Crazy Spatz's Alpha Centauri Mod

What I mean is this: I'm trying to think in terms of how many turns it'd be before a conquered city is no longer a drain on your empire's Happiness. This, after all, is the main counterbalance to massive expansion.

In the vanilla game (base unhappiness: 2), before a conquered city can really break even on Happiness you need a Courthouse, and then up to 3 Happiness buildings (not counting the Circus or various Wonders) depending on population. In most cases it's just Courthouse + Colosseum, and you're ready to go.

In my current game version (base unhappiness: 4), you need a Courthouse AND a Temple AND some set of those same three Happiness buildings, except that each now gives less Happiness and so you'd probably need more of them. Plus the city-growth ones, the Aqueduct, Sewer System, etc. as the city gets larger, although these have the usual 66% chance of being in a conquered city.

If I went with option A (base unhappiness: 3), you'd still need the Courthouse, etc., but you'd need one fewer Happiness building. So a conquered city would break even faster; not quite as fast as a vanilla game, but all you'd really need is one extra Temple, at least for a tiny conquered city. But more specifically, this'd speed up conquest and/or rapid Settler expansion in general, because a new size 1 city wouldn't drain as much away from your empire.

If I went with option B (base unhappiness: 4), then technically you're no worse off than the current mod. But the idea is that you'd spend a few extra turns making that extra one or two happiness buildings. Or more likely, you'd build those instead of adding a very expensive and time-consuming Stadium, so it might actually speed things up a little.

Because Happiness is considered globally by the game (instead of on a city-by-city basis), then in coordination with my offensives I can mentally queue my cities (i.e. any of them, because Happiness is weighed globally) to be prepped to build Happiness-inducing buildings, which I gain availability to via researching the prerequisite techs. The more buildings available in the tech tree, the more consideration (and/or inducement) I'll have to give to which techs/ beelines to research to "prime the pump" as it were in regards to countering unhappiness via conquests.

Another, slightly different viewpoint would be the opportunity perspective: if I have the Happiness-inducing buildings available to build, then depending on the situation I find myself in, I can build them as I deem necessary (i.e. its a choice I have available to me). But if the buildings aren't available, then I really can't do anything about the situation. Or, if you go with option A, then there is less strategy involved when taking into consideration unhappiness induced by a conquest strategy.

Since my last comments I've played three more games against your current mod, and am getting a better feel for balancing Happiness against the other needs of my empire, and other than a gaffe on my part where I accepted a Peace Treaty which included 4 cities (and subsequently shot my already bad unhappiness to -36!), why I've been able to keep my head above water in this regard. Anyways, I still like option B better, as it gives me choices/ options that I have to take into consideration when strategizing.


I'd be placing many of them in the late Industrial (Hollywood would be at Radio, Red Cross at Refrigeration, Wall Street at Combustion, and I think I was going to put Three Gorges up at Atomic Theory in the Nuclear Era), although that's still adjustable, so if you're doing an Industrial start then I don't think they'd be a waste of time to go "back" for once you've put the essential city structures in place. The slightly earlier ones (KGB?) I'm not sure on.

I was actually thinking that I was placing them too late, in that they'd be almost useless in a non-Alpha-Centauri game, which was another reason not to put them in the Balance mod. At the techs I listed, they'd really only be useful if you go into the future eras, which means they're actually more intended for that Industrial start you prefer.

The AIs do a good job of grabbing a lot of the early Wonders currently. Question: how are you going to weight these additional Wonders against the existing structure of the game? A concern I have is that too many Wonders available immediately at the start of the Industrial era might discombobulate the AIs in regards to which Victory condition they pursue/ how they balance their early game development.

Anyways, on to the playtesting results:

1. The AIs really don't like it when you take out a C-S: every time I grab a C-S now, the AIs go to war with me (or an AI which takes out a C-S). So much for my strategy of cherry picking the nearest good C-S to add to my empire! :lol:

2. The AIs absolutely love to nuke now! Multiple bombs against multiple cities! In my last game I ended up at war with three different civs (see note 1 above as to why) and each dropped five nukes on me.

3. Concerning the AI algorhythms for nuking: currently the AIs nuke in conjunction with their offensive, meaning that the AIs are dropping nukes on their own troops. Should probably put a check in the code to use all available nukes first, then launch the ground/ amphibious assault.

4. Unfortunately, even after being on the receiving end of fifteen nukes, the AIs hadn't taken a single one of my cities. :(

5. Question: are puppeted cities responsive to stimuli (such as being attacked by aircraft)? I don't think they are, and was just wondering what governs the build queue in puppeted cities?

6. In last nights game (the one where I was at -36 unhappiness at one point) I lost several cities in quick succession: it was interesting (and perplexing) to see my Happiness steadily improving as my empire was being decimated by several AIs. :confused:

7. Concerning the "nuke proof Great Person": shouldn't Great People be damaged by nukes as well? Was kind of interesting to see the underlieing military unit take damage from the strike, but the civilian came out of it without a scratch.
 

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The more buildings available in the tech tree, the more consideration (and/or inducement) I'll have to give to which techs/ beelines to research to "prime the pump" as it were in regards to countering unhappiness via conquests.

Or conversely, the more happiness buildings you have in the tree, the less important beelining is in the first place. One of the design considerations in the future eras was that I was trying to keep it from being a no-brainer to just run along one edge of the tech tree, that there'd be a benefit to researching within a single tier before moving on to the next. The reason being, the AI doesn't think ahead and go two or three techs down a line towards a specific goal, his research is more haphazard. So as with many other things, I'm trying to keep the AI's existing strategies from being too inferior to what the player would do.

and other than a gaffe on my part where I accepted a Peace Treaty which included 4 cities (and subsequently shot my already bad unhappiness to -36!)

Been there, done that. This is actually one of the arguments in favor of option A: the unhappiness for conquered cities is just so huge that acquiring multiple small colonies at once can cripple you.

One thought would just be to reduce the conquered base unhappiness from 8 down to 7. (In the core game, it's 2/5, in my mod it's currently 4/8. 7 would at least keep the difference +3.) But I don't see that making a huge difference.

A concern I have is that too many Wonders available immediately at the start of the Industrial era might discombobulate the AIs in regards to which Victory condition they pursue/ how they balance their early game development.

These will be in the late Industrial. As you may have noticed, there are very few Wonders in that stretch of the game, compared to the earlier game. If you start in the Ancient Era, this is usually the point in the game where you have nothing to build and so switch core cities to Wealth/Research until something good unlocks. It's also the point where I get useless Great Engineers with nothing to rush. (Although the Manufactory is now worthwhile regardless.)

Also, I do find it funny that you use "Industrial Era" and "early game development" in the same sentence. But I get the point; if you do start in the Industrial then it could, in theory, inhibit the construction of more critical buildings if you set the Flavors high enough.
But the solution is simple:
Hollywood: requires a Theater and an Opera House. (I'd say Broadcast Tower, but that comes too late.)
Three Gorges: requires a Factory and a Library
Wall Street: requires a Stock Exchange and a Workshop
Red Cross: requires a Hospital and a University
So you couldn't build these until your cities were at least partially developed, which shouldn't affect the AI's ability to win.

2. The AIs absolutely love to nuke now! Multiple bombs against multiple cities!

Yes, although I see this more often with certain civs than others; the Songhai seem to be VERY nuke-happy.

3. Concerning the AI algorhythms for nuking: currently the AIs nuke in conjunction with their offensive, meaning that the AIs are dropping nukes on their own troops. Should probably put a check in the code to use all available nukes first, then launch the ground/ amphibious assault.

I have no way to adjust any of that, unfortunately. And in general it's symptomatic of the AI's limitations; if you made the AI play it safe and never do that, then it wouldn't be nearly as dangerous to its opponents.

