Crazy Spatz's Alpha Centauri Mod

It's that time again, same Bat-Time, same Bat-Channel!
Do not attempt to use this mod post-patch until I release 1.02 (figure 2-3 days later, at best).

Is there a way to disable auto-update so we can still play this mod?

> I've disabled the "kill city-state" mission altogether. Conquering city-states almost never happens, and this'd cause city-states to get locked into a mission that would never be completed.

Finally...

> The "No Barbarians" and "Raging Barbarians" settings now affect psionic unit spawn rates. Setting No Barbarians divides Psi spawn chances by half, both in the Breakout and in later spawns from spore towers, and reduces the chance of towers spawning by half. Raging Barbarians, conversely, doubles the breakout size, doubles spawn chances, and effectively removes the Spore Tower cap calculation.

I'm worried that "Raging barbarians" would put too much strain on CS. In my game already at the future era some weak CS were pillaged by the mindworms, and now from that I see that maybe most of them could be overriden, and weaker civs too. From an annoyance it goes to a small threat and for small civs it might go to a big threat, not sure if intended.
Can you make so they spawn mostly on Sovereign top civs?

> I'd previously lowered the AI's Flavor rating for the Apollo Program from 250 down to 100, so that it wouldn't drop everything to build it. But now the AI just almost never builds it, so I'm returning it to the original value.
> In v.0.23 I tried decoupling the Apollo Program from the Space Race victory, so that it would still be buildable. It appeared to work at the time, but it was somehow preventing the AIs from wanting to build the project any more.

Why not just create some national wonder like "Space ship research center" or something like that to replace the Apollo (And make apollo a wonder) so the AI still builds them?

> After Barbarian units heal at the start of each turn, the game resets their graphic (by moving them onto the same hex they're already on), which prevents the graphical bug where units would run halfway around the world for no reason.
> Similar logic was added to the self-heals of the Troll and Titan-class units, and the critical strike of the Ranger.

Wow, you fixed it.:goodjob:

BTW: Can you create more missions for the CS or that's impossible or too costly?
 
I know you hate messing with the vanilla game, but I do think the policies will need some tweaking, especially the whole freedom/order/autocracy thing being mutually exclusive, possibley power up the weaker policies

Also, the mohawks now require no iron, thats just... gamebreaking at the classical era to have a more powerful swordsman that requires no resource, because players can now just amass a huge army of powerful units, and have iron to spare for catapults
 
Is there a way to disable auto-update so we can still play this mod?

It's one of the options in Steam, I think. I don't mess around with that, since I NEED to be using the most recent version (or else how would I know whether it works for people who did update?).

I'm worried that "Raging barbarians" would put too much strain on CS.

It's a definite concern. But there are two things that I think will keep that under control:
1> The Raging Barbarian doubles the CHANCE of a tower spawning, and doubles the CHANCE of a mindworm spawning on the hex. But there's still an inherent limit of 1 per turn on each.
2> The big problem city-states were having, IMO, was that when the Breakout occurred the chances were pretty good that at least one Spore Tower would spawn within a city-state's borders, and non-militaristic city-states just don't have the firepower to deal with a Spore Tower. In the previous version I changed this to where the Breakout instead just spawned a higher number of Mind Worms and Isles of the Deep instead, no Spore Towers. So I think they'll have a little better chance of handling it, since the chance of getting slammed by multiple spore towers is basically nonexistent.

Regardless, it's really a major civ's responsibility to keep its allies/local city-states clear of infestations. Now, I can try coding it up to where the spawn chances are reduced if the hex in question is within a city-state's borders, but I'd prefer not to do this for balance reasons. And getting it to depend on something like current score rank is just a lot more work.

Now, to me this is all still academic, because I never use the Raging option.

Why not just create some national wonder like "Space ship research center" or something like that to replace the Apollo (And make apollo a wonder) so the AI still builds them?

Besides the fact that it works now, this is a known issue for the devs; in the patch notes for the next patch is a note that they're fixing the AI's logic for the Apollo program.
Also, a Project can't require a Building, so I need to keep it a Project so that the spaceship parts will work.

BTW: Can you create more missions for the CS or that's impossible or too costly?

Requires the DLL, it's all hard-coded XML stubs. I wish I could, and I'd bet that it'd be high on the priorities of modders once we do get the DLL.
 
So I played a quick game this morning; Industrial start, and I stopped my play session in the late Digital. I'm almost certainly going to win at this point, but it's about to get very, very messy. The highlights:

> Zero crashes of any kind. (Hooray!) There were a couple points where my graphics card was clearly straining, but it held.
> The resources were very clumpy. Very little uranium, the only 8-unit aluminum was under a city-state (which was then conquered by China), and a bit short on water-based omnicytes. Plenty of oil, but all of the land-based deposits were on one continent (not mine) while all the sea-based were on another (mine).
> Small map, meaning 12 city-states. 2 were on the small continent with me and Siam, 3 were on the large continent (all quickly conquered by China, Japan, Songhai, and Persia), but the remaining 7 were all clumped in a series of small islands. Because these city-states hadn't been involved in any land wars, they were HEAVILY defended. When the Breakout came, the city-states handled it better than I did, since their cities would have 3-4 plasma artillery each and plenty of air power.
> I conquered Siam with Tanks and Artillery; China and the Songhai later conquered Persia with Plasma Artillery and Modern Armor, after nuking the persians a few times.
> I launched the spaceship, and China launched about 15 turns later, one turn before the Breakout. Songhai and Japan had started ships of their own but made no real progress.
> The Breakout was kind of entertaining; due to the shape of the map, my territory took the brunt of the land spawns. But the water spawns were worse; three Isles of the Deep had spawned in close proximity and moved around as a group. This would have been scary enough, but by sheer chance they spawned near Askia's amphibious invasion force (headed for Japan), and the Isles sunk half of the transports.
> I changed the Plasma Artillery to be uranium-only in this last version, and it worked out very well, so I think I'm going to leave it this way.
> The four civs on the big continent nuked the heck out of each other, and remarkably, every single nuke got through before the SDIs were completed. 30% chance failure on atomic bombs, and China was 3 for 3 with those and 2 for 2 on nuclear missiles (20% fail); Japan and Songhai also lobbed a few nukes, with no interceptions.
This really helped me win the space race.

