K-Mod: Far Beyond the Sword

elephant beats axe
ele beats sword
ele beats spear
ele beats catapult
ele beats horse archer
ele beats archer
ele beats longbow
ele beats crossbow
ele beats knight
ele beats maceman
a pike is about an even match for elephant
elephant is an even match for a curassieur
ele beats musket
ele beats grenadier

yup, you need rifles or cavalry to have a unit that is actually stronger and will win consistently against them. If you guys don't want to change the game mechanics, let's at least change the unit's name to "Chuck Norris riding an elephant using Batman's equipment" then at least it would make some sense as to why this unit that can be built in 500BC is tearing up the battlefield in 1200 AD
 
I don't know about you, but I don't win every time I have ivory. I think you're exaggerating a bit. Besides, elephants may get decent odds against spearmen, but 1 elephant costs the same :hammers: to build as 2 spearmen.

Still, there's no doubt that elephants are very strong. They are definitely the strongest unit on the field when they are first available, and they continue to be viable for a long time. But is that really such a bad thing? Should it be changed?

I'm not an expert on good game design, but let me just pontificate a bit about why having a bit of 'imbalance' might actually be a good thing.

Perhaps we should view the the existence of 'imbalanced' units like elephants as simply being catalysts for variety. In some games you'll have elephants, and in others you won't; and similarly for your enemies. Perhaps in the games where you have elephants you should consider leveraging that advantage by having an early war. Or if your enemies have them and you don't, then maybe you are better off focusing on research and peaceful expansion. If you're already in a war against elephants, maybe you should beeline towards Engineering when you might not otherwise have done so.

.. and of course, elephants aren't the only thing to consider when making these decisions. There are similar strategy elements related to other 'strategic resources', some more powerful than others. It isn't just about war either.

There are many imbalances in the game. These could be flattened out to make a somewhat homogenous game where essentially all units and all techs and all 'strategies' are viable - but surely it's better to have some imbalances so that players are driven to leverage whichever advantages they happen to have.

--

With that in mind, I don't intend to bring elephants way down to 7 :strength: with no bonus vs. mounted. Such a nerf may be fair in terms of the relative strength of units, but I suspect it might provide less interesting gameplay; and it would certainly create a different feel around the role of elephants in the game.

I might weaken elephants a bit more at some point, but not like that. If anything, I'd probably choose to just increase their production cost a bit more.

--

By the way, I don't think changing the stats of individual units counts as changing the game mechanics. To me, the phrase 'game mechanics' refers to the physical laws of the game world. If I become stronger in real life, that doesn't mean I've changed the mechanics of the world. I've just changed some properties in myself. And so similarly if we make some units in Civ4 stronger, that doesn't change the game mechanics. If, on the other hand, we changed elephants so that they automatically die after 20 turns, that would be an example of creating new game mechanics - because no such effect currently exists for any unit in the game.

In general I'd say that if something can be changed in the game by simply editing the xml then it doesn't count as changing the game mechanics. The xml is just data. The game mechanics are what determines what that data actually means.
 
@noto2: Elephant beats musketman and even grenadier. Can you elaborate that?

Besides almost all your problems arise only if you fight elephants in the open fields (where they really shine). As a city defender they are pointless with their missing defense bonus. And even axemen beat elephants when attacking a city.
And I'm missing in your list of unbalances that elephants require also Horseback riding. Another "only military" tech along with construction. This is already a severe drawback if you play on bigger maps, where it is not an auto-win if you crush your nearest neighbour while falling back in the tech race.

If you add all research costs to reach elephants (+ having ivory) they deserve to have at least the spot of being the best fighting unit in non city combat.
If I have acces to elephants usually the AI will spam spearman, which is a pain ita, because elephants are really expensive and not easily to be whipped.
If an AI has access elephants early on, I usually attack their stacks in cities. It is still a valid tactic in K-Mod to take an AI city with a surprise attack, and camp with your city attacker stack on a forest near the city. The AI will retake the city several time and get crushed by your city attackers repeatedly, losing all of its elephants...

