Info on Next Patch

I keep forgeting about the faster game speeds, dumb me :crazyeye:

I only play on epic, so that's why I first failed to see major impact. That's also due to the stupid decision (IMHO, of course) to scale only worker build rates, research and production costs when you change game speeds, instead of scaling specialists impact too (it's only the overall game speed that should change, not the significance of a specialist. This is the equivalent of keeping the same time for the worker jobs, which don't occur.)

But in this point you are right, in faster speeds the problem scales for the worse.



I don't think your example is extreme, actually I dare to say it has a fair amount of occurrence, but I think the way you put the facts make it sound worst than it really is. See, when you say "a waste of 495 against a waste of only 4" it seems bigger than what it is: 1 turn. So we are back to your first point: in a quick game, 1 turn has significant more meaning than in an epic game, no doubt.

When I replied you about the micro yesterday, I started a game to check if messing with the specialists could give me some advantage. At least on epic, I can assure you that doing all this checking for tech cost and actual research capacity of your civ and managing of the scientists, I saved 4 to 5 turns of every 100. I don't think that's a big reward for microing at that speed. Or maybe I just suck at this :blush:

So the bottom line is that I agree with you that it has a significant impact, but only in faster game speeds. And I need to think if fixing the beaker overflow, without balancing everything else that I think needs to be balanced, wouldn't still give an advantage for microing in this case too, perharps even bigger than before.

Cheers.

Yes, I've tried to be careful to emphasise each time that quickspeed is the speed most affected by this micromanagement. I've emphasised that when it's typical to be researching techs in only a few turns each time (e.g. 4 or 5), the effect of saving a turn on a tech is huge.

In the example I detailed, going from 3 to 2 turns was obviously a 50% increase in science production. 15% of that 50 was due to the output of scientists and 35% of the 50 was thanks to minimising beaker waste. Both the 15 and the 35 could vary up and down depending on the circumstances, but the point is to show that it's common for the effect of minimising beaker waste to be greater than the raw effect of scientists. This is extremely unintuitive for the player. It also demonstrates that this sort of micromanagement does not have a small effect. In any game that has micromanagement, it should only be for gaining a small advantage, if any, over those who choose not to use it. Here we have micro which is significant on a strategic level.



****************

At other posts, again I see the argument being raised that it should be given lower priority than other fixes. It's almost a trivial issue to fix. It's not as if Firaxis are going to say "Ok, we need to fix beaker overflow and will therefore dedicate 30% of the resources for making the next patch to this specific issue".

We've established that it needs to be fixed, and how it needs to be fixed is not terribly difficult (and note it is locked away from modders right now) and that to a large number of the 'challenge' players this is a big issue. With this in mind it makes sense to prioritise it anyway. The only reason I can see for Firaxis really wanting to not prioritise it is if they actually don't intend to change this feature, and for some bizarred reason it is as designed.
 
I still cannot accept there is no economical benefit in meeting another civilization if both of you have no luxury resources to trade with. This makes no sense whatsoever, bring back foreign trade routes somehow! It makes staying peaceful a profitable arrangement without forcing long term resource exchange deals.
 
I still cannot accept there is no economical benefit in meeting another civilization if both of you have no luxury resources to trade with. This makes no sense whatsoever, bring back foreign trade routes somehow! It makes staying peaceful a profitable arrangement without forcing long term resource exchange deals.

I agree, the lack of *any* foreign trade system feels like a massive step backward for the franchise.

Heck, I wouldn't even mind if you had to send a Caravan and/or Great Merchant to the Capital in order to establish such trade, but it would be better than lacking a foreign trade system completely!

Aussie.
 
We've established that it needs to be fixed, and how it needs to be fixed is not terribly difficult (and note it is locked away from modders right now)
i love posts that say we can't fix something. it always makes me double check

overflow is fixable. the mod would check current research, look up costs of research, check current research amount and look at future beakers being added. then its just math to figure out how much is overflowed and added to the next tech.

completely doable
 
I still cannot accept there is no economical benefit in meeting another civilization if both of you have no luxury resources to trade with. This makes no sense whatsoever, bring back foreign trade routes somehow! It makes staying peaceful a profitable arrangement without forcing long term resource exchange deals.