dinobot386 said:
I know you hate messing with the vanilla game, but I do think the policies will need some tweaking, especially the whole freedom/order/autocracy thing being mutually exclusive, possibley power up the weaker policies

I'll consider boosting a couple of the weaker Autocracy policies, but I'm not going to change the mutual exclusivity. Not that I'm happy with it, but I don't want to deviate THAT much from the core game. So it'll be sort of like what I did to Piety, Republic, and Theocracy, where I added some sort of secondary effect to the policies, possibly toning them down in the process, but they'll still have the same basic role as before.
 
just had a random CTD but other than that game was playing fine today i think it was me clearing out my cache that fixed it. Had just made it to the medieval era on a standard map (tiny islands) ancient start normal speed
 
Okay, it's time for the traditional Feedback Post, where I ask questions and no one answers.

1> Is there a point in the game where Happiness becomes a non-issue? Note that with the way I've structured the negative-happiness buildings, there'll be a point in the late Nuclear/early Digital where you're expected to have a large surplus (this is deliberate, to create golden ages for the space race), but that'll go away as soon as you start building Genejacks and such. I'm asking if there's a point where it stops ever being an issue again.
(Note: do not play Persia or Egypt before answering this question, as those civs' UBs have a happiness boost.)

2> At what point in the game does Gold become a non-issue? I've tried to keep it balanced to where you barely have a surplus outside of Golden Ages, but there's a point in the Digital Era where income just seems to explode, through a combination of +gold policies and Wonders. I'm trying to remove that.

3> Is there a point where you stop making new units, and just go with upgrades on what you already have?
This is mainly a question about the Digital Era. I've got units like the Scout and Assault Powersuits, the Doppelganger, the Golem, the Laser Infantry, and the Mind Worm. Each of these is either upgraded from a rarely-used unit or has no predecessor at all.
In my test game, despite knowing exactly what these units could do, I still wasn't building any of them because I had a number of 100-XP tanks and such in the field, and it was just better to keep those up-to-date instead.

4> Is there any resource you're consistently short of in every game?
For instance, I've noticed that there just doesn't seem to be enough Dilithium; by the time you build Fusion Labs in your core cities, there's nothing left for Gravtanks, Mobile Shields, etc. Water-based Omnicytes also seem to be in short supply. Most of the other resources really seem to fluctuate with the game; I've had games with plenty of Uranium and Oil and no Coal or Aluminum, and I've had the reverse.

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I've been looking at trying to make the top third of the tree a bit more desirable in general; right now, it's too tempting to beeline along the bottom of the tree (as much as possible given the cross-linking I use), which makes the units in the top half effectively a tier or two higher; while Skimmers and Vertols might be T17, and Mind Worms T16, you'll often unlock Graviton Theory before Centauri Empathy. So Mind Worms look even worse by comparison, despite being a pretty strong unit now.
But if I can make the top techs a bit better, then this won't be as bad. Here's what I've been thinking:
> The Xenoempathy Dome and Brood Pit boost Psi units (although the Brood Pit also generates Omnicytes, but those are mainly only used for Psi units). They need to do something else, something useful to folks who don't have any intention of using Psi units. Like, +1 Happiness on the Brood Pit, or a food bonus on the Dome. One thought was to change the Dome to being a National Wonder, add something like "+1 production to all Empath Specialists", and be done with it.
> The Ascetic Virtues right now only unlocks Titan units. While this is similar to the Manhattan Project (unlocks nukes), I'd prefer to mimic SDI (unlocks Orbitals AND intercepts nukes), doing something useful in addition to the unlock. What I was thinking was this: building the Ascetic Virtues alters the Golden Age length counter, so that new Great People aren't running into the base 3-turn limit all the time. I THINK I can do this with the current Lua; I probably wouldn't take it all the way back up to the starting 8 turns, but maybe have it reset to 5 at the start of each turn.
 
Okay, it's time for the traditional Feedback Post, where I ask questions and no one answers.

1> Is there a point in the game where Happiness becomes a non-issue? Note that with the way I've structured the negative-happiness buildings, there'll be a point in the late Nuclear/early Digital where you're expected to have a large surplus (this is deliberate, to create golden ages for the space race), but that'll go away as soon as you start building Genejacks and such. I'm asking if there's a point where it stops ever being an issue again.
(Note: do not play Persia or Egypt before answering this question, as those civs' UBs have a happiness boost.)

Well most of the time I had little or no surplus of happiness, perhaps when I reached the latest future era I had something like 20 happiness for a middle sized empire, but overall I never reached 25 or more. However the AI almost never have to worry about happiness, when the game tells the score of happiness most of them (Middle sized or big) have about 15 -30 happiness or even more, only exception are those that go on a conquest spree, which is expected, I guess.