By the way Karadoc, if you can tell the AI to be a bit smarter against that (only retake the city with one unit or even better with a 2 move unit and leave it empty again) the difficulty level would increase by one step with only that change ;)
 
Okay Karadoc, the fact that elephants get +50% vs mounted makes the game un-fun for me. I prefer to have foot soldiers and 8/10 I use swords/axes/mace instead of horse archers/knights. So I like it when I'm playing a game that encourages me to mix it up a bit, like maybe I'm playing the Mongols or Carthage, and I'm building horse archers. What I find, however, is in over 50% of these games that I'm using mounted units, damn elephants ruin the entire war for me. I end up giving up on horse archers and just massing axes/spears/catapults as usual. It's come to the point where I don't even bother with horse archers anymore unless it's a super fast rush against an opponent that has mostly archers. Basically elephants ruin any cavalry based warfare for me, in the majority of my games that involve those units. Another point is, when I'm playing Carthage and I have ivory and horses, I often think "gee, why bother with numidians, elephants are 10000000000000 times better, so elephants make the game bland in the sense that they are 99% of the time the best unit to build.
Oh I made a mistake when I said they beat grens, they don't, but yes they are at least a match for muskets since they get the extra promotion.
Also Karadoc, I wonder if you would agree with this - I noticed that Firaxis definitely implemented changes based on flavour without thinking of gameplay. Look at Spain, for example. In warlords, the conquistador was actually a great UU - a knight with a bonus against melee. It made playing Spain as fun as playing, say, Rome, or Persia. But then they changed it to a currassieur unit, leaving the same bonus. That bonus is almost worthless now, they could have at least given the unit a different bonus. It wasn't done for balance - it's not like Spain was one of the best civilizations in warlords, the change was made for historical accuracy. Things like that, in my opinion, should be addressed because it is obvious that Firaxis was just changing stuff willy-nilly without thinking about the consequences.
 
If you get a great general or two, and put them in your main production city, you can start with 2 upgrades with regular non mounted troops so you are even terms with the barracks/stables combo of mounted troops.
 
2 Things


1. Increase fishing boat speed to 3 after Astronomy?

2. Have city governor replace worked ocean tiled, after they get blockaded by ships and then the ships leave?
 
Okay Karadoc, the fact that elephants get +50% vs mounted makes the game un-fun for me.

Noto, why don't you just go change 1 or 2 lines of the elephant's XML in your own copy of K-mod? All you need is a text editor. It isn't that hard. You will probably have to do it again each time there is an update for K-mod which might be annoying, but still its easy.
 
I actually used an XML editor to try to make my own changes but it didn't work. I saved it as a new mod but the changes would never show up in the game
 
I agree with you noto, I'll see if I can make the same changes. I don't believe the AI puts as much emphasis on elephants that humans will. Unless reteaching the AI with a lower preference for now weaker war elephants should be part of this change... that I don't know how to do.
 
as I said, the real shame is what they do to horse units. If there are elephants in site in the classic age, there's no point of using any horse archers and even knights are a bad idea if those elephants are in enemy hands. I would invite people to think of it in the reverse - imagine there is no elephant unit. Now I'm making a suggestion, to add an 8 str unit at construction with 50% vs mounted. All of you would laugh at me and say that's the most ridiculous thing you've heard
 
I was wondering, if french musketeers are going to get the 15% flee from combat ability...can we at least upgrade it with experience?

It might be alot of work, or no problem at all. Just curious.
 
as I said, the real shame is what they do to horse units. If there are elephants in site in the classic age, there's no point of using any horse archers and even knights are a bad idea if those elephants are in enemy hands. I would invite people to think of it in the reverse - imagine there is no elephant unit. Now I'm making a suggestion, to add an 8 str unit at construction with 50% vs mounted. All of you would laugh at me and say that's the most ridiculous thing you've heard

Actually, horse archers are not intended to be general combat unit anyway. There purpose is to flank cats, to react quickly to petty threats from sudden directions, to pillage. They can do all of it just as well when elephants are in game. Actually, if mesured by effective power per hammer, spearmen are better counters to horse archers than elephants. Why don't you want to ban them?
 
spears are nowhere near as threatening to HA's as elephants. Anyway I've said my piece on this. I vote for elephants being nerfed but apparently the consensus disagrees with me.
Anywhoo, next topic: Karadoc would you consider making lumbermills available earlier? It is extremely rare, I think, that it makes sense to leave a forest for a lumbermill, it's almost always better to chop it right away and so lumbermills become almost a non-factor in the game. Perhaps they could be available with machinery? Or guilds? Or engineering?
 
