Getting Started

@Txurce
You know I avoid adding new stuff like the plague. :lol:

I've changed science before in the 0-5-10-20-etc way that avoids the boring-ancient-era problem, but I didn't feel the values were entirely finalized. I've been thinking about slowing down research further... the reason I've hesitated is the original values were added to the core game. I want to avoid the 'cried wolf' syndrome:

Devs: How's this for science?
Me: Let's slow it down like that.
Devs: Okay, sounds good.
Me: Oooh wait now let's try this!
Devs: Make up your mind! :crazyeye:

The basic idea I've had for militaristic citystates is:

  • Alternate between gifting best ranged and melee unit.
  • Gifted units start with free experience based on era and friendship level with the citystate.
I prefer tying in the garrisoned-get-XP bonus to Oligarchy since that policy is underpowered. :)

1. I am completely in the "don't cry wolf" camp. And it's not an easy problem to solve, if you want to add 200 years or so by turn 300, but a different amount around 1 AD, etc. Focusing on the date isn't the only way to do it, of course, but what I'm seeking is more a sense that the pace is chronologically right than, for example, getting to use longswords for a long enough period.

2. I like your solution to the Militaristic CS issue, as well as to Oligarchy. Out of curiosity, what do you think about the Mercenaries notion, if anything?
 
I used to focus on the date in Civilization, but gradually lost interest in it a few years ago, and honestly don't notice it at all anymore in Civ 5. It's arbitrary since the date we reach various items depends on the success of any particular game, and has no gameplay impact.

We don't have the tools yet to integrate the mercenaries system into the game for anything but the human player. It's possible to do some rudimentary code giving the AI particular units, but without the capability to see the core c++, it'd be prohibitively time-intensive to try and reverse engineer the AI's decision-making processes.

Overall I think the idea is a good one though and would be similar to Warcraft III's mercenary camps and shops. With c++ access it'd be simple to base the AI hiring decisions on what it'd build normally in cities.
 
I used to focus on the date in Civilization, but gradually lost interest in it a few years ago, and honestly don't notice it at all anymore in Civ 5. It's arbitrary since the date we reach various items depends on the success of any particular game, and has no gameplay impact.

We don't have the tools yet to integrate the mercenaries system into the game for anything but the human player. It's possible to do some rudimentary code giving the AI particular units, but without the capability to see the core c++, it'd be prohibitively time-intensive to try and reverse engineer the AI's decision-making processes.

Overall I think the idea is a good one though and would be similar to Warcraft III's mercenary camps and shops. With c++ access it'd be simple to base the AI hiring decisions on what it'd build normally in cities.

Adding turns and letting the date wind up where it may works for me. They'll be close enough. And I'll remind you about the Mercenaries once the C++ is released!
 
Would it be possible for militaristic city-states to give you some sort of unique unit not available any other way, maybe something resourceless but with stats on-par with resource-requiring units of the era? Or possibly some special promotion? Basically so that even if you were perfectly capable of producing your own army, you'd still be motivated to seek out militaristic allies, particularly if you were low on strategic resources.
 
Would it be possible for militaristic city-states to give you some sort of unique unit not available any other way, maybe something resourceless but with stats on-par with resource-requiring units of the era? Or possibly some special promotion? Basically so that even if you were perfectly capable of producing your own army, you'd still be motivated to seek out militaristic allies, particularly if you were low on strategic resources.

This is what I was getting at in my last post - I wholeheartedly support this.:) It would be fun and beneficial, even if it was just a small promotion giving a 10% combat bonus or similar.
 
I think it would have to be at least as good as the morale promotion (if not better). A straight percent bonus would be fine, but it would be even better if it was something unique but universally useful, like a bonus of 5% per promotion on itself or the enemy (or something like that).
 
I think it would have to be at least as good as the morale promotion (if not better). A straight percent bonus would be fine, but it would be even better if it was something unique but universally useful, like a bonus of 5% per promotion on itself or the enemy (or something like that).

