Yudishtira
Spiritual/Creative
Yes that probably is. I meant the 55 turns wasn't.I would definitely call this a bug.
Yes that probably is. I meant the 55 turns wasn't.I would definitely call this a bug.
In extreme cases of very high values its possible that due to the decreases in anarchy time cost per additional change could reduce the total more than the additional selection adds. Very unusual but perhaps that particular civic doesnt add more so by adding it to the list you are adding no more time but benefitting from the reduction to the total for having another selection in the batch.I would definitely call this a bug. However some kind of "aligned civics" system where certain civic combinations work better together would be quite interesting. e.g. its way more difficult to turn your democracy into a dictatorship if you don't also switch to militarized policing or something (dunno if these are real civics, its just an example).
Probably the equation needs fixing if this can happen! It should be proportionally reducing each additional civics time like A + 0.5B + 0.25C, not the total like (A + B + C)/3. And the civics need to be sorted by unmodified anarchy time from greatest to least so you can't game the system by just selecting them in a different order or something!In extreme cases of very high values its possible that due to the decreases in anarchy time cost per additional change could reduce the total more than the additional selection adds. Very unusual but perhaps that particular civic doesnt add more so by adding it to the list you are adding no more time but benefitting from the reduction to the total for having another selection in the batch.
Feel free to review the formula of course.Probably the equation needs fixing if this can happen! It should be proportionally reducing each additional civics time like A + 0.5B + 0.25C, not the total like (A + B + C)/3. And the civics need to be sorted by unmodified anarchy time from greatest to least so you can't game the system by just selecting them in a different order or something!
Given the scaling factor on eternity plus numerous modifiers from many sources what does that equate to on normal? 5 rounds?55 turns of anarchy is way too much even on Eternity, especially with turn times of 2 - 4 minutes in late game.
Anarchy should reduce all forms of productivity in cities instead, just like complex traits directly change tech costs.
Anarchy length could scale like square root of game speed scaling.
I think game speed modifier is purely multiplicative.Given the scaling factor on eternity plus numerous modifiers from many sources what does that equate to on normal? 5 rounds?
I like the idea of changing what anarchy fundamentally is.Anarchy should reduce all forms of productivity in cities instead, just like complex traits directly change tech costs.
No, that makes absolutely no sense for anarchy. How is 50 turns of anarchy on eternity a bigger setback than what 5 turns of anarchy is on Normal gamespeed. It would destroy the wholer point of longer gamespeeds. The point of longer gamespeeds is to have a game where you have to think 100 turns ahead because building an army can take 100 turns.Anarchy length could scale like square root of game speed scaling.
How is 50 turns of anarchy on eternity a bigger setback than what 5 turns of anarchy is on Normal gamespeed.
It would destroy the wholer point of longer gamespeeds.
Not if we changed anarchy to be a viable mechanic, as it is now it should either be removed completely or changed so that it can be scaled properly without becoming boring.Because the cost of anarchy for the player is measured in real time the have to sit around bored, as well as game time. That doesn't apply to the scaling of other aspects because when not in anarchy there is always something to do each round. If you are in anarchy for 50 rounds, and you aren't at war, what do you do for the 2 hours you will be clicking next turn?
I don't see what anarchy has to do with unit movement, anarchy is all about influencing production and tech progress which are the most linearly scaled components of gamespeed options.You really think that? My guess is that breaking this specific scaling constraint for game speed would make the game a lot better. After all we already don't scale everything linearly with game speed: specifically unit movement.
I like the idea of changing what anarchy fundamentally is.
Not a total stop in all progress, but a reduction like a 75% reduction or something, this would make 50 turns of anarchy acceptable on eternity gamespeed.
Yeah of course, I'm talking about how it currently is implemented.Not if we changed anarchy to be a viable mechanic, as it is now it should either be removed completely or changed so that it can be scaled properly without becoming boring.
My point was that unit movement is not currently scaled in any way to match game speed (units can move once per turn, the same distance, regardless of game speed), thus there is precedent for game mechanics that do not just scale linearly with game speed, in this case a much more impactful one than anarchy length.I don't see what anarchy has to do with unit movement, anarchy is all about influencing production and tech progress which are the most linearly scaled components of gamespeed options.