Fluffy_Rabbit, thanks for the comments.

Re. cultural victories; it's already a bit harder in K-Mod compared to the unmodded game because lots of different culture outputs have been reduced. Do you think it's still too easy / too soon in K-Mod?

Eg. Free Speech only give +50%, not +100%. Cathedrals give +40% rather than +50%. Monasteries and temples give +1 instead of +2. Most wonders have had their culture significantly reduced, and so on. -- On the other hand, there are also a couple of things which make it easier: colosseums give +20% culture, and civilized jewelers and creative constructions are available earlier in the game. Actually, the goal wasn't to so much to make cultural victories more difficult, but rather to just shift them a bit more into the late game, so that cultural isn't all about religions and early-game world wonders. (also, a lot of the culture reductions in K-Mod are to balance the fact that culture is more powerful for pressing borders - but that's another story.)

Dear Karadoc, thank you for your detailed response. All of your comments are valid - the point I was making is that AI civs can very suddenly turn their research to zero and culture to max - and the AI which you thought was winning, let's say you invade one of his cultural cities, then one still cannot deal with the other guy who has suddenly maxed his culture tab and crept up from behind. Equally, the human can max his culture after building the Internet and win too easily.

However since I always play with cultural victory disabled it is not really an issue for me, just saying imo the cheesiest way to win for either AI or human.

Have been testing my map (http://forums.civfanatics.com/showthread.php?t=480606) with your latest version - I noticed a few things:

1. With two AI at war, both may have diplo attitude on asking to make peace "We'd love to but you will have to contact them" - have not seen that before, does not make a lot of sense. Perhaps nothing to do with your mod, idk.

2. Caesar says "Senatus Populusque Roma saluto vos" - this is incorrect - Senatus Populusque Roma = Senate and People of Rome [plural] and "saluto vos" = I salute you [singular]. So should be "vos salutamus" = [we] salute you or "vos salutant" [plural]. Not a game-play point :)

There is one serious defect in the diplomacy, again nothing to do with your mod, when it comes to giving units. Examples from a game I have just finished as Greece on my Earth map where I had a huge military and territorial advantage in the late game and was pursuing a peaceful space victory:

1. Late game, Aztecs attack Egypt, float huge SoD (rifles and cannons) up the Red Sea, land next to Thebes (now that is your mod, the awesome crush strategy in action), takes Thebes pretty quickly. Egypt too weak and looking to get wiped out. As Greece with most of continental Europe, the ME to Persepolis and North Africa I tolerate a weak Egypt and do not want Monty in my back yard. I give Egypt a big amount of military over several moves - tanks, bombers, infantry, machine guns - probably about 20+ units an era ahead of the enemy army - Egypt retakes Thebes and survives intact. Before this war Aztecs were pleased with me (green face) and Egypt was annoyed (grey face). And this did not change! AI could see I was giving units and Egypt could not have built those units anyway (no tech/resources).

2. Same game, Aztecs attack America. Now I had just finished wiping out Spain and had an enormous stack of tanks, helicopters and radar artillery. I had attacked Spain only because I needed access to the Atlantic to get units from Europe to North America and Isabella was not giving RoP (big mistake for her in retrospect :/). Had unstoppable winning position on space victory anyway (had most of South America as well). Aztecs still pleased/green despite the fact I gave an army to Egypt to stop them. America is annoyed/grey towards me. I give America an absolutely huge army of bombers, fighters, cruise missiles, tanks, infantry, choppers, about 30+ radar artillery, 10+ mech infantry and finally some main battle armour units and even 2 or 3 stealth bombers (!) - America survives and begins retaking territory - still annoyed with me though! Again was perfectly obvious I was giving a huge number of advanced units to America.
Got space vic while Roosevelt was slowly coming back with his new army . . .