Agree. I was simply pointing out that a the bonus didn't have to be huge to make difference here.
 
Decided that I wanted to play with lots of RExxing and enjoy some mindless violence :lol: so I decided to roll up a game as Napoleon at chieftain (normally I play king, sometimes emperor) - and have a few Civ 5 thoughts. FWIW, I’m currently playing with the 1.0.1.275 patch and Thal’s TBC v 7.0 installed.

(a) Firstly, huge kudos to you (in particular) Thal and the devs for the game's and mod’s stability – I’m currently at 1020 AD and haven’t noticed a single problem / crash. :goodjob:

(b) One small thing I would note about the mod installation / update process: I needed to unzip (in my case using 7-zip) your mod file after downloading it to the MODS folder – perhaps because I have steam on my d: drive – but couldn’t find an instruction to do this in your thread here:
http://forums.civfanatics.com/downloads.php?do=file&id=15667
I just wondered therefore if it might be worthwhile adding a third step to your mod installation process.

(c) IMHO, hammers, especially in the early game, still seem rather scarce. The situation’s not too bad once you grow your cities and get to workshops, but early game production still seems to take an age IMHO – and I’m following the great advice I was given elsewhere on this forum re: growing to approx pop 4 and working tiles to maximise production. FWIW, I still think the solution is to add an early hammer back to mines, although I understand the implications of this for the carpet of doom. As a second best solution, does anyone think there’s value in altering the republic social policy to give an additional hammer – even if at the expense of 1 food? That might even provide an opportunity to add back one food to watermills, which I agree are now less attractive. If so, I guess the question becomes how to avoid unduly penalising small empires which go tradition early. Another alternative of course is to move the hammer bonus (which I’d apply to all mines, not just riverside) back to engineering. FWIW, I’ve had some other thoughts on the subject (re: how to improve early hammer availability without producing military unit spam) which I’ll post separately later.

(d) When hovering over the market in the build queue, I get the message “TXT_KEY_BUILDING_MARKET_HELP” rather than the help text outlining the benefits of a market (ie. +25% gold).

(e) Similarly, the mint’s help text doesn’t refer to +3 gold on gems, although it’s mentioned in the civilopedia and occurs in game.

(f) Completely agree re: the inferiority of militaristic CS because of the random nature of the military unit they spawn. Perhaps they’d be more useful if they spawned your latest unit, or at least one from the era that your civ is currently in. (Indeed, I notice that this has already been suggested.) As it stands, military CS seem rather less valuable IMHO than cultural CS.

(g) Personally, I’d leave iron well alone. I haven’t seen it readily available in my last three games (all at king, prior to this chieftain playthrough). The other thing I’d question is whether rationing resource availability is going to compromise the ability of smaller civs to produce defensive units.

(h) IMHO, the additional food from the lighthouse makes non seafood coastal tiles a little overpowered. As it stands, in my post navigation, pre-fertlizer era, I find myself working non-seafood coastal tiles rather than a non riverside farm, for the former’s extra commerce (since both provide three food). Was this really the intention? As an alternative, might I suggest that the lighthouse only adds food to seafood, atoll and The Great Barrier reef hexes, leaving non seafood coastal tiles at two food. To compensate, the lighthouse could perhaps add one extra food (ie. 2F) or some extra gold to seafood tiles. If you really want to add food to non seafood coastal tiles, how about doing so at refrigeration – which then gives the gamer the choice between working a 3F plus gold coastal tile or a fertilizer boosted (4F) non riverside farm?

In all, the game is much improved since launch, so kudos to you Thal for all your continued great work. :goodjob: IMHO, the only real issue needing to be addressed remains early game production – about which I’ll write up my thoughts in a subsequent post.