Why does it need to be comparable between both game speeds? All players in the same game experience the same game speed, there is no reason it needs to be balanced between game speeds in this case. In *some* cases things need balancing between game speeds such that balancing of inter-related systems is maintained, however I don't see any systems that rely on anarchy length, it is just an arbitrary cost we apply to anarchy.5 turns of anarchy on normal should thus take 50 turns of anarchy on eternity. so that the risk of loosing out on the wonder due to a revolution is comparable on both gamespeeds.
Well I added an issue feel free to comment, and we can workup what the limitations and formula ought to be https://github.com/caveman2cosmos/Caveman2Cosmos/issues/163
I don't think either of those are the whole point of those mechanics. For gamespeed some people just want to play a longer game generally, with all things made more granular. It just happens that we *can't* make unit movement more granular without making the map bigger, because you can't move a fraction of a tile (although that might be interesting and could certainly be done, e.g. EUIV/CK2 style).The whole point of gamespeed changes is to shift the balance between how much can happen on the map (unit action) compared to how much the situation (production and tech advancement) can change in the same timespan.
That city production and tech progress are slowed down compared to action on the map.
The whole point of anarchy is to reduce a player ability to change the situation for a timespan.
If we were to scale unit movement so that it may take 10 turns to move a unit from one plot to another on eternity gamespeed then I would feel that gamespeed as an option was broken as it in my opinion is meant to shift this balance, all gameoptions are meant to change the game balance one way or another.My point was that unit movement is not currently scaled in any way to match game speed (units can move once per turn, the same distance, regardless of game speed), thus there is precedent for game mechanics that do not just scale linearly with game speed, in this case a much more impactful one than anarchy length.
The amount of tech and production progress lost during the anarchy should be the same for each gamespeed. If not then anarchy time will be a relatively smaller setback in tech progression and construction progress compared to how many turns have passed on slower gamespeeds than on faster ones. So if we made it so that eternity have relatively shorter anarchy times than normal gamespeed then the anarchy time would mean less on slower gamespeeds. So during anarchy time on eternity those you are at war with would not be able to get as big an advantege during your anarchy than what they would have gotten on normal gamespeed.Why does it need to be comparable between both game speeds? All players in the same game experience the same game speed, there is no reason it needs to be balanced between game speeds in this case. In *some* cases things need balancing between game speeds such that balancing of inter-related systems is maintained, however I don't see any systems that rely on anarchy length, it is just an arbitrary cost we apply to anarchy.
Yeah but you are just begging the question. All you are describing is how they wouldn't be the same cost between different game speeds. The question is why does it matter if they aren't the same cost between game speeds?The anarchy gave player B a bigger advantage on Normal gamespeed than on Eternity gamespeed, so anarchy has smaller impact and relevance to the strategy on slower gamespeeds.
Because anarchy time is directly related to production and tech progressions ability to change the game situation per turn, it is in no way related to units ability to change the game situation per turn. Units are not affected by anarchy.Yeah but you are just begging the question. All you are describing is how they wouldn't be the same cost between different game speeds. The question is why does it matter if they aren't the same cost between game speeds?
My current opinion is that it doesn't matter at all, and in other aspects of the game you agree with that, e.g. unit movement speed. So if it isn't necessary for unit movement to bear exact proportional cost between game speeds, why should it be necessary for anarchy cost to do so?
I'm not in any way saying units are related to anarchy. I'm using them as an example of a game system that does *not* scale linearly with game speed, but *does* effect the game, way more than anarchy length does. The point being that this refutes any argument that anarchy needs to scale linearly with gamespeed as a matter of course, and necessitates a stronger argument for why specifically its important that anarchy has the same relative cost *between* game speeds.Because anarchy time is directly related to production and tech progressions ability to change the game situation per turn, it is in no way related to units ability to change the game situation per turn. Units are not affected by anarchy.
The amount of tech and production progress lost during the anarchy should be the same for each gamespeed. If not then anarchy time will be a relatively smaller setback in tech progression and construction progress compared to how many turns have passed on slower gamespeeds than on faster ones. So if we made it so that eternity have relatively shorter anarchy times than normal gamespeed then the anarchy time would mean less on slower gamespeeds. So during anarchy time on eternity those you are at war with would not be able to get as big an advantege during your anarchy than what they would have gotten on normal gamespeed.
You will need to also reduce all costs in the same proportion, or people will go broke straight away! But if you do this, anarchy might become a desirable thing in some cases (maybe that isn't bad?).We should implement anarchy such that it is an amount of turns where hammers, gold, culture, espionage and beakers are reduced by 75% (set in globalDefines xml).