Now I think there is a small diplo bonus to giving units in the "our trade relations have been fair and forthright" - that seems to tick up somewhat - my point is not nearly enough. Really, both Egypt and America should have been totally in love with me :crazyeye: and the Aztecs should have absolutely hated me :cry: especially for flooding North America with radar artillery and mech inf :)

Now I think the mechanism already exists in the diplo anyway - do you agree it needs to be beefed up and/or can you do that? Should be equal negative effect "you have traded with our worst enemy!". I mean it should really get up to like +8/-8 or even more, where a lot of units are involved which change the course of a war.

Would also be a hell of a lot more realistic where IRL empires do not wage war against each other so much - they do however get involved in smaller wars, arming one side or the other (or both :)). And that is how I play the Earth map (not other maps, or smaller maps) - not getting involved directly, giving units or techs, just enough to maintain the balance - however the diplomatic pros and cons of that should be very serious indeed (as is the case IRL) whereas they are almost non-existent in vanilla and with K-mod. Where lots of units are involved, it should easily be the most important diplo modifier by a long way (also as IRL) - makes the other diplo factors pretty insignificant - what would you rather have, free bananas or 30 game-changing radar artillery ?! :)

Also the AI never gives units, when it should do so (e.g. if Russia is crushing Mongolia, China should either DoW v Russia or give units to Mongols in its own interests of long-term survival - AI can often do nothing and then get crushed in turn by its new and potent neighbour). Not sure that can be fixed, or whether you think it should be fixed. Perhaps a strat just too complex for the AI to use properly. However this mechanic is already in the game somewhat - "you declared war on our friend!" - I think it should be beefed up a little.

I have also played versions of the game, perhaps vanilla or some mods, where the AI is much more willing to combine against the human where human is number 1 nation. In the game mentioned above I was never DoW'd, I DoW'd twice (Persia mid-game, Spain late-game) and essentially cruised to victory (maybe I should just play on a more difficult level). However I have never beaten K-Mod before on Noble, or maybe just once or twice (one reason I like it so much, I do not like easy games) - and this was an easy win with no DoWs, never really in danger. Russia and England and maybe Mali and Egypt should have dogpiled me mid-game to slow me down. So this latest version seems to be less aggressive or just easier? My diplo is good, not sure it is that good ... I will play next on monarch and see what happens, and/or use "Aggressive AI" ... [not that I ever play vanilla any more, used to play it on Emperor].

Anyway, love your work and sorry for taking a while to reply to your post, I would be honored if you would give my Earth map a spin since it was partly inspired by your excellent mod :) And because it is totally awesome anyway :cool:
 
As far as Vikings go, I'd do one of two things.

A) Unique Building 'Mead Hall' replaces ... I dunno, Barracks? additional City Raider 1 to newly built units.

Unique Unit being the Longboat, allows for one additional cargo, 1 additional movement, and I dunno, *maybe* can cross seas? (crossing seas would probably be too OP tho, not sure)

B) Give Berserkers amphibious *and* city raider 1

Have the UB give navigation 1 *and* an additional cargo space (new promo?) for free.
 
Hmm, I'd love to see the AI gifting units! :)
 
1. With two AI at war, both may have diplo attitude on asking to make peace "We'd love to but you will have to contact them" - have not seen that before, does not make a lot of sense. Perhaps nothing to do with your mod, idk.

I havent noticed this.

2. Caesar says "Senatus Populusque Roma saluto vos" - this is incorrect - Senatus Populusque Roma = Senate and People of Rome [plural] and "saluto vos" = I salute you [singular]. So should be "vos salutamus" = [we] salute you or "vos salutant" [plural]. Not a game-play point :)

Ok.