2> At what point in the game does Gold become a non-issue? I've tried to keep it balanced to where you barely have a surplus outside of Golden Ages, but there's a point in the Digital Era where income just seems to explode, through a combination of +gold policies and Wonders. I'm trying to remove that.

For me it was always a issue until very late, which I guess it's intended no?. By late game I was getting around 500 gold per turn, but I dunno about the AI and what they do with gold. I was competing with greece for the favour of a CS and we bribed the CS constantly for it.

3> Is there a point where you stop making new units, and just go with upgrades on what you already have?
This is mainly a question about the Digital Era. I've got units like the Scout and Assault Powersuits, the Doppelganger, the Golem, the Laser Infantry, and the Mind Worm. Each of these is either upgraded from a rarely-used unit or has no predecessor at all.
In my test game, despite knowing exactly what these units could do, I still wasn't building any of them because I had a number of 100-XP tanks and such in the field, and it was just better to keep those up-to-date instead.

Well the main issue of units is that keeping them updated is very expensive. Upgrading them sometimes cost as much as buying another unit from scratch or a cheap building. There are some situations in which is easier to gift the unit to a CS and create another updated unit.
I've seen that the parachooter unit does not have a better replacement for itself, why don't create a stronger one from the latest eras?

4> Is there any resource you're consistently short of in every game?
For instance, I've noticed that there just doesn't seem to be enough Dilithium; by the time you build Fusion Labs in your core cities, there's nothing left for Gravtanks, Mobile Shields, etc. Water-based Omnicytes also seem to be in short supply. Most of the other resources really seem to fluctuate with the game; I've had games with plenty of Uranium and Oil and no Coal or Aluminum, and I've had the reverse.

I always use "Strategic placed resources" option on the map creation screen, so as a result in my game for example, russia was big but they lacked strategic resources. Generally what I see less are uranium but I saw a lot of aluminium and little oil and less coal.


I've been looking at trying to make the top third of the tree a bit more desirable in general; right now, it's too tempting to beeline along the bottom of the tree (as much as possible given the cross-linking I use), which makes the units in the top half effectively a tier or two higher; while Skimmers and Vertols might be T17, and Mind Worms T16, you'll often unlock Graviton Theory before Centauri Empathy. So Mind Worms look even worse by comparison, despite being a pretty strong unit now.
But if I can make the top techs a bit better, then this won't be as bad. Here's what I've been thinking:
> The Xenoempathy Dome and Brood Pit boost Psi units (although the Brood Pit also generates Omnicytes, but those are mainly only used for Psi units). They need to do something else, something useful to folks who don't have any intention of using Psi units. Like, +1 Happiness on the Brood Pit, or a food bonus on the Dome. One thought was to change the Dome to being a National Wonder, add something like "+1 production to all Empath Specialists", and be done with it.
> The Ascetic Virtues right now only unlocks Titan units. While this is similar to the Manhattan Project (unlocks nukes), I'd prefer to mimic SDI (unlocks Orbitals AND intercepts nukes), doing something useful in addition to the unlock. What I was thinking was this: building the Ascetic Virtues alters the Golden Age length counter, so that new Great People aren't running into the base 3-turn limit all the time. I THINK I can do this with the current Lua; I probably wouldn't take it all the way back up to the starting 8 turns, but maybe have it reset to 5 at the start of each turn.

------------------------

I've noticed something, dunno if is related to your mod but the map "Earth" I ALWAYS Started on the same location (Near vietnam, since that map is like the earth), It didn't matter if I selected "override starting locations" I always started on vietnam.

Something similar happened on the Terra map, all the civs started on the old continent, despite selecting "Override starting locations" (As a result almost until late game the new continent were empty).

The change you made to the barbarians to reset the graphics: It works, however, now the units "walk" to nowhere when they're idle after that script is run. Is way a lot better than before, though.
 
...have about 15 -30 happiness or even more, only exception are those that go on a conquest spree, which is expected, I guess.

It's funny; I expand as quickly as I can, grabbing the best spots and the most resource, and then I'm struggling with Happiness. But I see the AIs having +50 Happiness and going into Golden Ages so often that they'll have huge Gold reserves, which they'll then use to bribe city-states. And I KNOW that those facts are related, that the reason those AIs have such high Happiness (and therefore gold) is that they're not paying 4+1.2/pop unhappiness for every additional city. I KNOW that if I'd slow my expansion then I'd have a similar boost. Yet, I keep doing it...

To me, this is how it SHOULD work. I watched an AI go through the entire game with only 4 cities and still almost win, against my 12-city empire; I kept thinking "why doesn't he expand?" when the answer was obvious.

For me it was always a issue until very late, which I guess it's intended no?

Right. The goal is that while your income should not easily go significantly negative, it shouldn't be easy to get a +100 surplus outside of a Golden Age. And yet, I was getting to +400 or +500 in the late Digital, generally after gaining all of the financial Wonders; even without those I'd still have been over +200, and that's just too high IMO.

Because the AI spends so much more time in Golden Ages (see previous comment), its finances are always good. But even outside of GAs, the AIs do fairly well because while they might not build +gold buildings quite as often as a player, they also aren't building money-draining buildings as often. One of the things I'm looking at is increasing the maintenance cost of later-era buildings AGAIN, but I'm afraid of what'll happen if I take that too far.

Upgrading them sometimes cost as much as buying another unit from scratch or a cheap building.

It depends. Part of the reason I added things like the Skunkworks is that it reduces upgrade costs, and there are a couple Wonders that do more of this (along the lines of the Pentagon). Also, the Military Academy's custom promotion reduces the cost of upgrading a unit by 20%. These are intended to counterbalance all those +production buildings, to where it's often cheaper to upgrade than to build a new unit.