EDIT: One last thing I forgot to mention – which may well (perhaps like some of the others above) be a flaw of the base game: I’m noticing huge variations in the willingness of leaders to improve their land. At the current time, I’ve more or less mapped the world and confirmed that a few leaders appear to have done a reasonable job improving their surrounding tiles. By contrast, the Suleiman AI had improved none – repeat none – of the hexes surrounding its three cities when I defeated them in circa 900 AD. I appreciate my game’s being played on chieftain, but this suggests to me that Sully’s propensity to build workers and / or improve land may need tweaking.
 
@Thalassicus: Following on from my earlier post re: ways to increase hammer availability without producing a carpet of doom, I decided to start a new thread in your Thal’s Balance Mods sub-thread here:

http://forums.civfanatics.com/showthread.php?t=421345

to help keep this thread free for feedback on your TBC mod. Hopefully, the good folk on here will come up with ideas far better than mine to help improve production. :)

FWIW, I’ve made the thread in your domain because my ideas relate to your mod – it’s been so long since I played vanilla, that I wouldn’t know what needs to be changed in that version of Civ 5. If however, you feel that the ideas expressed in the thread I’ve started are a little radical (since I understand that you want to keep TBC close in spirit to vanilla Civ 5), please just let me know and I’ll ask the mods to move it to general discussion. Thanks again for all your effort trying to make Civ 5 more enjoyable for us all. :)
 
NOt sure what's going on, but since I installed Inca/Spain and the latest version of the Balance mods, I can barely play 3 mins without crashing. It sucks.

Have you tried playing a vanilla game, for comparison?

Thal, can anything TBC does make the game crash? I've definitely had my share of TBC bugs, but never crashing.
 
I really like the idea of a strong, resourceless reward from militaristic states.

@learner gamer
The download is a civ5mod file, which is indeed a renamed 7z, but Civilization can automatically unzip it for you. These steps work for me:
Place the download in your Mods folder, load Civ V and click the Install button in the Mod Browser.
C:\<username>\Documents\My Games\Sid Meier's Civilization 5\MODS
Republic adds 2:c5food: and 1:c5production: to all cities, it's very useful when expansive empires are lacking production in the early game. I designed warlike empires to get production from combat. Spoils of War provides gold in the early game, and in Civ 5 gold=production. I've also buffed Spoils of War for the next version.

The market issue sounds like a mod incompatibility. Do you have any other mods or versions of this mod installed?

In the next version I've given Spears and Pikes +50% defensive strength, which should significantly help civs starved for resources.

Rivers and coasts are built to be equally valuable (oceans and tundra are similar):

2:c5food:1:c5gold: - Unimproved river grass
2:c5food:1:c5gold: - Unimproved coast

3:c5food:1:c5gold: - Farmed river grass
3:c5food:1:c5gold: - Lighthouse coast

4:c5food:1:c5gold: - Farmed civil service river grass
3:c5food:2:c5gold: - Lighthouse harbor coast
2:c5food:3:c5gold: - Villaged optics river grass

Plains river tiles are similar but trade 1 food for production. River tiles have a slight advantage with earlier bonuses than coastlines, but are slightly less common on most map scripts.

Improvement-building for the AI is something largely out of our control as modders. We can tweak a few variables but none of them have had much success for me.

@learner gamer
I welcome all feedback and encourage new threads. :)

@sav
Glad you managed to fix the problem!
 
In the next version I've given Spears and Pikes +50% defensive strength, which should significantly help civs starved for resources.

I guess we'll see when we test it, but this seems unbalanced, given that many players don't have a resource issue with regard to defense in the first place. I could see it helping the AI if they were to build more spears and pikes - but it'll certainly help Greece, Persia and Germany with their UU's. And I think it will make things too easy for builders like me who sometimes try to skate by with a skeleton defense.
 
It's a little more complex:
  • +50% defense for Spearmen, Immortals, Pikemen, and Landsknecht.
  • Returned Spearmen and Immortal base strength back to vanilla levels.