4. Unfortunately, even after being on the receiving end of fifteen nukes, the AIs hadn't taken a single one of my cities.

Strange. In my last game I watched the Songhai roll up both the Aztecs and Persians through nuking and then invading. They even grabbed part of the Greeks this way.

5. Question: are puppeted cities responsive to stimuli (such as being attacked by aircraft)? I don't think they are, and was just wondering what governs the build queue in puppeted cities?

Generally yes, but there are two things to remember:
1> Puppets will not build any building that requires a resource (like a Factory), just like city-states. There are only a couple of these in the vanilla game, although I add a half-dozen of them in the future eras.
2> Culture buildings (including the Temple) and city defense buildings (like the city walls) are never captured intact, so puppets will not have any of these. Since these defensive buildings are a big part of why cities can fight back, not having them can make it seem like the puppets aren't doing anything.

6. In last nights game (the one where I was at -36 unhappiness at one point) I lost several cities in quick succession: it was interesting (and perplexing) to see my Happiness steadily improving as my empire was being decimated by several AIs.

Just goes to show how much difference the base Happiness makes. In the vanilla game it's rare for a conquered city to be a real drain on your empire. But here, it's noticeable when you lose a worthless city.
(Also, had you razed any cities? They changed how razing affects Happiness in the last patch. Now, it's a big penalty at first but tapers off over time.)

7. Concerning the "nuke proof Great Person": shouldn't Great People be damaged by nukes as well?

I wasn't aware that they WERE immune. There's nothing in their unit definition to trigger this, so it must be internal to the engine. In which case, there's nothing I can do.
 
Something I just got working for the next version that I could use feedback on:

The Jump Gate (Nanotech era building) was really the last unimplemented effect. Every other building, even if not the effect I'd wanted, would at least have a balanced placeholder. But the Jump Gate's key benefit was supposed to be either unlimited airlifts (which the game doesn't have working) or the ability to work tiles 4 hexes away from your city (which I can't seem to get working). So it was almost pointless to build.

So here's what I came up with instead:
Every turn, each city with a Jump Gate has a 2% chance of triggering an empire-wide 1-turn Golden Age.

If you've got 10 cities and they all have gates, then you'll have a 20% chance of entering a golden age on each turn. (Since the normal happiness-based Golden Age progress meter doesn't increment while in a GA, this wouldn't be too out of control.) And if you're already in a Golden Age, it'd just be a 20% chance of adding one turn to the existing timer. Get enough gates and you could, in theory, be in a permanent Golden Age.

That brings us to Spatz's Deep Thoughts:
1> Is 2% enough, given that this is a late-game building and the game will be over soon after? With three gates, for instance, it'd take an average of 17 turns before you saw even a single 1-turn boost. I don't want this to go TOO high, though; no more than 4 or 5 percent.
2> Should this scale with map size or the total size of your empire, so that games played on Huge maps don't stay in a near-constant GA while small maps never see one?
 
Or conversely, the more happiness buildings you have in the tree, the less important beelining is in the first place. One of the design considerations in the future eras was that I was trying to keep it from being a no-brainer to just run along one edge of the tech tree, that there'd be a benefit to researching within a single tier before moving on to the next. The reason being, the AI doesn't think ahead and go two or three techs down a line towards a specific goal, his research is more haphazard. So as with many other things, I'm trying to keep the AI's existing strategies from being too inferior to what the player would do.

Yes, so if you were to scatter these additional Happiness-inducing facilities around the tech tree, then beelining towards a desired (and distant) tech would be less likely by a human.

On the flip side, another thought I had is that option A is probably better suited for the AIs: under option B a human can learn to gauge and take into account the mass unhappiness a conquest campaign will incur, and build (or have ready to build) just enough Happiness inducing facilities to overcome the resulting unhappiness from the conquest campaign (i.e. a human can tailor his response to the resulting unhappiness). However an AI isn't going to be able to proactively differentiate between taking out a small three city civ or a continent spanning mega-civ, and in the case of the latter, then your option A would be better for the AIs as they wouldn't become so hamstrung with unhappiness when attempting to absorb a huge empire.

Anyways, personally speaking I like having to make choices (its the reason I start my games in the Industrial era instead of Modern, as I like having to make the choice of researching Dynamite for Artillery), so I like option B better in this regard. Option A is probably better for the AIs (at least thats my take right now).

As you may have noticed, there are very few Wonders in that stretch of the game, compared to the earlier game.

I have never started a game before the Industrial era. I wonder if this lack of Wonders in an Industrial era start makes the AIs play differently? Since the AIs don't have as many Wonders to build, then they are probably building more military units, which might make them more aggressive? I do try to chunk out an arty or two relatively early, as I have had to deal with aggressive AIs in the early games on occasion.

D
 
However an AI isn't going to be able to proactively differentiate between taking out a small three city civ or a continent spanning mega-civ, and in the case of the latter, then your option A would be better for the AIs as they wouldn't become so hamstrung with unhappiness when attempting to absorb a huge empire.

This actually isn't as big of a problem as you might think, because the programmers appear to have made the AI extremely conservative. A human might see that his empire has +10 happiness and know that he'll have enough time and money to buy/build the necessary happiness structures along the way to stay above zero if he goes on a conquering spree.
An AI, because it doesn't prioritize things the same way, can't plan on doing that, so it looks like the programmers deliberately put a larger "buffer" in place to ensure that their AIs didn't go negative. AIs don't seem to be comfortable going to war until they've got a good +30 or so Happiness. So upping the base unhappiness just means that they burn through that buffer more quickly, but they'll still have enough to survive absorbing a few cities (unless they're India).

In my playtesting I try to keep an eye on the Happiness values for the various civs, and it hasn't looked TOO bad. The problem doesn't seem to be overextension on conquering; the AIs do seem to know when to stop conquering and sue for peace. The bigger problem seems to be not keeping up with the population unhappiness as your cities grow afterward. And for that, option B might actually help more, as adding more incidental Happiness increases throughout the tree gives the AI more chances to stay above zero.

So for now, I've added +1 to the Garden, Mint, and Monastery, with the gold/culture benefits of the Mint and Monastery reducing slightly. (The Garden's happiness is the normal, population-capped kind, while the Mint and Monastery are uncapped.) I'll see how it goes in tonight's test game; I'm reworking the Planetary Datalinks first so I haven't started the game yet.

I have never started a game before the Industrial era. I wonder if this lack of Wonders in an Industrial era start makes the AIs play differently?

Almost definitely yes, although not because of any sort of hard-coded difference in behavior. In an Ancient start, by the time you reach that era, the AIs' cities (and yours) will be filled with all of the essential buildings, so at that point it's either churn out units or build Wonders, because there's nothing else it CAN do. And the units tend to be limited by resources, so there are only so many Tanks they can build, with the notable exception of infantry units, artillery, and AA guns/mobile SAMs. (Take a wild guess which types of units the AI overproduces in the modern era. For this reason I've been considering having EVERY unit require a strategic resource of some kind.)

Any start in the Renaissance or later has this strange race right at the start, where you have to decide between building the important Wonders or building infrastructure first. The AI is almost always at a disadvantage in this because he'll spend 90 turns building a Wonder instead of spending 30 turns first building a Workshop and Factory first to make it a 30-turn build. So it's sort of like a game of Chicken; do you not build any Wonders until your cities are developed, and try to beat the AI to them anyway?
An ancient start doesn't have this. This is generally easier on the AI; whenever a new Wonder unlocks, he'll build it in the best available city, which will usually be his most developed one, because the AI is coded to heavily discourage any build times of something like 50+ turns. (It's why so many AI wonders are in the capital; during a normal game, only your core cities will have build times below that threshold for Wonders.) The exact threshold for this is in the XML, but the effect is that AIs don't generally get locked into horribly inefficient build queues.

