtain more money. Since I don't have a save file for some evidence, it's nearly impossible for me to take a look at what you're describing happened.
However, this isn't what I meant by the AI being 'smart'. I was referring to the AI understanding the negatives of WW, and the benefits of bonus commerce and unit support, that it correctly switches between governments depending on being in peace or war in the base game. However, if anyone switches these things up, it will only cause the AI to make weird choices.
I’ve little to add to this point from my previous two posts, so apologies if there is a difficulty with comprehension. If you think that the AI engaging in periods of anarchy multiple times to drop out of Democracy during needless wars (with no realistic prospect of military gains) due to an inability to successfully manage war weariness via the luxury slider is “smart” - then yes, you mean something different by the term “smart” to its dictionary definition. This is clearly a failing in the AI that human players can and do routinely exploit. This may even have been a contributory factor in the developers removing War Weariness from multiplayer games.
I think you missed my point here. What the AI picks (like Fascism over Plutocracy) isn't an accurate representation of which government is better. See the post of Ozymandias in that link to understand how the AI picks and chooses. There are some variables it takes a look at, but others which it does not. Therefore, what it picks is an inaccurate demonstration of wat the best government is.
Okay. So your definition of the AI being “smart” includes the AI picking what you consider to be “worse” government options? I would suggest it may beneficial for you to stick to dictionary definitions in future rather than making up your own and expect the rest of the world to read your mind.
You mean the human player holding back the AI by making military alliances?
Yes. Apologies for the typo.
Possibly, but as I've shown, the governments you introduced, and the changes you've made to old ones, has made many governments simply superfluous. Also, you mentioned before that AI can't deal with high unit support governments (since it disbands all its units), so your idea has been proven false by your own words.
2/2/2 = higher unit support than 1/1/1 but lower unit support cost. For whenever I’ve typed “high unit support” please read “high free unit support” if that is clearer to you.
As Ozymandias mentioned in a post you made a year and a half ago (https://forums.civfanatics.com/threads/modding-late-game-government-options.680544/#post-16519148), the AI chooses the government based on specific variables. It doesn't seem to base its choice of thinking ahead in 20 turns like human players can.
To provide more context, think of this. Why do people investigate cities in the game? Several reasons, but one is to identify the intentions of an AI rival by seeing what they are producing. However, if you haven’t investigated cities your ability to identify the intentions of an AI is extremely limited (beyond their basic goals of surviving and out-competing their rivals). However, when you see an AI switch to a high free unit support government type we can infer that their intentions have been (and likely continue to be) to prioritise unit production over city improvements (relative to an AI in a low free unit support government). Therefore, we can improve our knowledge of their potential actions in the next 10-20 turns given that one calculation in them declaring war on someone is the strength of their military relative to a rivals.
And this also isn't a refutation of my argument. Let me ask you in return: why would feudalism be better than despotism, fascism over monarchy, and monasticism over feudalism and despotism? I haven't heard a single argument yet.
We will agree to disagree on the merits of your argument. I would not use the term “better”. It would be inelegant to create government options that are better in 100% of scenarios as it would stifle variation in player and AI government selections. I am for government options that are better or worse based on situation considerations at different stages of the game.
I didn’t think I needed to explain that Monasticism having the trade bonus was a strength compared to Feudalism and Despotism that do not (and therefore, in some situations may be the preferable government option for both AI and human). Or that Feudalism having a unit support of 5/2/1, no despotism penalty, higher assimilation rate and higher military police limit will therefore be a preferable to Despotism for the AI and human in a range of situations.
I don’t intend breaking down the pros and cons of different government types in detail. A grasp of the different editor settings and experience of testing them in a game environment will aid understanding of why the AI is picking them.
I would however say that my aim is to make the later government options that came with C3C, on average, more palatable for the AI than the nearest equivalent earlier government option that came with C3C (e.g. the AI is more likely to pick Fascism over Monarchy). In this objective the AI's government choices show that I have incontrovertibly succeeded contrary to your perceptions that, for example, Despotism is better than Feudalism (even though I tweaked Feudalism to bring it forward into the early Ancient Era and reduce its unit support costs).
Obviously, the AI and the human will have different priorities in selecting a government type. My focus for players was primarily to reduce the percentage of scenarios in which Republic was the first and only government change. All my other government modifications were primarily geared towards the AI. You can make all the changes you want to a government type, but if it results in the AI not picking it then I consider that to be a really, really bad use of someone’s time when customising settings.
Monasticism worse than Feudalism/Despotism: in the early game it has a very low 2/1/1 town/city/metro unit support, combined with 3 unit support cost, high war weariness, 80% tech limit and xenophobia, while only getting communal corruption and bonus commerce in return. No rational person would choose this government pretty much ever over feudalism/despotism. In the early to mid game, the bonus commerce isn't too staggering yet until you have larger cities with some marketplaces and banks, so especially with the high war weariness and 3 unit support cost, these are far too much of certain negatives to make this government worth it. But my main assessment of Monasticism is that it's always simply a lot weaker compared to Republic and Democracy. How these two govs are compared to Monasticism, is what makes Monasticism completely useless.