In my experience, what happens is that I generally do what you described, gifting old units and making new ones, right up until the early Industrial. Part of it is a question of promotions; archer-type units upgrade to the Rifleman, at which point you'd have a Rifleman with ranged promotions that he'd never use again. So it's better to gift any crossbowmen and make new Riflemen. And part of it's that Military Academy promotion, and the +XP you get for the Barracks/Armory/Arsenal combo, so that a newly-created unit will have the same number of promotions as one that's been around for 1000 years.

But in my experience, that stops after that point. Once you've got a 60-XP Rifleman, it's better to upgrade him to Infantry/MechInfantry/Skimmer than it is to build new ones, even if the cost is higher. This is especially true for air, artillery, and naval units; once you get the Logistics promotion, and can attack twice per turn, you REALLY don't want to start over with a newly-made unit again.
That's actually why I put in things like the Bioenhancement Center (+10% strength, but only to newly-created units), or the +XP for the Psi units; both give newly-made units a noticeable advantage. But it's still not nearly enough to make up for the massive XP on your existing units, and this trend is causing me balance problems as it makes non-upgraded units like the MindWorms less desirable.

The question was whether I needed more of this, more ways to encourage the player to make new units instead of upgrading old ones. Since the AI tends to lose units more easily, it's important that newly-created units still be a threat to established armies.

I've seen that the parachooter unit does not have a better replacement for itself, why don't create a stronger one from the latest eras?

The Paratrooper upgrades to the Scout Powersuit (at Neural Grafting). Powerwise that goes from 35 to 50, but the powersuit is also much more mobile and paradrops twice as far (10 hexes instead of 5), and has a +50% bonus against Gunpowder units, so it's a major upgrade. I know this works because I used it last night, upgrading several Scouts to Paratroopers to Scout Powersuits. (By starting at Scout, with +30 XP from military buildings, I could reach Survivalism II with its +50% defense right away. But Scouts go obsolete at Neural Grafting, so you have to plan ahead.)

The only unit made before the start of the Digital Era that DOESN'T upgrade to something in the future eras is the Settler. (The Colony Pod, while a similar unit, is not actually a direct upgrade, because it has resource requirements.) Everything else should upgrade to something in the Digital or Fusion eras, and all upgrade chains end there.

I always use "Strategic placed resources" option on the map creation screen,

I never tweak those, always leaving it on the default. But it shouldn't really impact what I'm talking about here. The question is whether certain resources are consistently scarce; I generally check this by starting a game in the Nanotech era, where all resources have been revealed, but to be sure I try to watch this as I play an actual game. Sometimes, resources will be on the map but in unreachable areas, or consistently taken by city-states, or too clumpy.

I've noticed something, dunno if is related to your mod but the map "Earth" I ALWAYS Started on the same location (Near vietnam, since that map is like the earth), It didn't matter if I selected "override starting locations" I always started on vietnam.

I seriously doubt that this has anything to do with my mod. I think that the "override starting locations" toggle only works on a very specific type of map scenario. It might not do anything on a TSL Earth, and I'm pretty sure it won't do anything on a Terra map, since those aren't rigid start locations to begin with; a Terra script is built to start everyone on one continent, period.

The change you made to the barbarians to reset the graphics: It works, however, now the units "walk" to nowhere when they're idle after that script is run. Is way a lot better than before, though.

Yes, I saw that. It's annoying to see them running in place, and I'm still looking into whether I can force the idle animation. But I took it as a "lesser of two evils" thing.
 
Forgot to add in the previous list of questions:
Crashes.
How often does it crash for people? In my last game, Industrial to Fusion, it didn't crash once. In my previous game, Ancient to Fusion, I think I had three crashes, all in the Industrial or earlier.

Part of it might be that I'm playing in DX9, with the graphics turned down a bit, so it's not taxing my video RAM as much. I've noticed that in the future eras, especially at the Breakout, the game will hop all over the place trying to show the graphics of every combat I can see. It causes my graphics card to work a bit harder than it should, and that might go away once animations are added for the new units (since that'll slow down the interturns quite a bit).

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On the gameplay side of thing, I've been thinking lately that I need to make certain extremely specialized Wonders a bit less specialized. The Xenoempathy Dome was what started the discussion (boosts all Psi units in your empire), but really this applies to the Maritime Control Center, Cloudbase Academy, and so on. The thought is that these should be something you want to build even if you don't really intend to focus on that unit type. So the Maritime Control Center, for instance, might also boost trade route income or something, instead of just being purely a boost to naval units.
One other possibility is that the Xenoempathy Dome, Cloudbase Academy, and Maritime Control Center could all gain the effect that the Skunkworks has: +5 XP to all units in all cities, regardless of type. I like the fact that this won't screw up my gold/food/Happiness balance equations.

Another idea I've been toying with is the Centauri Preserve; currently, it's a building that boosts the yields of Omnicyte tiles near that city; not only does it require a local Omnicyte, it also CONSUMES one unit.
I was thinking of inverting that, and having it GENERATE one unit instead, effectively making the deposit sizes a bit bigger. This'd allow me to change the probabilities so that a map has a larger number of small Omnicyte deposits, which should help the balance on the Nessus Worm a bit. (Now that the All-Terrain promotion works, Nessi are just SCARY in the Nanotech Era.) I could do the same to the Temple of Gaia, effectively making three buildings that generate Omnicytes (Brood Pit being the other), to where there'd be no large deposits on the map but instead you'd depend primarily on buildings to create them.
I'd mentioned this idea before, how I'd always intended one resource to be primarily user-created through buildings, instead of always depending on map distributions. Omnicytes fill this role nicely, as this makes the Psi units a safe fallback, something you'll be able to field no matter how bad the map is.
 