Of course, the AI also isn't taking into account the "head start" bonus I gave to research, food, and production for late-Era starts. So pretty much EVERY build would be a 100+-turn build for an Industrial start, even if in reality the buildings would complete within 20 turns. This leads to some strange behaviors, but I'm not sure how to fix it. (A possible fix, at least for the food and production, would be to boost the tile yield for the city's base tile instead of adding food or hammers after the fact. I'll look into that.)
 
Define "all the time". I hardly get any crashes any more. Of course, if you're using v.0.16, then you'll be missing at least two of the possible crash fixes I added post-patch (probably three). This is EXACTLY why I don't encourage using old versions. (Also, at least one crash bug was inherent to the game's engine and was fixed in patch 217, so if you're deliberately keeping your game out-of-date then it's even worse.)

So give details: at what point in the game are you getting crashes? (Which era are you in, etc.?) Which era did you start the game in? Is it a repeatable crash, or is it an unpredictable series of crashes that just get more and more common as the game progresses?

Also, I think this last burst of activity set the record for "most consecutive posts by people other than me".

Actually to comment on the crash thing, one thing I've noticed playing my last game is that I wasn't getting crashes nearly as often. This is probably also related to me not playing a huge pangaea map with world spanning empire, but still, kudos.
 
Actually to comment on the crash thing, one thing I've noticed playing my last game is that I wasn't getting crashes nearly as often.

My current theory is that the crashes are occurring when the AI tries to plant a forest or jungle in an area you don't have line-of-sight to, and I think it's because I'm using the Serial Event to trap it. I'm still trying to confirm this, but if it's true, then I think I know a workaround: the Tree Farm. That is, instead of the forest instantly popping up, it'd instead spawn a Tree Farm, and at the start of each turn any tree farms on the map have a chance of evolving into either a forest or jungle, depending on the terrain type.

On the upside, this wouldn't need the serial event. The downside is that from the looks of it, I'd have to check every hex on the map at the start of each turn, and that's a huge increase in overhead. Not enough to REALLY slow the game down, but it'd be significant. And unfortunately, I'm not sure I can do the same for the other three terraforming options (Deep Mine, Raise/Lower Hills, Terraform). I mean, I CAN just put it in the same loop as the tree farm, and not bother with any randomness, but it wouldn't be pretty.

I'm coding up the five new National Wonders right now, and I think I've got the essentials worked out. Here's how the espionage will work now:

KGB (at Navigation, in the Renaissance): 1 free tech when built, and each turn you have a 0-5% chance to learn each tech depending on how many other civs know it. (5% if everyone but you knows it, scaling down linearly to 0 if no one knows it.) If you're playing on a game speed other than Standard it scales down proportionately with ResearchPercent, so on Marathon it'd peak at 1.67%. Note that when I say "other civs" it's counting each city-state separately.
(Technically, map size also adjust ResearchPercent slightly, but I really didn't feel like going into that much detail.)

Planetary Datalinks: Each turn you have a 0-5% chance to gain a tech, blah blah blah, same math as the KGB. (It stacks, though, so that means you now cap at 10%.) Plus it makes three units of Information, as before, for +3 Happiness.

Nethack Terminus: You gain outright any tech that 50% of the other civs know, plus it generates the custom warning notifications that it did previously. (I've removed the free tech this used to grant and moved that to the KGB.)

Telepathic Matrix (world wonder): Same as before, you get a tech if any other civ has it, and it gives a free Great Empath.

-----------------------
I've tested the espionage code in-game and it seems to work well, although the numbers might still need a bit of tweaking. The other wonders are a bit less complete, plus I still need to do the custom icons and civilopedia text. So I'm aiming to release v.0.19 tomorrow night, if all goes well. Cross your fingers...
 
This actually isn't as big of a problem as you might think, because the programmers appear to have made the AI extremely conservative. A human might see that his empire has +10 happiness and know that he'll have enough time and money to buy/build the necessary happiness structures along the way to stay above zero if he goes on a conquering spree.
An AI, because it doesn't prioritize things the same way, can't plan on doing that, so it looks like the programmers deliberately put a larger "buffer" in place to ensure that their AIs didn't go negative. AIs don't seem to be comfortable going to war until they've got a good +30 or so Happiness.
In my playtesting I try to keep an eye on the Happiness values for the various civs, and it hasn't looked TOO bad. The problem doesn't seem to be overextension on conquering; the AIs do seem to know when to stop conquering and sue for peace.

I think someone forgot to tell the French AI this last night: the French mopped up the remnants of the Russians and Romans, then went to war on me a few turns later. Nicely coordinated attack on their part, as they used conventional forces to take my advance city (Novgodno), then nuked my bottleneck city (Cologne) and rolled right up to my capitol.
I replayed the game from just before the French attacked, and I launched a spoiling attack against the advance French forces: this time the French AI nuked my advance city, and then I was able to stave off his offensive at my bottleneck city.
But the AI had a huge empire and had no problem continueing to war, as they were also at war with the Japanese (the only other surviving AI). I doubt there was any way the French had a good Happiness rating, as I was struggling the whole time with keeping my head above water in this regard as well.

Almost definitely yes, although not because of any sort of hard-coded difference in behavior.

I like this because of the variability it brings to the game: I can't necessarily anticipate how the AIs will behave when I meet them in the early game - makes it more enjoyable IMO.

In regards to Wonders, why there does seem to be a lack of them in the Nuclear era: have you thought about putting some in this region of the game to flesh it out?

On to last night's playtesting:

1. The French juggernaut: I was wondering why all of a sudden the Romans and Russians stopped their assaults into my lands: it was because the French were overwhelming both of them!

2. Concerning the Nuclear sub: why does it need Aluminum instead of Uranium? Not really a problem - just more of a question that popped into my head while I was playing.

3. And speaking of Aluminum: I didn't have any, nor did I have any oil. This proved to be a critical weakness in my first assault into the Japanese empire, as they quickly routed my forces with their aircraft, and I had to fall back into my lands. What saved me at that point from Japanese aggression was the last Roman assault against the Japanese.

4. When the Japanese did assault my domain (see pic below), the only item they pillaged was my Uranium mine! :goodjob: Prevented me from building some much needed nukes to deal with the French forces on my opposite border.
Otherwise the Japanese assault went extremely poorly: while the attack was coordinated between the amphibious and land-based units, they never got more than a couple hits in on my cities. After that assault wave the Japanese were too busy dealing with the French on their common border.

5. Concerning the "Remnants of a city" pic: I really like that some pieces of the city remained after it was destroyed - adds a nice flavor to the game! :goodjob:

6. The French used Stealth Bombers to assault my forward units: these bombers proved to be extremely tough to kill, and I lost quite a few units to their bombing runs.

7. Concerning the Weather Paradigm: since its aimed specifically at terraforming, then would it be better to move it to an earlier slot? I didn't even consider building it as I had already done all my terraforming at that point in the game.

D
 

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But the AI had a huge empire and had no problem continueing to war, as they were also at war with the Japanese (the only other surviving AI). I doubt there was any way the French had a good Happiness rating, as I was struggling the whole time with keeping my head above water in this regard as well.

Why don't you check? If you've still got a savegame from the appropriate point in the game, just use FireTuner as you go. It's a one-line console command:
Code:
for index,Player in pairs (Players) do print( Player:GetName(), Player:GetHappiness() ) end
Just make sure FireTuner's in InGame mode, and this'll tell you the current Happiness for every civ without having to modify the existing game files. (I'm pretty sure that's the right syntax, although it might also need the usual IF check inserted in there somewhere.)