Agreed.
 
i love posts that say we can't fix something. it always makes me double check

overflow is fixable. the mod would check current research, look up costs of research, check current research amount and look at future beakers being added. then its just math to figure out how much is overflowed and added to the next tech.

completely doable

Ok, you may be right that it's fixable, but it sounds like it's a work around. Do you know how to mod this? It would be a very popular mod if so.

I'm guessing that looking at overflow of culture or hammers might help for the sake of comparison.
 
This may not work because the science is calculated after cities are growed on this turn. If you script is run sooner, you will get incorrect results. On the other way, current number of turns calculation seems to know about this feature (that is why it sometimes shows that you can finish the science in X turns while the numbers say you can't). So it is may be doable after all.
 
bring back foreign trade routes somehow!

I've been giving this some thought. This is my first attempt to put my thoughts into game form....

My proposal for changes to the mechanics of CIV5 FOREIGN TRADE: it would provide a fairly substantial benefit to maintaining trade routes with foreign civs. There would be 3 ways to establish a foreign trade route with other civs: 1) via land routes, 2) overseas with civs on same continent, and 3) overseas with civs on other continents.

Global Rules:

1) Foreign trade routes require an active trade agreement that is NOT a money-for-money exchange.

2) For every foreign trade route established, the player receives a base +1 gold into treasury. Additional gold may also be provided (see bonuses below).

3) Note: it is possible for the player to NOT have a foreign trade route established with another civ, and yet still be trading strategic or luxury goods, or engage in any other sort of trade. Failure to establish a foreign trade route simply means that the player does NOT obtain the bonuses (see below).



Foreign Trade divided into three types: overland continental, overseas continental, overseas international.

1) Establishing a Foreign Trade Route:a foreign trade route is established in one of three ways:

--A) Overland Continental: trade existing from land routes between civs located on the same continent
---->requires:
--------(1) open border agreement &
--------(2) road built connecting at least 1 player controlled city to at least 1 city belonging to foreign civ.
--------------Note: Road may pass through other civs IF open borders agreement exists w/ third-party civ

--B) Continental overseas: coastal trade existing between civs located on same continent.
---->available with Sailing
---->requires:
-------(1) open borders agreement with other other civ, &
-------(2) city must be connected to the capital by a road &
-------(2) city must have harbor built.

--C) International overseas: overseas trade existing between civs located on different continents.
---->available with: Navigation
----requires:
------(1) must have open borders agreement with other civ &
------(2 )city must be connected to capital by road &
------(3) city must have Harbor built &
------(4) city must have Market built.

2) Foreign trade route bonuses:
----> additional +1 gold for all foreign trade routes during Classical era. Bonus ends w/ entering Medieval era.
----> +1 gold with discovery of Economics (restructuring of economies around colonization)
----> +1 gold with discovery of Railroad per overland continental.
----> +1 culture with discovery of Flight for every foreign trade route.
----> +1 gold per international overseas trade route with Computers.


3) It is possible for all foreign trade to be blockaded -- by enemy warships blockading coastal cities combined with being surrounded by closed borders.
-->Scenarios:
----(A) It is possible for enemy to blockade intercontinental overseas routes, while continental overseas routes remain open.
----(B) It is possible for only overland routes to be blockaded
--------> Note: if continental overseas routes are blockaded, then intercontinental overseas routes must necessarily be blockaded too.
-------->Only bonuses to foreign trade routes are lost. Trades would remain active.


I think these changes (or something along these lines) would create real incentives to engage in foreign trade, but such would require managing the peace, building early infrastructure, but also exercising skill in keeping the routes open.

I also think these changes could be implemented nicely along side changes in the game's coding that makes barbarian pirates more of a factor requiring more battling to keep trading lanes open. I'm thinking about how big of a role piracy has played throughout history -- I'd like to see it given more prominence in CIV.

Anyways.....feedback?
 