Forgot to add in the previous list of questions:
Crashes.
How often does it crash for people? In my last game, Industrial to Fusion, it didn't crash once. In my previous game, Ancient to Fusion, I think I had three crashes, all in the Industrial or earlier.

Part of it might be that I'm playing in DX9, with the graphics turned down a bit, so it's not taxing my video RAM as much. I've noticed that in the future eras, especially at the Breakout, the game will hop all over the place trying to show the graphics of every combat I can see. It causes my graphics card to work a bit harder than it should, and that might go away once animations are added for the new units (since that'll slow down the interturns quite a bit).

Recently I had a crash when I tried to replace a Farm with a Manufactory. Overall the game crashes more on earlier eras rather than later, but it's still stable, maybe 1 crash every 120 turns or so, depending on some situations.

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On the gameplay side of thing, I've been thinking lately that I need to make certain extremely specialized Wonders a bit less specialized. The Xenoempathy Dome was what started the discussion (boosts all Psi units in your empire), but really this applies to the Maritime Control Center, Cloudbase Academy, and so on. The thought is that these should be something you want to build even if you don't really intend to focus on that unit type. So the Maritime Control Center, for instance, might also boost trade route income or something, instead of just being purely a boost to naval units.
One other possibility is that the Xenoempathy Dome, Cloudbase Academy, and Maritime Control Center could all gain the effect that the Skunkworks has: +5 XP to all units in all cities, regardless of type. I like the fact that this won't screw up my gold/food/Happiness balance equations.

Another idea I've been toying with is the Centauri Preserve; currently, it's a building that boosts the yields of Omnicyte tiles near that city; not only does it require a local Omnicyte, it also CONSUMES one unit.
I was thinking of inverting that, and having it GENERATE one unit instead, effectively making the deposit sizes a bit bigger. This'd allow me to change the probabilities so that a map has a larger number of small Omnicyte deposits, which should help the balance on the Nessus Worm a bit. (Now that the All-Terrain promotion works, Nessi are just SCARY in the Nanotech Era.) I could do the same to the Temple of Gaia, effectively making three buildings that generate Omnicytes (Brood Pit being the other), to where there'd be no large deposits on the map but instead you'd depend primarily on buildings to create them.
I'd mentioned this idea before, how I'd always intended one resource to be primarily user-created through buildings, instead of always depending on map distributions. Omnicytes fill this role nicely, as this makes the Psi units a safe fallback, something you'll be able to field no matter how bad the map is.

Sounds good, it might help the AI more than the human. But dunno. Do the AI understand the All terrain promotion correctly?
 
Do the AI understand the All terrain promotion correctly?

Yes, I made VERY sure of that. I would never have implemented it if the AI didn't understand it; most of my earlier ideas about how to manage it would only have worked for the player in practice, and that's just not acceptable to me.

In my most recent game, one of my city-state allies was using two Secondhand Vertols to tag-team a bunch of Isles of the Deep during the Breakout; they'd hit the isles at sea and then fly back onto land at the end of the turn. (I don't think the AI knew that it couldn't reach them on land, just that it tries to make units end their turns in hexes with defense bonuses, and the nearest one of those was on land.) After the Breakout, this city-state was unlucky enough to get a Spore Tower nearby, and used the vertols to hit it from the sea side while other units hit from the land.

I'm not saying that it handles things perfectly, but I've been pleasantly surprised. The AI really seems to understand that these units can go anywhere, although I haven't seen one try a continental amphibious operation yet.

As for the part about the Wonders, yes, that was one of my main reasons for suggesting this: things with multiple effects invariably favor the AI, or at least they penalize the AI less for not being able to correctly evaluate the utility of a more specialized item. This is why all of my future techs provide 3 bonuses, and why the Policies that I've changed have invariably been altered to have two different types of bonuses (production+gold, happiness+culture, etc.). AIs tend to handle that much better.

So I've been trying to do the same with Wonders, giving them multiple effects. As a side note I've also been trying to avoid making Wonders whose only effect is a one-shot (free tech, free policy, population increase), and therefore add to your score without providing any benefit to a civ that captures your city. So I might continue to tweak things. For instance, take the Cloning Vats; right now, it's +2 population per city. Obviously, that adds a huge amount of unhappiness, but it's a powerful effect. What I'd rather do is something closer to the SMAC version (this city will grow 1 size every turn until it no longer has food to spare), so something like:
All cities +1 population, this city +100% Food Storage, this city +20% food production.
 
Okay, I've been going over the patch notes for the upcoming patch, again, trying to see how many of the incompatibilities I can deal with beforehand. It's not looking good; the more I read through the patch notes, the more convinced I am that the devs are really on the wrong track with a lot of things. Some of their changes just make no sense; for instance, consider Planned Economy (Order tree):

Old version: -50% unhappiness from number of cities (effectively +1 happiness per city)
My version: +20% trade route income
New version: +25% science in cities that have a Factory

Given the name "Planned Economy", which of the above makes the most sense? And will any cities NOT have a Factory?