As for your experience with France, there are a couple other factors to consider.
1> If the AI really, really hates you or is really aggressive in general, it'll basically override whatever buffer consideration is there and go to war even if it can't really afford to. Sort of like a human player, actually. These aren't absolute behavior caps.
2> Wars have a minimum length before either side will listed to a treaty offer. So if France DID have enough Happiness when it started the wars but quickly ran out, then it might not have reached the point where it would consider peace yet. The military AI isn't going to pull up and wait it out at that point, because it's probably not programmed to interact with the diplomatic AI in that way. (As evidence, note how wars end with the AI; offers for peace come at the start of a turn, even if the AI's getting ready for a military operation at the time.)

In regards to Wonders, why there does seem to be a lack of them in the Nuclear era: have you thought about putting some in this region of the game to flesh it out?

Sure, I've thought about it. The KGB, Hollywood, the Three Gorges Dam, Wall Street, and the Red Cross would all fit in there nicely. Which is exactly why I just added those to the game last night. They're the five National Wonders I was talking about; the later four are mutually exclusive and fall in the early Nuclear, the KGB is back at Navigation (mid-Renaissance). And yes, I know that the KGB wasn't founded until the '50s, but if you think of it as the more generic "Intelligence Agency" then it makes a lot more sense. Same goes for the Three Gorges Dam (which could have been Hoover Dam) or Red Cross (was CDC).

Why National Wonders instead of World Wonders? Well, first, because I really dislike the current implementation of national wonders in general. And second, because it provides a nice counterbalance to a runaway tech leader to know that he won't be able to lock out the other players from these. This is why I added so many National Wonders in the future Eras (Planetary Datalinks, Hunter-Seeker Algorithm, Command Nexus, Citizens' Defense Force... the list goes on).

2. Concerning the Nuclear sub: why does it need Aluminum instead of Uranium?

Because the designers were stupid. Seriously, there are a lot of these. Why do Modern Armor not use Oil? (You think an M1 tank uses less fuel than the Sherman?) Why does Mechanized Infantry not use Oil? Why does the Gunship use Aluminum (despite the helicopters themselves having little or no armor) but not Oil? I looked closely at this when I was rebalancing the resources in v.0.19.

I've changed the Nuclear Submarine to use one unit of Uranium instead of the unit of Aluminum. I did this, instead of having it require both, for two reasons:
1> The normal Submarine has no resource requirement. I don't want resourceless units to upgrade directly to 2-resource units. I could add Iron to the normal one, but if I start doing that then there'll be no resourceless units after Infantry, and that would kill City States' abilities to defend themselves. (See also: my Secondhand units.)
2> The Stealth Ship, to which the Nuclear Submarine upgrades, requires only 1 unit of Uranium. (So does the Leviathan.) No Iron or Aluminum. This was originally done purely for balance reasons; there are already too many things consuming Aluminum.

3. And speaking of Aluminum: I didn't have any, nor did I have any oil.

Two questions:
1> What map type was this on?
2> Did you get far enough into the future eras to unlock any of my new resources? If you launched a spaceship, for instance, but saw no Omnicytes on the map, then that'd tell me that for whatever reason it wasn't loading up my custom AssignStartingPlots. Which, in turn, would undo my changes to the rarities of Oil and Aluminum. Since you mention the Weather Paradigm I'm assuming you did get that far.

Frankly, at this point I'm tempted to add a manual override. For Neutronium and Coal, I've got a hard minimum in place where the game automatically adds a given number of deposits to the world in addition to the normal probabilistic distribution. If N is the number of civs, the game adds N/2 large deposits of Neutronium (to any land tiles), N/2 large deposits of Coal (to hills), and N/2 small deposits of Neutronium (to hills without forests).

One reason it'd be really useful to do this for Oil is that the distribution of sea-based Oil is dependent on the number of units on land; if you've got 30 units of Oil on land (say, three Large deposits of 7 and three Small deposits of 3) then the game will try to put 15 units in the water. Except it'll distribute it in units of 4 and round down, so you'll get 3 sea deposits for a grand total of 12 units in the sea.
Now, I've just removed the /2 factor last night, so it'll now attempt to put 30 units in the sea (meaning 7 deposits of 4), which should help with the Oil shortages, but it's still contingent on the number of units on land and so it's theoretically possible that there'd be little or no land-based Oil to begin with.

6. The French used Stealth Bombers to assault my forward units: these bombers proved to be extremely tough to kill, and I lost quite a few units to their bombing runs.

Yep, the AI can be very dangerous when they get the right tools. Wait until they get to Plasma Artillery... *shudder* In general, range is the great equalizer between the AI and the player, because it makes up for suboptimal positioning.

Note: Plasma Artillery now requires Uranium in addition to its previous Aluminum. So you won't just churn out as many as before. Vertols and Needlejets were changed similarly. To make up for this and the Nuclear Submarine change, I've increased the size of Uranium deposits; instead of 4/2/5 for a large deposit (that's normal/sparse/abundant), it's now 5/3/7. The small deposits were also increased from 2/1/3 to 3/2/3.

7. Concerning the Weather Paradigm: since its aimed specifically at terraforming, then would it be better to move it to an earlier slot? I didn't even consider building it as I had already done all my terraforming at that point in the game.

Well, you actually HADN'T done all of your terraforming, since the Raise/Lower Hills, Deep Mine, and Terraform actions come much later in the game. And it only comes about one era after the Plant Forest and Plant Jungle actions, so you should still be working on those.
(Originally, the "magtubes" boost to railroads at Monopole Magnets was a third Route type and so would require an upgrade to get the increased movement, which'd keep your workers busy. But that was too much work to balance.)

But I get the point. Its utility is questionable, mainly because it's a single very specific benefit. One of the things you'll notice about the Wonders in my mod is that nearly all of them do two or more things, so that you're more likely to have a reason to build it. So the solution would be to give it some second effect; I'm just not sure what to add, since I don't want to duplicate anything else's effects if I can avoid it.

So here's what I've done for now.

Weather Paradigm:
OLD: +50% worker speed
NEW: +25% worker speed, +10% to global Food production

Longevity Vaccine:
OLD: +2 happy, +10% to global Food
NEW: +2 happy, all Specialists generate +1 Food.
This has the potential to get seriously out of hand, actually, but it's a lot like the Statue of Liberty. Paired with the right policies and the Red Cross, you could have all specialists producing more food than they consume.

My big worry about the Weather Paradigm is that it's practically guaranteed to go to whichever civ finishes its spaceship first. So I might change it to +50%/+5% to keep the growth advantage from getting too out of control.
 
Okay, the new version should be ready later tonight, but probably LATE tonight since I want to test a couple more things first. (And I'm at work right now. Yes, I know it's a weekend.) It's not going to be pretty, and I might not have all of the custom icons ready to go, but it'll be playable.

Also, Darsnan, I keep meaning to ask: are you taking actual photographs of your screen when you post a "screenshot"? It seems like it'd be much easier to use the PrtScn key and paste into a graphic program. (I used GIMP for the shots I posted in the early part of this thread; Paint would work as well, but I needed GIMP to make the icon atlases since it has a DDS plugin.) It'd be much easier to read, too.

I did notice you had a screenshot you hadn't commented on, the University double-happiness bug. Unfortunately, that's not a display error, it's actually giving twice the intended amount of Happiness when you use a Policy that gives +1 Happiness per copy of a specific building (University, for the Secularism policy). As this Policy stub is the easiest way to give negative happiness to certain buildings, I was going to use it for the Genejack, Creche, and so on, but that doubling bug made it impossible to balance correctly. (Also, it counted as having taken a Policy, meaning your first policy cost twice the normal Culture and the scaling was way off after that. But I think I can get around that one.) And you can't give a fractional value, so no editing the policy to +0.5 Happiness to get around the doubling.