1. Late game, Aztecs attack Egypt, float huge SoD (rifles and cannons) up the Red Sea, land next to Thebes (now that is your mod, the awesome crush strategy in action), takes Thebes pretty quickly. Egypt too weak and looking to get wiped out. As Greece with most of continental Europe, the ME to Persepolis and North Africa I tolerate a weak Egypt and do not want Monty in my back yard. I give Egypt a big amount of military over several moves - tanks, bombers, infantry, machine guns - probably about 20+ units an era ahead of the enemy army - Egypt retakes Thebes and survives intact. Before this war Aztecs were pleased with me (green face) and Egypt was annoyed (grey face). And this did not change! AI could see I was giving units and Egypt could not have built those units anyway (no tech/resources).

**If you are that far ahead, you probably didnt need to gift any troops, and couldve beat everyone together. But sounds sensible that one nation would love for the free troops and the enemy would hate you for giving them to its enemy.**

2.

I have also played versions of the game, perhaps vanilla or some mods, where the AI is much more willing to combine against the human where human is number 1 nation. In the game mentioned above I was never DoW'd, I DoW'd twice (Persia mid-game, Spain late-game) and essentially cruised to victory (maybe I should just play on a more difficult level). However I have never beaten K-Mod before on Noble, or maybe just once or twice (one reason I like it so much, I do not like easy games) - and this was an easy win with no DoWs, never really in danger. Russia and England and maybe Mali and Egypt should have dogpiled me mid-game to slow me down. So this latest version seems to be less aggressive or just easier? My diplo is good, not sure it is that good ... I will play next on monarch and see what happens, and/or use "Aggressive AI" ... [not that I ever play vanilla any more, used to play it on Emperor].

I think what you may have experienced is 2 things, first, you were way ahead of the ais, and they did try to expand to, hopefully, compete with you in size, but you shut that down. 2nd, the ai didnt expand mid game maybe because of "peace religion island" where everyone in a local area has the same religion and no interest in fighting each other, even through 100s of turns. I have suggested the ai only having one "best friend" status to encourage ais to consolidate. Or "dogpiling on the human if he is way ahead", I would also include a single dominant ai as a target for "dogpiling" by weaker ais. I call this "playing to win" where the ai would realize, who's close to winning or becoming unstoppable militarily, and react logically by trying to restore a balance of power, particularly if its the human player.
 
Charles I agree with your comments and yes dogpiling dominant player should be the idea whether AI or human. I think maybe I just got lucky in that game - now playing China on my earth map at Prince level and having a terrible time :/ The K-Mod espionage is certainly a real killer - got changed from Monarchy to despotism by Mongol spy - v painful yet one of the best features of K-Mod.

@Tasunke like your ideas re Vikings :) and re AI giving units
 
Yeah if you are bullying the world, maybe increase the difficulty a bit ;-) of course everyone gets those lucky games, now and again.

About the vikings....the berserkers already gets free amphibious AND +10% city attack...and trade post doesnt look bad either.


Karadoc,

What is my vassal doing in this save?

Edit: I guess going around their whole empire to get their one vulnerable city...and it worked later on lol.
 

Attachments

Have to say, myself, that I do completely agree with this:
Spoiler :
Now I think there is a small diplo bonus to giving units in the "our trade relations have been fair and forthright" - that seems to tick up somewhat - my point is not nearly enough. Really, both Egypt and America should have been totally in love with me and the Aztecs should have absolutely hated me especially for flooding North America with radar artillery and mech inf

Now I think the mechanism already exists in the diplo anyway - do you agree it needs to be beefed up and/or can you do that? Should be equal negative effect "you have traded with our worst enemy!". I mean it should really get up to like +8/-8 or even more, where a lot of units are involved which change the course of a war.

Would also be a hell of a lot more realistic where IRL empires do not wage war against each other so much - they do however get involved in smaller wars, arming one side or the other (or both ). And that is how I play the Earth map (not other maps, or smaller maps) - not getting involved directly, giving units or techs, just enough to maintain the balance - however the diplomatic pros and cons of that should be very serious indeed (as is the case IRL) whereas they are almost non-existent in vanilla and with K-mod. Where lots of units are involved, it should easily be the most important diplo modifier by a long way (also as IRL) - makes the other diplo factors pretty insignificant - what would you rather have, free bananas or 30 game-changing radar artillery ?!
 
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