Or look at Happiness:
> Professional Army (Honor tree), besides making unit upgrades 33% cheaper, gives +1 happiness per Walls, Castle, Arsenal, and Military Base.
Think about that one for the moment. Four cheap buildings with no maintenance costs, each of which now adds +1 happiness for someone in the Honor tree (one of the few non-exclusive trees).
> Organized Religion (Piety tree): +1 happiness per Monument, Temple, and Monastery. Okay, the Monastery can only be built in a couple cities since it requires a local resource, but that's still +2 per city for two ancient-era buildings that every city will include anyway.
> Order: the OPENER gives +1 happiness per city, period. Basically the old Planned Economy effect, but now available to open the branch in the Industrial.

And then there are the Finishers. Some of them have interesting effects, like the Freedom finisher (+100% yields from Great Person-made improvements), which I'll look at including in other policies. But the basic concept of a Finisher conflicts directly with the concept of having tech prerequisites for Policies; effectively, my 10 custom policies ARE the Finishers. And with them, there's no way to complete a tree until the Digital Era at the earliest, which means the balance gets all wonky since you'll never unlock the finishers when you were supposed to.
So my only options there are to throw out the Finishers, throw out my custom Policies, or accept that the balance is going to get very screwy.

My complaints aren't just limited to Policies. Nearly every building/Wonder change they made involved cutting global benefits or large multipliers in half (or worse), and adding some flat yield to the city. For example, consider the Broadcast Tower:
Old version: +100% Culture
My version: +50% Culture, +10% Gold
New version: +33% Culture, +3 Culture

Or the University:
Old version: +50% Science, +2 science per jungle
My version: +30% Science, +1 culture, +2 science per jungle
New version: +33% Science (increases to +50% with the Free Thought policy), +2 science per jungle

In both of these cases I don't object to the balance of the new version, but how the heck do I integrate my changes? While the Broadcast Tower's new culture numbers are a lot better, in terms of balance, I kind of need that gold boost to stay around, although I could just move that to my Fundamentalist policy instead or something. As for the University, the balance of that is just a big problem.

Wonders are even more pronounced for this. Obviously this'll take quite a bit of rebalancing, but a few stand out:
Eiffel Tower: instead of +8 Happiness, it's now +5 Happiness and an additional +1 per 2 policies the player has unlocked.
Think about that one for the moment. By the late Industrial, you'll generally have 20-25 policies unlocked. So the Eiffel adds 15-17 Happiness. Think that might be a little unbalanced? Or Notre Dame, which went from +5 Happiness to +10 AND now generates more Culture than before.

And then there are the units. I'm okay with reducing the MechInfantry movement from 4 to 3, since it allows me to slow down the Skimmer as well. But Tanks and Modern Armor now get +1 movement AND a lighter city attack penalty? Do they WANT modern warfare to be all tanks, all the time?
If they do this, then I'm seriously considering a change that I'd talked about for a while: lower Modern Armor attack strength even further. Vanilla is 80, my version is 70, and I'd change it to 60+Blitz. Not only would this make them less effective in combats, it'd make them much more vulnerable to Bombers and such, but the Blitz would really help balance that out.

Oh, and one final one: luxury resources now add +4 happiness each instead of +5. Think that one might throw off the happiness math a bit?
 
Okay, I've been going over the patch notes for the upcoming patch, again, trying to see how many of the incompatibilities I can deal with beforehand. It's not looking good; the more I read through the patch notes, the more convinced I am that the devs are really on the wrong track with a lot of things. Some of their changes just make no sense; for instance, consider Planned Economy (Order tree):

Old version: -50% unhappiness from number of cities (effectively +1 happiness per city)
My version: +20% trade route income
New version: +25% science in cities that have a Factory

Given the name "Planned Economy", which of the above makes the most sense? And will any cities NOT have a Factory?

Indeed, yours is better.

Or look at Happiness:
> Professional Army (Honor tree), besides making unit upgrades 33% cheaper, gives +1 happiness per Walls, Castle, Arsenal, and Military Base.
Think about that one for the moment. Four cheap buildings with no maintenance costs, each of which now adds +1 happiness for someone in the Honor tree (one of the few non-exclusive trees).
> Organized Religion (Piety tree): +1 happiness per Monument, Temple, and Monastery. Okay, the Monastery can only be built in a couple cities since it requires a local resource, but that's still +2 per city for two ancient-era buildings that every city will include anyway.
> Order: the OPENER gives +1 happiness per city, period. Basically the old Planned Economy effect, but now available to open the branch in the Industrial.

Remember that Order is exclusive to some branchs, so not everyone will pick it.

And then there are the Finishers. Some of them have interesting effects, like the Freedom finisher (+100% yields from Great Person-made improvements), which I'll look at including in other policies. But the basic concept of a Finisher conflicts directly with the concept of having tech prerequisites for Policies; effectively, my 10 custom policies ARE the Finishers. And with them, there's no way to complete a tree until the Digital Era at the earliest, which means the balance gets all wonky since you'll never unlock the finishers when you were supposed to.
So my only options there are to throw out the Finishers, throw out my custom Policies, or accept that the balance is going to get very screwy.

Why not just let the finisher end with the normal policies, and yours policies are an "extra" not needed for the finishers.

My complaints aren't just limited to Policies. Nearly every building/Wonder change they made involved cutting global benefits or large multipliers in half (or worse), and adding some flat yield to the city. For example, consider the Broadcast Tower:
Old version: +100% Culture
My version: +50% Culture, +10% Gold
New version: +33% Culture, +3 Culture

Or the University:
Old version: +50% Science, +2 science per jungle
My version: +30% Science, +1 culture, +2 science per jungle
New version: +33% Science (increases to +50% with the Free Thought policy), +2 science per jungle

In both of these cases I don't object to the balance of the new version, but how the heck do I integrate my changes? While the Broadcast Tower's new culture numbers are a lot better, in terms of balance, I kind of need that gold boost to stay around, although I could just move that to my Fundamentalist policy instead or something. As for the University, the balance of that is just a big problem.