I addressed this in my previous post when I said.
“Again, primarily for flavour. Although I did personally use this in a recent game (https://forums.civfanatics.com/thre...tings-india-emperor-31-civ-continents.688317/). By making Republic available only when all other Ancient Era techs are gained it is essentially available at the same time as the first column of techs in the Medieval era. So if I'm Scientific I might get access to Monasticism before Republic and be tempted by the inferior option as a way to quickly gain the trade bonus. If I am Religious, I may select Monotheism as a priority to get cheap Cathedrals, which makes Monasticism an appealing alternative to Republic (which doesn't come with any new buildings).”
How can a Monasticism be completely useless compared to Republic and Democracy in instances when the human player doesn’t have either Republic or Democracy and the human player is 20+ turns away from learning these alternatives? The abundantly clear answer is, it isn’t "completely useless".
Nor did I ever claim you said there aren't such options. My point was that on higher difficulties, you're supposed to go over and beyond the town/city/metro support limit in order to keep up with the AIs higher free unit support bonuses per city. Starting at Monarch, the AI gets additional unit support bonuses per city, regardless of the government they currently have.
Following on from your previous
Taking this into account, Republic and Monarchy by this point in the game are always better [compared to Imperialism] for ''building up your army in preperation for war'', at least on those difficulties
I would suggest you re-read my previous post. Building a large number of military units can be for defensive purposes just as much as for offensive purposes. So if you think Republic’s unit support of 1/3/4 and Monarchy’s 2/4/4 is "always better" to build a large number of military units compared to Imperialism’s 3/4/5 then you are fully entitled to that position. Personally, I’m happy to have arithmetic on my side.
No, having only 4 or 5 units per city or metro isn't a large military. It would be low, in fact a reasonable minimum for an expansion phase, not a late-game position. And in fact, the opposite of what you claim here is true: Republic would be better than Imperialism in building up large armies as I demonstrated above.
Unit support of 3/4/5, with 20 settlements, can result in 60 to 100 free units for a human player (compared to 20 to 80 for Republic at 1/3/4). Experienced players typically advise that as little as 25-30 offensive military units is all that is required to wage a successful offensive against pretty much any AI opponent, but for argument's sake, lets double that to 50-60 in this example. Even doing that I think your claim that we are “supposed to go over and beyond the… support limit” is not in line with what experienced players would say is a requirement. Obviously, going over the limit is absolutely a viable approach if you are in a low free unit support government like Democracy. But to suggest that we should always do this regardless of what government type we are in and whether or not we are planning an offensive military campaign? No.
For less experienced players there will be sub-optimum loss of units during wartime. So you may lose units at a similar rate to the rate at which you produce them, further reducing the requirement or likelihood to go massively over the free unit support level for Imperialism, especially if adopting a defensive stance of deterrence.
In the above example of 20 settlements, if you think you need more than 100 units I would suggest you are not going to be building city improvements at a rate to maintain pace with the AI (particularly with the lower cost factor settings I have chosen). So in that scenario, if that is how you would play the game, Imperialism will give you a number of free units far above that available in Republic without removing a single gold coin from your economy or a single shield from your city improvement production. Then, if you wish to go on the offensive, the reduce Anarchy penalties make switching into a war mongering government like Monarchy, Fascism or Communism a viable option. Therefore, Imperialism is a preferable government type, even for the human player, in some situations such as those I've laid out in this thread.
Finally, the AI sometimes picks Imperialism over Republic and Monarchy and given you think the AI is smart you can take it up with them!
With all respect, I think this most of all shows that you don't quite understand how unit support works, why bonus commerce comes into play here and why it matters, nor how you determine the true value of a government based on these. I also understand the confusion now, so Ill try to illuminate: taking a look at the town/city/metro unit support does not solely determine how good a government is in building up an army, and maintaining its costs cheaply. First of, it's not a good predictor because you also need to take a look at cost per unit and whether a government has bonus commerce or not. Only based on these together you can get a more accurate picture.
Again, I apologise if English isn’t your first language but your reading comprehension is sometimes barely at Chieftain level. I have never said that unit support “solely” determines how “good” a government is. My argument has been and always will be, that there are almost countless variables in a Civ3 game and that therefore any decision by the human player (and to a lesser extent the AI) about what government type to pick is situational. So there is no point in me engaging with this point as it is based on a foundation of misapprehension on your part.
''More variation in government types rather than the focus on Republic slingshot and often no further revolutions.'' This is what one of your main objectives was for this mod. But this mod literally results in the opposite of this because of what I've been trying to say for the last comments. Because you literally have made many governments worse than how they were, without actually having nerfed Republic and Democracy, these two are currently the top dogs of this mod, with Communism perhaps as a third runner-up. In this mod literally the best thing to do is to wait in Despotism until Republic, and then perhaps switch again at Democracy or Communism when the situation might be better.
