K-Mod: Far Beyond the Sword

Seems like a hot topic,

I like Karadoc's idea the best, but, if he wants to decrease the money cost even a bit more (or increase the %increase in GP points) and add a small amount of increased war weariness. I think that would be fun and a realistic too. Keep in mind how awesome the other religious civics are (a country with a barracks, and theocracy vs a country with just a barracks in each city).

Happy Weekend to everyone.
 
K-Mod is more MP Stable than pretty much anything else out there. Have fun, and if you have an OOS error, be sure to write about it here.
 
BTW I do wonder though since you mentioned it, how much have you learned about unit support costs? I was curious to know more of the mechanics of how these costs are affected by location, distance from your territory etc.
The cost calculation is pretty basic; it actually doesn't depend on distance at all. There are just 2 components. The first component is the cost for the number of units you have. You get some number of free units based on your civilizations population, and then after than each unit costs between 0.2 gold and 1 gold, depending on your difficulty level. (the cost increases by 0.1 gold / unit for each difficulty level.)

The second component is the 'supply cost', which is just 0.5 gold / unit for each unit outside of your borders. Again, you get a free units for free, but this time it does not depend on your civ's population. That's all. There's no distance calculation or anything fancy like that.

(The military unit cost for pacifism adds a third component - which is similar to the first but includes only military units.)

[edit]
While writing that, it occurred to me that the AI currently doesn't take inflation into account when calculating maintenance costs for its decision making. ... So, I've made my first change for v1.26 already. :p ("Inflation" amplifies all forms of maintenance costs, so that they get larger later in the game, regardless of what you do.)
[/edit]

were you considering making any changes to traits?
I've already made a couple of minor changes to traits, but I don't have any more in mind at the moment. (From memory, all I've done is given a production boost to jails for "aggressive" leaders; and a production boost to security bureaus for "protective" leaders. Also, the "drill" promotion line is slightly more useful now - so that helps protective leaders as well.)

karadoc, is the latest version mp stable?
I hope so! :) I've spent a lot of time removing all causes of OOS errors, and I don't intend to release any changes which might break multiplayer support. So if it doesn't work properly, let me know.

Cool mod, some very nice changes. Does it include the BULL DLL?
K-Mod uses it's own DLL. It includes a few of the BULL features, but not all.

i see the 1.24 is source is online now
and now 1.25 is up.


Version 1.25 includes a few minor balance changes. Each change is just a very small step - I just hope they are stepping in the right direction! Again, my aim is to make the game the same, but better. So these balance changes are only subtle.
 
Ive been following this thread since it began and absolutely love this mod and all the help, hints and tips ive gotten from it. A big WELL DONE to Karadoc firstly.

Secondly, ive enjoyed reading Charles555nc`s snippets from his games and would like to ask him if he would consider doing an Earth 18civs game as Mali?

I play this a lot on noble and although i know i should go to war early i never end up doing so properly so i either leave it too late or dont follow it through.

So i`d like to see Charles555nc do it on the setting i use. Maybe a level or 2 higher since he seems a much better player than me.

Here are my settings and 1 or 2 worldbuilder changes i make. I really would love it if you tried it out and let me know the pattern of your game.

Mali, noble, epic, choose religions, tech trading off, tech brokering off, huts off. Move madrid 1E, move Incan settler 2W and make desert N of this settler into a plain, also give Incans access through andes by making northern and southern 2 mountains into hills.

I stuggled on this in normal civ but even more so with K-Mod. All sorts of different things started happening!!

I look forward to hearing what happens!
 
Do you have a link to the earth 18 civs map or is that a standard map? (EDIT I FOUND IT) I will look myself. Since you boosted my ego, I will do my best to try out your map and settings. :D

I like alot of your settings because it feels really bad that the ai abuses some of the settings, huts almost always stolen by ai, often letting the "lead" ai steamroll ahead even faster and random events almost always happen badly for me, forcing peace when I start conquering or diplomatic penalty leads to a war I dont want.

Do you play with barbs? ( I dont but I havent tried them since Karadoc changed them last). I lost too many games to early barb spear/axeman coming from nowhere when I had no copper...


edit: I also play on epic speed, with aggressive ai selected
edit2: Tough starting choices for mali cap!
edit3: Im a little unsure of how to use the map builder, and which changes you made, could you send me a 4000bc save (with no units moved) with the settings Ive listed above (and maybe Monarchy difficulty) and your map builder changes youve suggested? You can leave a save in a post by going to "go advanced" and using a drop down bar.
 