Something to remember is a 50% strength modifier does not equal a 50% improvement in final strength in average situations, because modifiers in Civ are additive. It's more around a 15% change from the old values, depending on circumstances. Without other beneficial effects it's higher, and against horses the effect is much lower.

Old spears
8 * (1 + 0.2 + 0.4) = 13 offense and defense

New spears
7 * (1 + 0.2 + 0.4) = 11 offense (-12%)
7 * (1 + 0.2 + 0.4 + 0.5) = 15 defense (+15%)
7 * (1 + 0.2 + 0.4 + 0.5 + 1) = 22 defense vs horses (+4%)

Hoplites
10 * (1 + 0.2 + 0.4) = 16 offense and defense (no change)
10 * (1 + 0.2 + 0.4 + 1) = 26 offense and defense vs horses (no change)

Swords
11 * (1 + 0.2 + 0.4) = 18 offense and defense

I buffed Germany and Greece while avoiding Persia because Darius is already very powerful and rated highly on the favorite leaders poll, so I don't feel he needed a buff.
 
@Thalassicus: Many thanks for your feedback. :)

Re: your mod install, I tried those very steps (clear cache, download to mods folder and click install in mod browser) but they didn&#8217;t work for some reason. (To be precise, I didn't see the mod in the mod browser to be able to install it.) As a result, I ended up manually unzipping the downloaded file to be able to play using it. Perhaps I did something wrong &#8211; I&#8217;ll see what happens when I download the next version of your mod I guess. :)

Re: republic and hammers: I understand the point that gold = production in Civ 5. As I&#8217;m sure you&#8217;re aware, it&#8217;s the very same mechanic used in the Total War series of games (in which you buy buildings and units) amongst others. I guess the point I&#8217;m trying to make is that my experience with your mod (and vanilla for that matter) suggests that a Civ 5 game can be split into two parts:

(i) A period in the early game when the fledgling empire is still, for various reasons (eg. lack of resources to trade), not generating enough gold to buy units, buildings etc. During this period, the fledgling empire is therefore very reliant on hammers for production. In other words, during this period, gold <> production. Depending on how many hills there are to work, I&#8217;ve found this phenomenon can mean production remains very slow during turns 50-100, sometimes longer if the surrounding terrain is particularly flat. (NB: I&#8217;m ignoring how slow production is during the opening 50 or so turns and simply accepting it as a function of how little terrain is improved up to that point.)

(ii) The portion of the game from the mid-game onwards, where gold = production because the empire as a whole is generating enough gold to be able to buy buildings, units, CS influence etc.

Apologies BTW if this has not come across, either in this thread or the other that I started. :)

IMHO, it&#8217;s the existence of stage (i) during the early game which provides the opportunity to provide civs with an additional hammer or two above those which have already been provided, to help with early game construction. As has been mentioned in the other thread, this can be provided in various ways, one of the more obvious IMHO being via a social policy such as republic &#8211; by making it provide 2H (even if at the expense of 1F) instead of the current 2F 1H. IMHO, this would make a big difference to non-riverside flatland starts in particular, where I find early production can be very reliant on bee-lining metal casting to run an early GE. That said, perhaps your forthcoming changes to the Spoils of War social policy will help address the problem in another way &#8211; by providing civs with the opportunity to accumulate gold faster in the early game - which can then be used to buy units, infrastructure or CS, potentially shortening build times in that second 50 turn window. I guess my only question though would be whether boosting Spoils of War is going to help someone who's not necessarily intent on warring during the early game.

Re: absent market tooltip. No other mods installed. As mentioned earlier, I simply deleted some old game saves, cleared the cache and an older version of your mod from the MODS folder, downloaded the new version of your mod to the c:....\MODS folder and then unzipped it into the same folder ready to play. The only thing I can think is possibly an issue is that Genghis Khan appeared in the game (which I mention since he&#8217;s the only DLC I have apart from the base game.) Strange...the good news is that the game remains playable.

Once again, thanks for all your effort trying to make Civ 5 more enjoyable.
 
