Spatzimaus
Mad Scientist
One of the things I said when I started helping out on this project was that I wouldn’t fixate on one thing, yet it seems I’ve been doing just that recently, so I do appologize for this.
No need to apologize; I tend to fixate on specific issues, but I tend to switch back and forth between a few different ones from day to day.
The nuke situation is probably the most imbalanced part of the core game. Practically the entire Modern Era was designed around the idea that the game was basically over; you had overpowered units (Modern Armor, Helicopter Gunship, Stealth Bomber, even Mechanized Infantry), overpowered buildings (Broadcast Tower, Research Lab, Stadium), and the nukes. They didn't NEED adequate counters to these, because they weren't intended to be balanced, which obviously screwed up the future eras. The units and buildings I was able to balance by cutting their bonuses, but nukes are just a lot harder to manage.
So what game settings do you use? I’m curious how you can get away with not building nukes, and if this revolves around set-up options?
King difficulty, tech diffusion mod to keep everyone about the same, and I generally play Continents or Small Continents maps on a Small or Standard size. The map type makes a huge difference; atomic bombs don't have the range to reach across water, and even nuclear missiles have problems if the map is large enough. (Planet Busters, obviously, CAN reach, but since they're post-SDI I'm not as worried about them.) I build a good number of stealth bombers, and if I see a city with any missiles or bombs in it, I make sure to invade that city on the first turn (auto-destroying the nukes).
There's also a cheaper way to do it:
In my last game, I controlled half the world, with three major AI empires remaining, none of which were the usual warmongers. (Siam, Iroquois, and India, I think). All had a good number of nukes. So I used a few spare luxuries and some cash to bribe A into declaring war on B, B on C, and C on A. (Didn't really need that third one, but with B in the middle I knew they were going to get slaughtered.) Turn one of the war, nukes were flying everywhere, but not at me. It made it very easy to start invading them a few turns later.
Basically, it's just that if you're making it to these eras, you're often the civ in the lead. And if you're in the lead, AI empires are far less likely to declare war on each other, which means they're building up a stockpile of nukes with no one but you to use them on. Triggering a few AI-on-AI wars makes a HUGE difference, enough that it's just very abuseable.
Playing on King, then, ALSO makes a big difference, because if you're not far ahead of the other civs then they won't stop fighting each other.
So here's the other part of the problem:
1> TECH FLAVOR.
When I was adding my new techs I tried to stay consistent on the tech flavors, to where techs at the same tier would have the same totals. In fact, every single future-era tech has flavor values totaling to exactly 10, which means that the AI will pick techs based on its personal flavor preferences, without any "beelining" beyond just following whatever chains favor its preference. Since I laid out the techs in a pyramid pattern, this works out very nicely in practice.
The existing game's techs are not so consistent. Combustion is 15+5+5=25, while the techs next to it tend to total to ~15. Then look at the T12 (start of Nuclear Era) techs: Plastics is 5+5+2=12, Penicillin 10+2+2=14, Electronics is 15, Mass Media is 10, Radar is 8+4+2=14, and Atomic Theory... is 25+10+2 (where the 25 is FLAVOR_NUKE and was recently added; it used to just be the 10+2.)
Then the next tier, T13: Ecology is 10, Computers is 15, Rocketry is 10+10+20 (where the 20 is FLAVOR_SPACESHIP), Lasers is 15, and Nuclear Fission... is 50+10+10, where the 50 is the nuke flavor again.
The upshot of this whole thing is that the AI nearly always researches the nuclear techs as the very first thing upon reaching this era. I can change that easily enough, but the problem is that this only delays the issue a bit, so that you don't have to beeline for nukes yourself. It wouldn't prevent the nuke situation from getting out of control during the early Digital.
Note: the Balance mod, despite adding new buildings and yield increases to many techs and modifiying many buildings, did not adjust any Tech Flavor values (just building flavors). The Content mod added a few more things to the earlier techs, but again, did not change any tech flavor values. So the AI is exactly as likely to pick the nuclear techs in my mod as it would in the vanilla game.
I'll admit that this was an oversight on my part; I should have changed tech flavors when I changed the building ones, and I never accounted for all the things I added.
2> PROJECT/BUILDING FLAVOR
The Manhattan Project's flavor is 250 Nuke + 20 Offense + 20 Defense. The Nuclear Plant, by comparison, is 60 Production + 4 Growth.
In other words, upon reaching the tech that provides it, the AI will drop everything to build the Manhattan Project. (It had previously done this with spaceship parts as well, before I toned down their flavor.)
3> UNIT FLAVOR
The Atomic Bomb is 10+10+16+8, with most comparable-tech units, like the Rocket Artillery, totaling 30ish. The 16 is the Nuke flavor, so it was only 10+10+8 before, which meant that previously an AI was just as likely to build an atomic bomb as a new artillery unit, but now they're FAR more likely. The Nuclear Missile is 12+8+24+8 (again, the 24 is nuke).
(For comparison, the Planet Buster is 10+40+10, while comparable units total ~30. So I need to tweak my own unit as well.)
In other words, the AI, once reaching these techs, will see the atomic bombs and nuclear missiles as being far more valuable to build than any other unit, as well as being more valuable than a nuclear plant.
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What it looks like is the devs got REALLY lazy when they added FLAVOR_NUKE a couple patches back, and simply added the flavor ratings to each unit without reducing any of their existing values to compensate. So the AI just really, REALLY loves anything nuke-related. Now, it looks like FLAVOR_NUKE, like FLAVOR_SPACESHIP, is given an inherently low weighting, so big values for it aren't quite as damaging, but it still is adding to the previous total somehow and putting these options above all others.
So in the next version of the Balance mod, I'm going to lower a lot of the flavor ratings for these units so that their totals are comparable to other options, and see what happens as a result. But again, this is only a band-aid; the AI WILL reach these techs, will build the project, and will produce the units; they won't do as many (since more uranium will be locked into nuke plants) or as soon, but once they have the units they'll still be just as willing to use them. That's where the devs should have come in, with some diplomatic reason not to use a nuke you have. They didn't, and it's not something I can patch in myself in any way the AI would recognize.