Right now, that's the biggest remaining bug in this mod; four future-era buildings are supposed to subtract Happiness, but they currently don't. So once you get into the future eras, you'll have MUCH more happiness than you're supposed to. (The Genejack Factory subtracts 2; the Children's Creche, Gravity Shield, and Robotic Assembly Plant each subtract 1. So that's up to 5 extra Unhappiness per city.) Of course, once I get those working I'm going to re-evaluate the other sources of Happiness in those eras, meaning I'll probably boost the Hologram Theater back up to +3 (it's +2 now) and maybe move the Hybrid Forest from +1 to +2.
(The biggest unimplemented feature? Art assets, specifically 3D unit models and tech quote sounds.)
 
Okay, a little news update before I post the next version. (ETA: a couple hours.)

It's about the crashes. For a while now I've been pretty confident that it was the result of terraforming actions (specifically, I think it's tied to the map redraw inherent to adding a new Feature or Resource to an existing map.) In a test game, I tried to make as many units as I possibly could create Forests, Jungles, and Deep Mines at once; the other two terraforms (Raise/Lower Hills, Terraform) have no map redraw and require you to reload the game to see anything different, so I'm confident that they're not the problem. For the most part these actions worked, but occasionally, when I tried placing one of these onto a tile that already contained an Improvement, the game would crash. (Several other times it just seemed sluggish for a moment. And this was on a Small map.)

So here's what I'm going to do. I'm going to give you a broken version.

More specifically, the next version is going to have the five terraforming options temporarily disabled. The build actions and improvements will still exist in the game, technically, but they won't be tied to any units. So no one will be able to plant forests, jungles, etc. The advanced worker units will still be worth building for their build speed, mobility, and survivability, but they won't be able to do any actions a base Worker can't.

Because this is a debugging action, I'm not going to adjust the civilopedia entries or any other documentation. I'm explaining this now to prevent a rush of "it doesn't work!" posts; you've seen what my patch notes look like, and this one is going to be one of the longest yet, so it'd be easy to miss the couple lines explaining this there.

So here's the bottom line: I want to know if the game will still crash, and if so, how often. It's too hard for me to test all by myself; this is one case where I need the statistical feedback from 80 or more people playing the game across a variety of map types, sizes, and start eras..
 
And here we go. Again, I've disabled the Terraforming options, and can use feedback on whether (and how often) the game crashes.
Also, a lot of little balance things were tweaked, so as usual, I'd like information on how plentiful money, research, production, etc. are. The biggest balance concern in this version is the quantities of strategic resources in the Industrial and Nuclear Eras. Specifically, I'm trying to evaluate the rarities of Uranium and Oil, and to a lesser extent, Aluminum.

v.0.19, dated 3/27:
BALANCE:
> The various changes to diplomacy (Victory threshold, reduced bribes, increased Influence from quests and gifted units) were moved from the Content mod to the Balance one.
> The Cost Modifier for hurrying a Courthouse was reduced from +50% to +25%. Money is much less plentiful in my mod. It was getting hard to actually purchase anything.
> Similarly, the Cost Modifier for hurrying a Temple (or Mud Pyramid Mosque, or Burial Tomb) was also lowered back down to +25%. In a previous version I’d increased it to +50%, so this is just returning it to the default.
> The Garden now adds +1 Happiness, in addition to its original +25% Great People points. This is regular happiness, still capped by population, at least for now.
> The Monastery now adds +1 Unmodded Happiness, but its base Culture has been reduced from 3 to 1. The +2 per Wine/Incense remains unchanged.
> The Mint now adds +1 Unmodded Happiness, but its Gold increase has been reduced from +3 per Gold/Silver to +2 per deposit.
> Instead of a flat +2 gold, the Market (and Bazaar) give +1 gold per Cow, Wheat, or Fish near this city.
> The Bank (and Satrap’s Court) give +1 gold per Gold, Silver, or Gems near this city. This should offset the reduction in the Mint.
> The Hospital’s help text actually points to the right text key now, giving it a much more useful tooltip.
> The Temple no longer needs a Monument to be present in the city. Both of its UB variants already worked this way, strangely enough.
> The Opera House now requires the Monument instead of the Temple.
> The Melee Penalty negative promotion given to AA and SAM units is now –50% when attacking cities, instead of –25%. The penalty versus melee units is unchanged.
> City-States can’t have strategic resources, which prevents them from building anything that requires a resource. I’ve already given them secondhand units to account for this, but now I’ve done the same for the Factory to address the production imbalance in the later game. The “Secondhand Factory” has the same benefits as the normal Factory, except that it’s cheaper to build and doesn’t require Coal. (For now I’ll avoid doing the same for the Nuclear Plant, but it’s a possibility too.) Because it shares the Factory’s building class, capturing a city-state gives the usual 66% chance of it converting into a normal Factory. While "secondhand" doesn't make as much sense as for units, I think of it more like a factory that produces cheap knockoffs.
> Many units now require additional strategic resources:
- The Knight (and its Camel Archer and Muslim Cavalry UUs) and Lancer (and its Sipahi UU) require Iron in addition to Horses.
- Tanks (and German Panzers) and Battleships now require Iron in addition to Oil.
- Modern Armor, Jet Fighters, Stealth Bombers, and Missile Cruisers now require Oil in addition to Aluminum
- The Nuclear Submarine now uses one unit of Uranium INSTEAD of one unit of Aluminum.