Yes, yes. But if they've chosen that changes they may have a reason for that. Perhaps we must wait to see how it goes.

Wonders are even more pronounced for this. Obviously this'll take quite a bit of rebalancing, but a few stand out:
Eiffel Tower: instead of +8 Happiness, it's now +5 Happiness and an additional +1 per 2 policies the player has unlocked.
Think about that one for the moment. By the late Industrial, you'll generally have 20-25 policies unlocked. So the Eiffel adds 15-17 Happiness. Think that might be a little unbalanced? Or Notre Dame, which went from +5 Happiness to +10 AND now generates more Culture than before.

Yes, perhaps owning one of those wonders will throw the balance to that player too much, will make wonder races more "warry".

And then there are the units. I'm okay with reducing the MechInfantry movement from 4 to 3, since it allows me to slow down the Skimmer as well. But Tanks and Modern Armor now get +1 movement AND a lighter city attack penalty? Do they WANT modern warfare to be all tanks, all the time?
If they do this, then I'm seriously considering a change that I'd talked about for a while: lower Modern Armor attack strength even further. Vanilla is 80, my version is 70, and I'd change it to 60+Blitz. Not only would this make them less effective in combats, it'd make them much more vulnerable to Bombers and such, but the Blitz would really help balance that out.



Modern warfare is more about infantry&aircraft with armored support, but not just armor. Nowadays armors are just used to back up infantry, not the other way round.

Oh, and one final one: luxury resources now add +4 happiness each instead of +5. Think that one might throw off the happiness math a bit?

Indeed, but that's because they touched the other buildings that add more happiness and that, so they balanced it out. Sort of...
 
hey spatz ive managed to get the mod working now but when i try to change a plot that has a farm to a mine b\c iron spawned there i got a CTD any thoughts?
 
Remember that Order is exclusive to some branchs, so not everyone will pick it.

I get that, but the Honor tree is NOT exclusive, and it was the worst offender of the group. And while Order is exclusive with Autocracy and Freedom, it's also probably the best of the three in terms of general utility, and so I expect it to be the one chosen most often.
What worries me is that there's no mention in the patch notes about the double-counting of Happiness from policies that key off certain buildings (like the Rationalism policy that gives +1 happiness per University). If they haven't fixed THAT, then the four +1s at Professional Army will actually be four +2s, and that's just insanely unbalanced.

Why not just let the finisher end with the normal policies, and yours policies are an "extra" not needed for the finishers.

If I could do that I would, but I have no control over the underlying mechanism. It sounds like the Finisher kicks in when you complete a branch, regardless of how/when you completed it, using the existing Lua function for branch completion (which is also used by the Cultural Victory logic). So I have no simple way to let the Finisher kick in after the "normal" policies and not depend on my new ones.

What I could do is move all ten of my policies to an eleventh branch (say, the one I added for the start policy), to where they wouldn't be counted towards completion of the earlier branches. I believe that I could still have them depend on the policies in their original branches, so functionally it'd be exactly like what you described, except for three things:
1> It'd be extremely confusing for the player
2> The UI would need to be heavily changed
3> It'd now be possible to win a Cultural victory in the early eras again. There's a reason I'd added those policies in the first place. I could get around that by changing the Cultural threshold to six branches instead of five, but the new exclusivity rules would screw that up.

Yes, yes. But if they've chosen that changes they may have a reason for that. Perhaps we must wait to see how it goes.

The thing is, I can see their logic for those changes, and it's not bad logic. Flat boosts are far less unbalanced than a series of large multipliers, and it helps the AI in that it never builds a +50% building in a city that has nothing to multiply. The problem is that those changes lead to a fundamental shift in how the game balances, a shift that is at least partially incompatible with my own changes.

It's not like this is the first time this has come up. The Factory was originally a flat +50% Production, so my Genejack Factory was also +50% production. Then they changed the Factory to have a smaller percentage but also add a flat +Production boost. I didn't change the Genejack to follow a similar pattern, although I've thought about it.

But it now looks like they want that split effect to be the new norm, which is actually something I approve of in general. It's just that rebalancing all of my own content around these new values will take a LOT of work. For instance, look at the Stadium, Theater, and Colosseum; they're now reducing the Happiness of these by 1 and reducing the maintenance by 1. Whereas, in my mod, I reduced the Happiness of these but increased the maintenance, while giving each some other benefit (culture, gold, etc.)

This also applies to Wonder effects. Himeji Castle previously gave +25% to combat within your borders, and they're now toning that down to +15%. But the Citizens' Defense Force, a National Wonder I added, gave a similar effect at +15%, along with some other benefits. So do I have to tone down the CDF as well? And if so, then what about the Command Nexus (which gives a bonus for fighting outside of your territory)?

Yes, perhaps owning one of those wonders will throw the balance to that player too much, will make wonder races more "warry".

I'm worried less about the possibility of warfare and more about the general separation issue, where a tech leader picks up every single Wonder and therefore develops an insurmountable advantage over the rest of the pack. This is the main reason why so much of my Content mod involves National Wonders that don't require a certain building in every city. Most of the changes in my Balance mod were built around the idea of keeping weaker civs competitive, and this goes against that. What this sort of change creates is an environment where the tech leader is running at +50 Happiness and getting into golden ages and such, while the lower civs are struggling just to stay above 0.