Heres what I got so far, I went to the right, and found a hut to the right of my cap (seems to be hard coded in, because I see huts are disabled under settings). The hut gave me a map, which I saw Egypt.

I sent that warrior to Egypt and declared war. I blocked their building of improvements for about 20 turns before losing the warrior to 2 warriors of Egypt.

By that time I had Archer technology, and killed one of their scouting warriors. I then sent the archer and my only warrior to Egypt to create more problems for them (and hopefully extra land for me to expand to later on). An archer attacked my warrior in a forest and lost and I asked for peace and got it. (I dont want Egypt so weak that Greece or Arabia kills them).

Seems like you have to rush iron working with such horrible land for Malia, so thats what I did. I signed open borders with Arabia, hoping to get some religion.

At some point, I will make Djenne my capital, because of its much better potential.

X's are my most likely expansion points.
 

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Yeah, i noticed that with the huts too. Interesting start. There aren`t many hammers available nearby the only good thing is that Egypt seems to be in the same situation. I`ve played this map with mali a lot so i know the layout. It`s only now that i`ve got a new pc i am able to easily play these huge maps. Before i always had to abandon games before even corporations were available.

Am i right in assuming you don`t know the map very well? I mean, you obviously know where everybody is and continent shapes etc but i mean resources and stuff? I only ask because i don`t want to mention anything that may spoil anything for you. I was going to mention my previous starts/city placements etc.

Anyway, slowing down Egypt like that is one start i`ve never done. I suspect our approaches are very different (myself having tunnel vision most probably), as i always end up in the same situation!

Looking forward to the next installment!
 
Egypt seems to have plenty of everything at their cap. When they improve the stone and marble they will have plenty of hammers, and they have lots of flood plains and wheat...

So much plains/jungles at the Mali location is really cruel imo.

I dont know this map very well at all. I think years ago I tried the Incas, but they have a pretty crappy start as well.
 
Karadok, would you agree that the unit upgrade cost is too high? I always end up trying to have smaller army if I am not going to war because units deprecate quickly and become just a waste of hummers. This leads to the risk of being attacked at some point. I think upgrading units should be at least twice cheaper besides AI gets serious bonuses in this department.

I agree that upgrade costs are very high, and rarely good value for money, but I don't necessarily think it's a problem. We have to consider what the goal would be of reducing the cost. The main effect of reducing the cost would be that players will spend more gold on units, and less hammers on units; it's hard to say whether or not that is a desirable effect. It would make it easier for players to build all the economic buildings in every city... which would lead to a faster tech rate and so on. But there are other more subtle effects which I think we probably do not want. The main thing is that it would make it far easier to scrabble a defensive force if someone backstabs you; you'd just drop your research to 0% for a turn or two, and upgrade everything. I think that would be a bad thing. I think that the threat of war should be something that weighs on the player's mind and forces them to decide between military and economy. What you said about wasted hammers is true. A large army that does not get used is indeed a waste of hammers. But that's a good thing for gameplay, because it means there's an important strategic decision to make about whether or not you think you'll need the large army.

So... the upgrade costs are very high; and maybe they should be reduced - but I don't think it is a clear-cut issue. For the time being, I'm just going to leave it alone. Upgrading can stay as a niche tool, used panic situations, and used to get special promotions on units and things like that. (Upgrading city-raider macemen to riflemen, and city-defence crossbow to machine guns are two of my favourites.)
 
Recently, TheMeInTeam commented that he thought my Representation nerf was a bad idea. He described it as a "gaff" and said that it needs to be rethought... Well, I have rethought it; and I've thought about it many times before; and I remember discussing the possibility of such a nerf with TheMeInTeam before I even starting making this mod (and we were not in agreement). I think I'll stick with the Rep nerf for the time being, but it still isn't an issue that I'm completely confident about. I'd like to hear any feedback anyone has about it.

Let me just try to explain some of my reasoning behind the nerf.

The reasons perhaps have more to do with overall game-flow rather than trying to make it equal to the other civics. I feel that the late-game research rate is too fast. In the late game, civilizations suddenly get access to a wealth of powerful buildings and effects which dramatically accelerates their research ... and although I think it's good that everything speeds up like that, I think it's a bit too much.

It seems clear to me that pre-nerf Representation was the most powerful civic in the government branch. Universal Suffrage was sometimes viable for some relatively short portions of the game... but Representation was always viable, and always powerful, and was certainly the #1 civic for anyone who wanted to be a leader in technology. This means that most civs in the game would use representation as much as possible, and thus the game was focused tech. After the nerf, Represenation is still the #1 tech civic, but it is generally less powerful than Universal Suffrage, and so it is only chosen by a handful of civs; and thus the late-game tech rate is slowed significantly.