I understand what you're saying about the two-phase system and agree that's the way it works. I think the developers designed it this way because of Civ 4. In Civ 4, we only could purchase things with gold after getting Universal Suffrage. Gold is a global thing, while production is local. Other purchase methods in Civ 4 (whipping, conscription) were also local, like production.

So my theory is they maintained this basic progression in Civ 5... local effects in the early game, global effects in late game. It makes sense historically. The challenge is balancing it so both yields are desirable in both phases.

About the market, it might be a DLC problem. I'll investigate my dlc-compatibility files for errors. It might also help if you can copy-paste any errors that show up in the tuner when you start/load a game. Information on the tuner is here: link.
 
It's a little more complex:


Something to remember is a 50% strength modifier does not equal a 50% improvement in final strength in average situations, because modifiers in Civ are additive. It's more around a 15% change from the old values, depending on circumstances. Without other beneficial effects it's higher, and against horses the effect is much lower.

Old spears
8 * (1 + 0.2 + 0.4) = 13 offense and defense

New spears
7 * (1 + 0.2 + 0.4) = 11 offense (-12%)
7 * (1 + 0.2 + 0.4 + 0.5) = 15 defense (+15%)
7 * (1 + 0.2 + 0.4 + 0.5 + 1) = 22 defense vs horses (+4%)

Hoplites
10 * (1 + 0.2 + 0.4) = 16 offense and defense (no change)
10 * (1 + 0.2 + 0.4 + 1) = 26 offense and defense vs horses (no change)

Swords
11 * (1 + 0.2 + 0.4) = 18 offense and defense

I buffed Germany and Greece while avoiding Persia because Darius is already very powerful and rated highly on the favorite leaders poll, so I don't feel he needed a buff.

You're right - this is more complex, and sounds good to me. It's more of a tilt toward defense. I just played Persia again - my second time - and it's true that they don't need another buff.

By the way, I'm wrapping up an Egypt science game in very good time. With the right start, they are pretty damn good. But I'm mentioning them only because I had fallen out of the habit of building chariots. Man, is that multiple movement after firing brutal. They are so easy to promote. They are maybe the best early unit for almost anyone playing a builder game.
 
Completely agree with your post Thal. It&#8217;s obvious that you have a very detailed understanding of the issues involved. :)

IMHO, the crux is precisely as you&#8217;ve identified here:
The challenge is balancing it so both yields are desirable in both phases.
and getting that balance right is of course no easy task.

FWIW, my view is shaped by the very maxim you&#8217;ve used (and which, ironically, I was going to use in my previous post): production is local, gold is global. You see, the issue I&#8217;m finding during turns 50 &#8211; 100 is that the amount of gold generated across the empire very often isn&#8217;t enough to buy infrastructure in a timely fashion. As a result, cities remain heavily dependent on their local hammer supply for early infrastructure &#8211; and when they lack hills and / or aren&#8217;t riverside (for a watermill and a GE) in particular, production continues to take an age until metal casting is reached. To put it another way, I&#8217;m finding that a lack of early local hammers isn&#8217;t being compensated for by global gold availability.

More broadly, I&#8217;d say that the game&#8217;s balance is still a little underweight hammers in the early game, and overweight gold in the later game &#8211; although it&#8217;s vastly improved since launch. To put it another way, I think that the game needs to look at bringing another hammer or two forward, so that you get to a critical mass of them earlier and can therefore get your empire up and running a little earlier &#8211; even if that&#8217;s at the expense of lowering some of the multipliers which boost the later game. (Indeed, I&#8217;m presuming this is partly why you&#8217;ve made the changes to windmill and workshop multipliers in your latest beta.) All that said, the reality too of course is that my perception is also entirely subjective. :)

Re: the tuner. Funnily enough, I was thinking of starting another game (since the one I've been reporting on is now effectively over at 1400 AD), so I&#8217;ll install the tuner and report back if anything shows up.
 
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