I like it but I'd like to see more than 1 gold flat sum for it, since it'll be some work.
Hell, give a gold+science+culture bonus for it (small ones for each) since trade impacts those areas. You could maybe weight it by how much of each that civ produces, or by how much the city you connect to (for the overland one) produces, making trade with larger, prosperous empires have more potential to be lucrative; this could also help give the AI (and us) a disincentive for war.
 
the lack of *any* foreign trade system feels like a massive step backward for the franchise.

This one surprised me too. In my current game I built a road through a CS for future purposes and was surprised when those cities weren't counted as part of my trade network. Seems rather foolish to me.

I'm looking forward to the new diplomacy changes and I really hope they're going to fix the tech surplus issue with this upcoming patch.
 
This one surprised me too. In my current game I built a road through a CS for future purposes and was surprised when those cities weren't counted as part of my trade network. Seems rather foolish to me.

I'm looking forward to the new diplomacy changes and I really hope they're going to fix the tech surplus issue with this upcoming patch.

Yeah I was a bit surprised there were no foreign trade routes/caravans ; the closest thing we get is the great merchant and the occasional "make a road to my city plz" by the CS.

Perhaps if the game was changed to make the various friendship.co-op, and alliance pacts also give each partner various increasing bonuses as they do with CS.

Rat
 
Exchanging resources and gold with other civs can be considered "international trade". I think instead of trade routes with other civs, there can be "trade pacts" that give gold to both sides, as well as "cultural pacts" etc. Trade routes with friendly city states would be a nice addition though, and would make the "build road" quest make more sense, no longer it would be profitable to destroy the road after completing the quest.
 
Ok, you may be right that it's fixable, but it sounds like it's a work around. Do you know how to mod this? It would be a very popular mod if so.

I'm guessing that looking at overflow of culture or hammers might help for the sake of comparison.
here you go: Moderator Action: tech overflow
Please read the forum rules:
http://forums.civfanatics.com/showthread.php?t=422889Moderator Action: :D

i suppose its a workaround... it uses the api functions and math to not have wasted science. maybe science overflow was removed because research can get really fast without this random wasted number of science

and i didnt even think about checking overflow of hammers, might of had an easier solution to copy/paste all along

Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
The devs and the testers have shown where the bar lies quality wise for what they produc. Anyone who thinks they are going to start coughing up miracles now is deluding themselves. Its going to be more of the same but this time its the communities fault for not reacting with authority to the turd that was laid on us. If you dont make changes then you are going to get more of the same.
 
The devs and the testers have shown where the bar lies quality wise for what they produc. Anyone who thinks they are going to start coughing up miracles now is deluding themselves. Its going to be more of the same but this time its the communities fault for not reacting with authority to the turd that was laid on us. If you dont make changes then you are going to get more of the same.

Man you are so boring. Are you never fed up of writing all the time the same things on this forum, with the only effect of appearing everytime more sadder than before?

At least when u wanted to chain yourself outside 2K HQ you were funny!

Try to say something different next time.
 
Maybe they could give a gold bonus when you have an open borders with a civ, because as it stands it seems there is really little incentive to opening borders at all.
 
Maybe they could give a gold bonus when you have an open borders with a civ, because as it stands it seems there is really little incentive to opening borders at all.

The AI has a serious fetish for them though...

Rat
 
Just looked through the list and saw some really awesome stuff. However one minor little tweak i would love to see is the Sistine Chapel, which currently grants +33% culture, to be bumped up to 34% or dropped down to 25%. I'd prefer 34% but either would be preferable to the misleading 33%. I'm pretty sure everyone sees that and things "cool! 1/3rd more culture!" But if you have 3 culture in a city you get zero benefit, since 3 * 1.33 = 3.99. Which gets rounded back down to 3. In fact you don't see any actual difference between a 33% bonus and a 25% bonus until you reach at least 7 culture, end even after that every time it hits a multiple of three the results aren't quite what you might naively think.
 
Donaithen; couldn't they also just have it use regular rounding rules? 3.5 or great goes to 4, 3.4 or less goes to 3?
 
33% != 1/3. The developers can't stop people from assuming the calculations are incorrect if they don't know how fractions work.
 
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