There has been discussion in the past around the difficulty for high level players to secure CS allies against the AI.
The high level AI is able to generate diplo units very quickly, due to its production and gold advantages. As a consequence, AIs can sometimes amass 1000s of influence in a CS, much more than is economically wise for a human player to compete with. Human players therefore rely on Spheres of Influence to gain and hold CS allies.
One idea that came out of the discussion was on CS Influence Decay. We already have a sliding scale (the more influence you have, the more you lose per turn), so the thought was, scale up the decay even higher as your influence increases. This would lower overall CS influence levels, giving human players a better chance to flip a CS to an ally.
The current formula is: 1.5 + X/100 (X is rounded down to nearest 100s). Note that CS types can change this slightly (from 1 to 2), so we used 1.5 as the base average for this discussion. Example: At 220 influence, you lose 1.5 + 220/100 -> 1.5 + 200/100 -> 1.5 + 2 = 3.5 influence per turn. At 500 influence, you lose 6.5.
One idea was to use the square: 1.5 + X*X / (100 * 100), X is still rounded down to nearest 100s. At 220 influence, you lose 5.5 influence. At 550 you lose 26.5.
The advantage of this method is its focused at higher difficulties. Lower difficulty AIs are not generally getting into the high influence numbers, and so wouldn't be affected. This would be a scalpel change for higher difficulties.
It also remains simple to calculate. A square is still fair easy as opposed to a more complex formula, so people could check their own decay numbers more easily than if we used a full formula.
Ultimately this change would not affect influence up to 199, that would stay the same. Its at 200+ you would start to see a noticeable difference in how fast influence drops. And around 400+, you would see a very sizable difference.
So time for discussion. What do people think of changing the decay rate, and do you like the square approach? Is there an alternate approach you think would work better?
The high level AI is able to generate diplo units very quickly, due to its production and gold advantages. As a consequence, AIs can sometimes amass 1000s of influence in a CS, much more than is economically wise for a human player to compete with. Human players therefore rely on Spheres of Influence to gain and hold CS allies.
One idea that came out of the discussion was on CS Influence Decay. We already have a sliding scale (the more influence you have, the more you lose per turn), so the thought was, scale up the decay even higher as your influence increases. This would lower overall CS influence levels, giving human players a better chance to flip a CS to an ally.
The current formula is: 1.5 + X/100 (X is rounded down to nearest 100s). Note that CS types can change this slightly (from 1 to 2), so we used 1.5 as the base average for this discussion. Example: At 220 influence, you lose 1.5 + 220/100 -> 1.5 + 200/100 -> 1.5 + 2 = 3.5 influence per turn. At 500 influence, you lose 6.5.
One idea was to use the square: 1.5 + X*X / (100 * 100), X is still rounded down to nearest 100s. At 220 influence, you lose 5.5 influence. At 550 you lose 26.5.
The advantage of this method is its focused at higher difficulties. Lower difficulty AIs are not generally getting into the high influence numbers, and so wouldn't be affected. This would be a scalpel change for higher difficulties.
It also remains simple to calculate. A square is still fair easy as opposed to a more complex formula, so people could check their own decay numbers more easily than if we used a full formula.
Ultimately this change would not affect influence up to 199, that would stay the same. Its at 200+ you would start to see a noticeable difference in how fast influence drops. And around 400+, you would see a very sizable difference.
So time for discussion. What do people think of changing the decay rate, and do you like the square approach? Is there an alternate approach you think would work better?
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