CONTENT:
> The Planetary Datalinks was changed from a hard-set “gain a tech if 4 other civs have it” to a more dynamic system where, each turn, you have a 5% chance to gain a technology if every other civ knows it, with a proportionately reduced chance if fewer civs know it. This percentage is also reduced by the current game speed settings (so Marathon games peak at 1.67%).
NOTE: when calculating the fraction of civs that have a tech, it includes both city-states (one per state) and Barbarians. So a Small map will have 19 civs. Since Barbarians tend to lag behind and city-states tend to all learn techs at the same rate, this won't be as smooth as I'd like.
> The Planetary Datalinks had accidentally been set at Capture=100% (like a World Wonder) instead of “never capture” like a National Wonder.
> The Nethack Terminus, in addition to its notification popup, also now gives you a tech if 50% of the other currently alive civs have it. To compensate for this, I’ve removed the free tech the wonder previously granted.
> Technically the Telepathic Matrix was changed similarly, to gain a tech if 1% of the other civs have it instead of a flat “gain if any other civ has it”, but since it’s impossible to have more than 100 civs, it’s functionally the same as before and it keeps me from having to add a new block of code.
> Added new Concept entries to the Civilopedia for the harder-to-explain elements of this mod, such as the modified Space Race or the Breakout. At present these are mixed in with topics from the normal game, although I’m trying to create a separate category for them to use.
> The Nessus Worm was removed from the list of units for City-States. They couldn’t build them anyway before, because of the resource requirement, but they COULD gift them. To fix this I’d previously banned the Titan and Orbital units from city-states, but I missed the Nessus.
> The Piety policy is now +2 culture per Wonder, in addition to its previous +2 Happiness. The base policy was just too weak before.
> The Fundamentalist policy is now +1 Happiness per Broadcast Tower and +2 culture per unit killed. I'm not trying to make a commentary on fundamentalism here, really; I just wanted that XML stub used somewhere, and I found a better one for the policy that had done it before:
> The Power policy is now +10 XP per new unit and +10% production for all military units. See, I moved the culture-per-kill to Fundamentalist to make room for the production boost, which made more sense to use anyway.
> Transcend specialists, in addition to adding one food, production, gold and research, now also add 2 culture.
> The Vertol, Plasma Artillery, and Needlejet now require one unit of Uranium in addition to their Aluminum. This is most limiting for the Plasma Artillery, since the Mobile SAM is resourceless, although it also upgrades from Rocket Artillery. I might make the SAM require Aluminum.
> The number of units of Oil placed in the ocean is now twice what it was before. Previously, there’d be one unit of Oil in the water for every 2 units on land, now it’s a 1:1 ratio. You can't use this oil until Refrigeration, but this should help with the newly-altered Nuclear era units like the Modern Armor, which now consume Oil as well.
> The number of Uranium units per major deposit was increased from 4 (2 sparse, 5 abundant) to 5/3/7. The number per small deposit was increased from 2/1/3 to 3/2/3.
> A few of the probability distributions for resource allocation were tweaked. The most notable effect will be a few more land-based small Oil deposits, at the expense of Neutronium.
> The land-based Secondhand units (the city-state resourceless variant units) all gain the Repair Improvement build action, and have the same 100% base work rate as the Worker. This is because city-states, lacking resources, cannot build any of the later-game worker units that can defend themselves. It made it really hard for them to repair damaged improvements; their workers would get captured, and they couldn't replace them easily.
> When the Breakout occurs, previously it’d do nothing but start the occasional 1/turn creation of Spore Towers in random locations (skewing towards coastal tiles by moving any tower that would spawn within 5 hexes of land to the nearest land tile). Now, on the turn the Breakout occurs, it’ll attempt to spawn N spore towers, where N is the number of civs that started the game (including city-states and Barbarians). However, there’s no water adjustment on this spawning, so if it picks a water tile then that tower will be wasted. This means in practice that the number spawned will be more like N/2 or N/3 depending on map type. After that first turn it’ll drop to the usual spawn rate and method, but it means that the initial event will be more noticeable. BUG: right now it's spawning Settlers instead of Spore Towers. This will be fixed in the next version, but for now, you can use this to evaluate whether it's trying to spawn too many of them.
> At the start of each turn, Barbarian units now heal. Units with Regenerate II (meaning the Nessus Worm) heal fully, units with Regenerate I (the other Psi units) heal +2, and all remaining Barbarian units heal 1 HP per turn. And yes, this makes Barbarians in general much more dangerous, because even their ancient-era Brutes will now slowly heal over time. You can't attack them, retreat to heal up, and then come back to finish them off.
> The Geosynchronous Survey Pod now has the “Hovering Unit” promotion, allowing it to move onto mountains.
> The Production boost for the Spaceship Factory was increased from +10% to +20%, because of its increased cost. The patch had upped the cost from 450 to 800. I'm debating whether to put it back down.
> The Jump Gate was the only remaining building whose primary effect wasn’t implemented. (I’d wanted it to allow you to work tiles an extra hex away from the city.) So I’ve changed it; for now, a Jump Gate gives a flat 2% chance every turn of starting a 1-turn Golden Age. This is additive, so if you have 10 gates, there’s a 20% chance of a 1-turn Golden Age, not 10 separate chances at 2%. Eventually this should probably scale with map size and such, but for now I’ll leave it at this. It still keeps its other benefits (automatic Harbor connection, airlifts if they ever get implemented, and an Empath slot).
> There was a bug with the Jump Gate where its specialist slot was an invalid type, which’d screw things up if you ever tried using it. It’s now correctly an Empath slot.
> The Weather Paradigm was changed from “+50% worker speed” to +25% worker speed, all cities gain +10% to Food”. Note that whoever builds the spaceship first is almost guaranteed to get this Wonder.
> The Longevity Vaccine was changed from “+2 Happy, +10% global Food” to “+2 Happy, all Specialists gain +1 Food”.
> The Singularity Inductor, in addition to its production boost and Great Engineer, now provides effectively unlimited (100 units) Dilithium and Neutronium. Since this comes after Quantum Labs you should already have a decent amount of each, but I wanted it to just be a non-issue at this point. I'm planning to do the same with the Planetary Energy Grid, having it provide unlimited Coal and Oil as if it were a ton of Energy Banks. But that'll be the next version. Also, the Supercollider will create unlimited Uranium, the Nano Factory unlimited Aluminum.
> The Manifold Harmonics, in addition to its various yield boosts, now provides effectively unlimited (100 units) Omnicytes.
> The “Teamwork” promotion was, internally, PROMOTION_LASER_INFANTRY. It’s been fixed to a more appropriate tag, now that it'll be used by the Three Gorges Dam as well.

And a big one deserving special mention:

> Added five new National Wonders to the pre-future eras:
- the KGB (Navigation): gives a free tech when completed, and gives a 5% chance of gaining a technology each turn if everyone else knows it, scaling down proportionately. Requires a University.

And a set of four mutually exclusive National Wonders:
- Hollywood (Mass Media): +50% Culture, all Artists (in all cities) get +1 gold, generates 3 units of “Hit Movies”, a new tradeable luxury worth +3 Happiness. Requires a Theater and Opera House in the city.
- Three Gorges Dam (Electronics): +50% Production, Engineers +1 research, all units trained in this city get the “Teamwork” promotion (+20% when adjacent to a friendly unit, the same promotion the Laser Infantry gets). Requires a Factory and an Armory.
- Wall Street (Combustion): +50% Gold, Merchants +1 production, generates 1 unit of every Strategic resource. Requires a Stock Exchange and a Workshop.
- Red Cross (Penicillin): +50% Research, Scientists +1 food, all units trained in this city get the “Medic” promotion. Requires a Public School and a Hospital.
All but the KGB are mutually exclusive within each city, so you can’t have both Hollywood and Wall Street in the same city, for instance, although their Specialist benefits are empire-wide.
I was originally going to make the yield bonuses larger (+100%, +50% and +5, or +50% and +1 per 2 pop) but then add –25% to two other yields. But I held off on that, because I don’t think the AI would handle it too well.

These five lack the custom art assets they'll eventually need, so for right now they all use the Planetary Datalink's symbol. This'll be fixed in the next version.
 
Why don't you check? If you've still got a savegame from the appropriate point in the game, just use FireTuner as you go. It's a one-line console command:
Code:
for index,Player in pairs (Players) do print( Player:GetName(), Player:GetHappiness() ) end
Just make sure FireTuner's in InGame mode, and this'll tell you the current Happiness for every civ without having to modify the existing game files.

OK I got FireTuner up and running and switched over to Napolean: he was at +13 Happiness. I've attached the save so you can review if you like.

As for your experience with France, there are a couple other factors to consider.
1> If the AI really, really hates you or is really aggressive in general, it'll basically override whatever buffer consideration is there and go to war even if it can't really afford to.

When I I looked at the Diplo it actually said the French were friendly towards me. :confused:

Two questions:
1> What map type was this on?
2> Did you get far enough into the future eras to unlock any of my new resources?

1. Small Pangea with little water.
2. Yes, and I did see omnicytes on the map.

are you taking actual photographs of your screen when you post a "screenshot"?

Yes. I test stuff for a living and do a lot of off-shift work, so since I can't always reproduce the problems I encounter when an engineer is present, why I take pics with my camera and present them to the Software Engineers instead. In ciV its the most convenient way for me as I don't have a program on my computer which automatically can convert MDI files to jpegs.

D
 

Attachments

OK I got FireTuner up and running and switched over to Napolean: he was at +13 Happiness.

+13 before the war started or +13 afterwards? Either way, with an empire that large it means that he probably went Piety (or maybe Rationalism with the Secularism bug). I'd also check to see if the AI wasn't playing on Chieftain by accident and so was getting an extra +1 happy per luxury and +3 to the base value.
EDIT: also, there's a bug in the Courthouse, so it's possible that his large empire wasn't costing him NEARLY as much Happiness as it should have. Basically, instead of reducing the Happiness from conquered levels to unconquered, it's reducing the city count modifier from conquered to zero. (That is, instead of 8 per city for a conquered, 4 for conquered with a courthouse, and 4 for normal cities, it's apparently ZERO for a conquered city with a courthouse, although you still get the usual 1.2/population. So it's effectively +4 happy per Courthouse more than you're supposed to get, or +3 in the vanilla game (5->2).)