In what way is Republic not being available until after every other Ancient Era tech has been acquired not a “nerf” compared to it being potentially available after learning just Alphabet, Code of Laws and Philisophy? Or is your definition of “nerf” also out of alignment with what the rest of the educated world understands it to be?
"With all respect", the last person on earth I would take guidance on in what the best thing to do in customising settings is a person who hasn’t even played it or tested it AND doesn’t understand that by making a government type available much later in a game it is in effect nerfed.
That's completely unrealistic, I do not know where you got that figure from. Usually a city only resists for a few turns at most. And that's only if your culture is low to begin with (with disdainful/dismissive ratings = 1:3 or 1:2 ratio), combined with the city in question having a large population (10+). Usually, for non-resisting civilians, the amount of units needed is x+1. If you have WLTKD, this is halved. But most importantly: once resistors are completely quelled, you don't even have to worry about cities flipping anymore, since you can simply starve them one by one by turning all of them into specialists or workers. So simply get all (or most) of your units from the city, and then drain the size one by one. And that's only if you do not wish to keep any units on the city for whatever reason. You can also force labor (whipping) if you have the correct government, and you can always simply raze the city, and then have a new settler build on top of the old location.
If I capture a size 20 city and my government type has a low assimilation rate then 40-60 turns is by no way “completely unrealistic” a timeframe to expect 100% of those 20 citizens to assimilate into my tribe’s ethnicity/nationality. Therefore, for 40-60 turns an increased military presence may reduce the potential for a culture flip.
It is true that I could simply liquidate every citizen of the nationality/ethnicity of another Civ every time I conquered a city. OR, if I didn’t think that this was a sensible game mechanic or (mercifully) a remotely historically accurate approach to military campaigns, I could tweak the assimilation rate to make conquest of territory more engaging and realistic and less one dimensional. This contributes to my stated aim to “Make short term skirmishes potentially profitable rather than total war / conquest being the only obvious military strategy.”
Believe it or not, but this is very much historically accurate as well. Think about the dozens of examples where guerilla units opposed an invading army. Civilians wielding arms are still a force to be reckoned with. The problem lies with modern societies that forbid the use of weapons, where historically, pretty much everyone had a weapon at home.
I’ll definitely choose to not believe it. I doubt you could think of a single historical example where an occupying force has maintained a strong military presence in a city it has conquered and subjugated (against opposing military units + opposing military civilian population), but where civilians have shortly thereafter risen up to:
- defeat the full strength occupying military units in combat without any aid from any military units/soldiers
- magically generated 1x military unit/brigade to defend their liberated city
Even if you can name one, that is very much the exception and absolutely not the rule in human history, yet this happens routinely under Civ3 default settings. Its why advancing armies in real life can confidently subjugate a town or city and then reduce the amount of military commitment in holding that town/city once it has been conquered to free up troops for the front line.
I totally forget to mention that customizing the OCN (Optimal City Number) is probably the best thing you can do to lower the amount of runaway civs. It can be found under 'World Sizes' in the editor. It determines the amount of cities a civ can build before their rank corruption increases by 2 per city above that threshold. Also, interesting you prefer MPPs to military alliances, since I absolutely do not like MPPs making an absolute mess in declaring war between every civ possible. Military alliances are much cleaner in that regard by my experience.
As we have established, your experience most likely does not extend to playing a single Civ3 game in your life where MPP is enabled and MA is not. So I don’t think your experience counts for much on this matter.
On OCNs, yes you could tweak that to artificially curtail the AI (and human) but that would be a sledgehammer to crack a nut and have countless unintended consequences on game balance and enjoyment. I don’t think many people create mods where they ramp up the level of corruption so that it kicks in far earlier in the game. I don’t think that is many people’s idea of an ‘improvement’.
If anyone actually tests the mod and comes back with feedback that is obviously something I would welcome, although myself and a friend have played countless games on this with great enjoyment. The main areas I am not satisfied are with:
1) options for the artillery (using the standard rulesets rather than a full blown mod). I don't think there is anything that can be done here without going into the full blown mod world of things like Flintlock.
2) getting the balance right between availability of luxuries and human/AI management of War Weariness (this is very challenging to balance and there are entirely viable arguments for why PTW resource availability levels are superior to Conquests and vice versa. Depending on map settings it can veer from too much luxuries and not enough. I am tempted next winter to lower their availability again to see if it increases player/AI viability of non-war weariness government options (which also typically have superior military support limits)).
But as I say, this thread was primarily all about simply posting custom settings that myself and a friend consider enhanced our personal enjoyment of the game. It is never about saying X is always better than Y, its simply about providing food for thought about how changes in different options can alter the game experience in areas that a player might not consider to be perfect in the default settings.
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