Modern warfare is more about infantry&aircraft with armored support, but not just armor. Nowadays armors are just used to back up infantry, not the other way round.

I'm not talking about Real Life, I mean that with this change in Civ5 there'd be no reason to bring any infantry or artillery along with an assault; they'll just be too slow to contribute. Pound the defenses down with bombers and roll the 5-movement tanks in. The combined-arms approach you're describing, which is still viable in Civ5 if your civ is low on Oil, simply won't be nearly as effective any more compared to the blitzkrieg assault.

Indeed, but that's because they touched the other buildings that add more happiness and that, so they balanced it out. Sort of...

That "Sort of" is the problem. If you check the numbers, you can see what they're trying to do:
NEGATIVE:
> Each city has 1 more base unhappiness than before, at base
> Happiness-producing buildings produce 1 less than before
> Luxuries produce 1 less than before
POSITIVE:
> Many Policies generate more Happiness than before, especially if you have certain buildings in your cities
> Wonders generate more Happiness than before

So it's a shift in philosophy, where Happiness will depend more on the techs and policies each civ chooses than on the general building/luxury boosts that everyone gets. The problem, which they've already acknowledged in the patch notes, is that on average this will lead to substantially less Happiness for most players. Less Happiness is fine, in that it's exactly what my Balance mod tries to do in the first place.

But like the above building yield changes, or the Policy finishers, the problem is that if I'm trying to accomplish a balance goal one way and they make a change that attempts to do the same thing in a different way, then the two won't be compatible. The question becomes whether I stick with my own changes, or try to rebalance them to work around the new base design, and that's not a simple process.
 
hey spatz ive managed to get the mod working now but when i try to change a plot that has a farm to a mine b\c iron spawned there i got a CTD any thoughts?

Known issue that has nothing to do with my mod. Replacing an existing Improvement with a new one often causes a crash in mods, especially if there's a resource involved. It doesn't seem to happen in a vanilla game, but I've seen reports of this exact same crash with several other major mods (like Thalassicus' balance mods). It looks like when you go into Mods mode at the main menu, it loads a slightly different executable, one that can handle modification of the database and such, and that second executable is substantially less stable in several ways.

I've found that running the DX9 executable and/or turning down the graphics options helps with this significantly. But it won't go away entirely. Now, it's not purely repeatable; if you saved the game right before attempting to place that mine, then you should be able to just reload the game and try again, and it might work the second time.
 
Alright, I have an idea for the finishers, instead of it actually being rewarded for completing the branch, just have policies work like they do now but add the finisher effect to the last policy in a tree: Communisum, Professional Army, etc. It's slopy, but seems easy enough and you'd be spending the same policies and getting the same benefits, not sure about the trees with multiple ends though, maybe add part of the benefit to each or just reorder the tree to make them have a definite end.

Anyways, I had a really good game last night and this morning, only one crash at turn 347, was also pleasantly surprised that I could safely change improvments. The barbarians running in place is a little annoying, which btw, why dont units with the March premotion disappear like the barbarians used to when they healed?

Also, theres somthing odd with the AI this time, not something bad just odd, Im playing on a 22 player Giant TSL map thats bigger than standard Huge map, ive killed China and Siam, and taken territory from several other civs (playing as Monguls, empires pretty simular to their empire) And what I find odd is that the AI isnt ganging up on me or chain denoucing, I have been denouced but usually for good reason like me having attacked them. Infact the only civ to become hostile was Siam after I killed China and stole his city-states' love. This is odd because I was very agressive in this game where in other games the AI starts saying im a warmonger for even defenging myself. I have no idea why this time they were pretty cool about it
 
The barbarians running in place is a little annoying, which btw, why dont units with the March premotion disappear like the barbarians used to when they healed?

To be clear, the regeneration handled through normal resting (including the March promotion) is internally very different than the way I heal barbarian units (which is through an explicit Units:ChangeDamage(-1) function call inside a Serial event). Apparently, that ChangeDamage doesn't update the graphics of the unit, which is why I used the SetXY to manually trigger a graphical update. Unfortunately, that function ALSO leads to the running-in-place issue, so I'm trying to see if I can find some other way to do the same thing. It's possible that the ChangeDamage and SetDamage functions might have a hidden boolean for this, but the documentation isn't very good.

And what I find odd is that the AI isnt ganging up on me or chain denoucing, I have been denouced but usually for good reason like me having attacked them

It's strange, but that was a side-effect of one of the changes they made in the last patch. It's now a lot harder to build up that sort of worldwide hatred. The key, it seems, is how Denunciations were changed:
OLD: A denunciation made everyone hate you a little more. Since only civs that disliked you would denounce you, a chain was easy to start.
NEW: A denunciation made everyone who already disliked you hate you a little more, but civs that like you wouldn't be affected. The civ that denounced you would gain a little bit of friendship with any other civs that hated you.
So if you haven't done anything specific to make those other civs hate you, then the denunciations don't seem to do anything any more. I had a game where I stayed friendly with pretty much everyone except my closest neighbor (who I conquered), while all of the other nations hated each other for various offenses over the years (settling too closely, etc.). Then I settled a city on their continent, causing two of the nations to dislike me for settling in "their" area, and suddenly the chain-denunciations began.
 
Ah, that explains alot, I remember a few games where one small nation whos behind everyone else (still using pikemen while everyone else is in the modern era) would screw up my entire trade system because every 30 or so turns they'd decide to denounce me, which would start a chain of everyone going "screw you, rome" (I blame Ghandi's AI because he just friends everyone so they start to gang up easyer on me)

I then would nuke the one who always starts it out of spite
 
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