When I I looked at the Diplo it actually said the French were friendly towards me. :confused:

I run into this a lot. The developers wanted to make an AI that appeared to behave in a complicated way, so they really created two or three separate AIs, and if any one of them decides to declare war then the empire will do so. So even though it might have been friendly to you based on past diplomatic encounters, the civ felt you were worth declaring war on based on denunciations, resources, warmongering against city-states, and so on.
It does mean that the civ will be likely to accept a good peace treaty when the lockout ends, because they don't really hate you.

Yes. I test stuff for a living and do a lot of off-shift work, so since I can't always reproduce the problems I encounter when an engineer is present, why I take pics with my camera and present them to the Software Engineers instead. In ciV its the most convenient way for me as I don't have a program on my computer which automatically can convert MDI files to jpegs.

Believe me, I've been there; I used to be a Software Engineer for a living, and would find lots of bugs during off hours. But if you're playing on a Windows machine you should be able to take screenshots just using the PrintScreen key and then CTRL-V it into Microsoft Paint (as long as alt-tabbing doesn't crash you). Or, like I said, install GIMP; it's free, it's pretty handy to have in general, it has versions in other operating systems as well, and it has better JPEG translation. I also like its resizing/cropping better, which helped tremendously when I was making icon atlases.
 
Had my first crash of a new game with newest files. At about 320bc or 320ad (didn't notice the date specifically). When mining over a farm things went blergh.

Game size was large, difficulty was settler if that holds any relevance (yes I know the easy game, but I play to play about, not for a challenge :P)
 
Had my first crash of a new game with newest files. At about 320bc or 320ad (didn't notice the date specifically). When mining over a farm things went blergh.

It's possible, then, that this is related purely to the redraw that you get when you remove an Improvement, and that it has nothing to do with my mod. Since my terraform actions work by creating an improvement and then replacing it with a feature/resource/terrain change, it's possible that they just give the game more opportunities to crash in a way that can come up in the vanilla game under the right circumstances.

If that's true, then I have no way to fix it. At that point the question becomes whether I should scrap the terraforming logic altogether or try reworking it in a way that doesn't involve Improvements.
 
Interesting bug, when breakout occured (the bit where mind worms escape) a bunch of barbarian settlers, not spore towers arose, mostly near my border, only one deep into my empire.

Left one alone to see if it tries to plant a city.
 
Interesting bug, when breakout occured (the bit where mind worms escape) a bunch of barbarian settlers, not spore towers arose

Sigh. Confirmed bug. Completely my fault, it's using an unset variable because I was trying to make the system generic and parse the XML file instead of just hard-coding the spawned unit to GameInfoTypes.UNIT_SPORE_TOWER. So it places unit type 0, which is the Settler. I'd tested it, but then did some last-minute rearranging that broke the logic. So for every Settler you see, you should instead see a Spore Tower, and on the next turn each would start spawning mind worms (30% chance per turn).

I'll fix it in the next version, although I'll wait on that version while I do other things, because this is actually good for debugging. It allows people to evaluate whether there are too many Spore Towers to survive in the Breakout, without it actually crippling their game if the answer is "yes". I want this event to be a real threat, something that takes time and effort to clean up, but not something so crippling that city-states and smaller empires are destroyed outright. So by leaving it in this debug mode instead of immediately pushing a new version, I can get a good answer on that.

This actually ties back to something else: World Peace. (And yes, I'm serious.) Right now, when you launch a spaceship it ends all wars you're in, although you can re-declare war right away if you really wanted. But the original concept that I'd had was that when the first civ built a spaceship, EVERY war stopped, not just the ones involving that civ. World Peace, for a good number of turns, until the Breakout occurred and everything went back to normal. Originally, the World Peace and Breakout would be hard-coded to last for the turns of the first civ's Golden Age, but I switched it to a more random method later. (The original concept was that World Peace would break out when the ship launched, and then things'd fall apart once the ship reached AC. Which fits the events of the Alpha Centauri game, in a way.)

Why world peace? Well, besides just being a funny idea in general, it'd give everyone time to build their military back up to pre-war levels, in time to deal with the initial mindworm infestations. Like I said, my fear on this is that it'll be the nail in the coffin of the weaker civs (and lightly-armed city-states), which is NOT what I want. In fact, it's supposed to be the opposite; big, conquering civs that have spread out over the world should have a MUCH tougher time dealing with it, since the chance of them having military units within reach of the spore towers should be lower. So imagine how much more capable you'd be of dealing with the initial surge if your military was fully rested, uniformly distributed through your empire (which is what the AI does), and you'd had a number of turns to replace any previous unit losses.
I'm trying to get this peace method into the next version. The locking mechanism has been the biggest problem.

Anyway, if it turns out that the number of spore towers is still too high, then I can tone it down. Alternately, one thought was to simply assign a limited number of towers to each non-citystate civ and manually place the towers 2 or 3 hexes away from a city owned by that player. It's a lot less random, but that might be a good thing. I just liked the randomness of not knowing whether you were going to get swarmed or not.

The only balance question with the World Peace idea (and the Breakout in general) involves the timing. Right now, it's random when it happens; it might be the turn after the first civ launches a ship, it might be a hundred turns later. I'd prefer a smaller window, something like 5-20 turns, so I'm looking into it to see if I can store how many turns it's been since the first ship was launched.
 
First, for the time, work and effort you spend on creating this, is amazing.
Second, i'm a fan on all sci-fi genres, although i never played Sid Meier's Alpha Centauri.
Third, i play this with a TSL World map, scenario on, and geographical resources, so yes, my game may differ than a random game.

Here goes:

The Garden, now adds +1 Happiness.
No food added, why?

The Monastery, now adds +1 Unmodded Happiness, but its base Culture has been reduced from 3 to 1.
Happiness is better than getting social policy/culture points?

The Mint, now adds +1 Unmodded Happiness, but its Gold increase has been reduced from +3 per Gold/Silver to +2 per deposit.
Again happiness, now lesser gold, why?

Market and Bazaar, give +1 gold per Cow, Wheat, or Fish near this city, removed the flat +2 gold.
Replace wheat for sheep? (wool, milk and food)

The Temple, no longer needs a Monument to be present in the city.
Settlement>Monument>Storytelling>Worship>Temple, that's how i see it.

The Opera House, now requires the Monument instead of the Temple.
Settlement>Monument>Opera house, makes no sense.

The Knight, Camel Archer, Muslim Cavalry, Lancer, Sipahi, require Iron in addition to Horses.
And that would bring balance in the game?
Scenario example (fictional):
Didn't find horses yet in the area, a Civ suddenly declared war on me,
Civ send in their cavalry on my 3 swordsmen, oh no.
And what about trading for Horses?, well, another Civ did have Horses, but wouldn't accept all my 200g.
Conclusion:
Civ razed my 2nd settlement, i negotiated peace after 10 turns, Civ refused,
Civ marched towards my main capital, that my archer proudly defended it, game over.


And for the bottom content, my game ain't in those era's yet.

I like the gameplay with the sci-fi twist, but for the moment, it starting to play like yet another 'simcity'.
It could be me, not seeing the whole Alpha Centauri picture/idea/game/universe.
Is it me?, yeah, i am sure it's me, am i?

In the end, it's always the same 'never thought the AI would do that'.

Signed out*,
OokeDan

*Am not posting in your thread anymore. I see no point .<-here to continue
 
Third, i play this with a TSL World map, scenario on, and geographical resources, so yes, my game may differ than a random game.

I'm not familiar with that map. If it has its own version of GetMajorStrategicResourceQuantities or GetSmallStrategicResourceQuantities, which many custom maps do, then it won't work with this mod. (So far, I know this happens with the Lakes, Great Plains, Highlands, and the pre-order scenario maps.) The game will still run, but you'll have no deposits of the three future resources on your map. And if "geographical resources" means that resources are placed where you'd find them in the real world, then I can guarantee that that map is incompatible.

The Garden, now adds +1 Happiness.
The Monastery, now adds +1 Unmodded Happiness, but its base Culture has been reduced from 3 to 1.
The Mint, now adds +1 Unmodded Happiness, but its Gold increase has been reduced from +3 per Gold/Silver to +2 per deposit.

The reasons for these three changes all boiled down to the same two issues:
1> There was a bit too much Unhappiness, so I needed to add Happiness somewhere, and these three gave about the right amount when combined. (Especially with the fact that these are not every-city buildings; you need to have a specific local resource or terrain type to unlock them.)
2> Overspecialized buildings are bad, because the AI does NOT prioritize things that well.

The total culture, gold, and happiness created by your empire will be about the same as in the vanilla game. It's just that you'll no longer get those by building a single chain of buildings. So removing 2 culture from the Monastery (and Temple) isn't bad when you realize that the Colosseum, Library, University, etc. each gained 1 point, and the Theater gained 2. A fully-loaded city will be just as good as before (actually, slightly better), but it'll progress very differently along the way.

The older design, where buildings did only one thing, heavily favored the player. You'd build, say, culture buildings in the cities that gained an extra multiplier from certain Policies or the Broadcast Tower, and not bother with them in the cities that didn't. The same goes for the other categories; Happiness was the worst offender, as once you'd built four buildings in a conquered city (Courthouse, Colosseum, Theater, Stadium) you were done, and anything beyond that was pure gain for your empire.
So your best strategy was to build "vertically", specializing each city into a given category and never building "unnecessary" buildings in other cities. But by having more buildings add to multiple areas (research/culture, happiness/culture, happiness/gold, and so on), then the best strategy approaches "horizontal" development, where you build all the cheap stuff first and then move up... which is what the AI does, generally.

(As for why no food for the Garden? It never had food to begin with. If I tacked even more bonuses onto it it'd get overpowered. Remember that to build a Garden your city has to be on a lake or river, which means it's probably already one of your best cities in terms of food and gold.)

Replace wheat for sheep? (wool, milk and food)

I'd thought of that, but which do you see more of in a market: bread, or wool? And sure sheep are edible, but how many people do you know who've eaten sheep and/or goats recently, versus how many have eaten bread? Wheat, Fish, Cow pretty much represent the "common" resources in agriculture/fishing. Bananas, Sheep, and Deer are the rare ones. (And this is supported by the actual tile distributions in the game.) They're abstractions to begin with, with Bananas really representing all tropical fruits, so we shouldn't get into an argument about how good Haggis tastes.
Originally I'd had both Sheep and Wheat boost at the Market, but that then made Bananas and Deer worse by comparison. And I didn't want to boost all six.

The first other reason for it is terrain balance. Sheep primarily spawn on hills, Wheat and Cows are on non-hill plains and grassland, Fish are in water. But remember that this is paired with the Bank increase, giving gold to Gold, Silver, and Gems... all of which skew towards hills. So with six gold increases for these two buildings, I didn't want four of them to be hill-related.

The second other reason is Improvement balance. Sheep and Cows both use Pastures, while Wheat uses the Farm (which gets less of a boost technologically). The math just works a little better this way.

Settlement>Monument>Storytelling>Worship>Temple, that's how i see it.

This isn't a case where the concept is the important part. It's about the game balance. Temples are now a combined Happiness/Culture building, because I needed SOMETHING to do that, and given the Burial Tomb had already set the precedent, the Temple was the obvious choice. Having the Temple require a pure-culture building and be a prerequisite for a pure-culture building, while not being in that category itself, is bad design.

And it's not just me. There are two UB alternatives to the Temple: the Burial Tomb (which was already this combined happiness/culture design) and the Mud Pyramid Mosque. Neither of these require a Monument, and so can be built in new cities without needing anything else. So if you were Egypt, you could build an Opera House without ever building the Monument, because the chain was broken.

But the real issue of the game balance is that the core of the Balance mod is the change in base Happiness. Instead of 2+pop, it's 4+1.2*pop. Seems straightforward, right? So what happens when you play it? You found a new city, and decide you need to make up for that extra -2 happiness. But the building designed to do so, the Temple, is locked away behind another building, the Monument. Okay, the player knows to do that, build a monument ASAP and then do the same for the Temple. It'll finish in a reasonable amount of time, and everyone's happy.
But the AI doesn't know how to do this.
The AI in this game just can't think two moves ahead. It evaluates every situation as-is, based on Flavor ratings and the needs of the moment. So it'll only build the Monument if it thinks it needs Culture at that moment; it won't know that it leads to the Happiness that the city REALLY needs. If it thinks it really needs Happiness, what'll it to? Yep, it'll build a Colosseum. An expensive, time-consuming building that adds more Happiness than you can handle in a small city (since it's population-capped). Or worse, it'll pay the extra to rush the thing, bankrupting itself when there was a better alternative that it couldn't see for itself because of how primitive its logic really is.

So the solution was to pull the Temple out of that chain entirely, and make it a first-tier building that can be built as the very first construction of a new city. (Or second in a conquered city, after the Courthouse.) The AI will handle this far better than it does now, which'll make it harder for the player to pull far ahead of the AIs.

(Besides, if you're arguing concept, then how exactly does a Temple lead to an Opera House?)

And that would bring balance in the game?

Yes. The balance of this mod is centered around one concept: making the way the AI already plays into something more closely approaching an optimal strategy. That way, no massive reworking of the AI is necessary. Without this sort of balancing, the game would NEVER last long enough for you to reach the custom content, because the existing game can easily be won by the end of the Industrial simply by abusing strategies the AI has no idea about (like ICS was).

Ask yourself this: in the Industrial era, why build Tanks? After all, you already have Infantry, Artillery, and so on. So why bother with Tanks at all? Well, because they're just the best unit for warfare. High mobility, can hit and run, high damage. They're the core offensive unit, the best all-around tool you have; they won't be the only thing you build, but they will be the core of an attacking army.

In the earlier eras, the knights/lancers fill that same role; churn out a good number and you can sweep through your foes' armies without needing other types for anything other than city conquest. Cavalry are even better, technically, but they're actually weaker relative to the other units and cities of the time.

In your highly fictional example, if you didn't have horses and couldn't trade or bribe a city-state for some, then you'd use swordsmen, crossbowmen, and eventually musketmen and riflemen. And catapults/cannons for support. And naval vessels. You can still do just fine that way; I've done so many times.
But if you're willing to spend the resources, you go for the best units you can. And that too often leads to an all-Tank force, which is just boring. So I changed it. The same pattern goes up the line; Tanks, Modern Armor, and Gravtanks are all 2-resource units now, while many of the units around them only need one resource. This encourages the player to use a mix of unit types, instead of just loading up on all Tanks or all Knights and rolling over his opponents.

It could be me, not seeing the whole Alpha Centauri picture/idea/game/universe.
Is it me?, yeah, i am sure it's me, am i?

If you're not reaching the future eras, then of course you're not seeing the new content. And as you said, you've never played Sid Meier's Alpha Centauri, so of course you're not seeing the connection. As I said in the first post of this thread, and quite a few times since, this is NOT a total conversion of that earlier game. It takes place on Earth, and simply uses the techs, buildings, wonders, and some of the units from the Alpha Centauri game as inspiration for adding future eras to the existing Civ game. All 48 new techs are named after techs in SMAC (well, 45 are directly named, and three are slightly modified names), and every Wonder and National Wonder I added was the name of a Wonder in SMAC or its expansion.
I could have called it "Spatz's Future Mod" and just made up names for things. It would have worked out about the same, really, but I'd have found it far less interesting.

Besides, this is why I have two mods. The Content mod has all of the new sci-fi stuff. The Balance mod has all of the balance changes that I think are necessary to make sure the game is still competitive by the time you reach those new eras if you'd started in the Ancient Era. So if you really hate the balance changes but want to see the new content, just use the Content mod without the Balance one. That's what it's there for.
 
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