TheMeInTeam puts forward the argument that towns were stronger than specialists even before the nerf, and thus the nerf was bad for balance. In response to that, I say that since towns were in fact stronger than specialists even before the nerf, I think a pure "specialist economy" was never viable in the first place. (ie. just farms feeding specialists without any towns.) In addition to towns producing more commerce than rep specialists, the specialists economy requires caste-system, so that you can actually get the specialists you want to use; and it requires a lot more happiness - which is a problem, because you'll be hurting from the emancipation anger. So I don't think we should be too focused on a direct comparison between what towns give and what specialists give. Realistically, civilizations will always have a mixture of towns and specialists - it's really just a question of proportions.

Typically, a civilization will try to have has many towns as they can work in their commerce cities; and they'll have just a few farms feeding mines and growth... and so not many specialists unless they are deliberately trying to get great people. -- But what tends to happen is that the food supplies increase. The food supplies were balanced while the towns were growing; but then with civil service, the grain resources give a little bit of extra food, and then with biology, there's a population explosion as all those farm-chains suddenly start producing a lot more food than was needed. You can try to use that exceed food to fuel the growth of more towns, or perhaps workshops or something like that, but commonly what happens is that they become specialists. Corporations and State Property both add more food as well, and the (buffed) assembly lines add specialists. Even aside from all that, some civilizations just have a lot of specialists unavoidably. In food-rich areas with more food than there is land to spend it on, there will be specialists whether you aim for it or not. (eg. coastal cities with seafood, and a lack of hills).

The point I'm trying to make is that there will be specialists. This isn't a simple comparison of towns vs farms + specialists. Because even if you just want towns, you're going to have specialists anyway. The only question is whether or not there will be enough specialists to make Representation viable over Universal Suffrage.

In my experience, it is still viable. I would say that Universal Suffrage is now the stronger civic in most cases, but that Representation is still the best choice for civilizations that are focused on research, and civilizations which happen to have a lot of specialists or settled great people. It use to be that Representation was typically the stronger civic; and now it is the other way around. I can't really say if the balance between those civics is closer or further apart with the change, but I can say that both are still viable choices, and that I'd rather Universal Suffrage be the stronger of the pair because of the tech-rate issue, and because Universal Suffrage has more prerequisites.

So ... that's the bulk of my reasoning. As I said, I'm interested to hear any feedback about this stuff.
 
I agree with your reasoning, and the Representation change is the most important rule modification of your mod in my opinion.

To toss another argument into the discussion: Representation slingshot via the Pyramids. It's a strategy that has its risks, and the Pyramids are expensive, so it definitely should pay off. But managing to build them and get Representation early is almost a game winner. That's still the case with your change of course, but at least the benefit isn't as large anymore.
 
This means that most civs in the game would use representation as much as possible, and thus the game was focused tech. After the nerf, Represenation is still the #1 tech civic, but it is generally less powerful than Universal Suffrage, and so it is only chosen by a handful of civs; and thus the late-game tech rate is slowed significantly.

Representation is not the central element in teching more quickly as the game goes on. The central element is the availability of widespread multipliers and the tendency for empires to have enough time to build the infrastructure by then.

Unless you're rocking something like merc + statue of liberty (both which carry considerable costs in their own right), the contribution of representation to raw science output late game is actually *far less* significant than it is early game (where snaaty demonstrated that pure HR can beat mids based rep). Consider:

1. Representation only boost specialists, and specs are only run en masse' to a meaningful extent when you're packing bio farms late game. When running SP workshops or towns (the other 2 popular flatland super improvements late game), rep's bonus is marginal...often less than 100 beakers/turn when you're pushing 1500+.
2. Note that ironically, one can make up much of this deficit via the commerce on farms in bio via serfdom, so if the intention is to nerf late-game farm based research, it's barely happened
3. Rep carries the risk of being forced out.
4. Depending on the situation, the only civics in that line that don't have a higher POTENTIAL benefit to :) are US and the default.
5. A much larger portion of late-game research is also trade routes, given city sizes and availability you can be throwing down 40+ :commerce: in every city with them.

Now, I also fundamentally disagree with tech pace late game. As it stands, culture is already faster than space, and space is already impractical compared to conquest/domination generally. I call into the question the goal of slowing down the late-game itself, although if you truly want that goal, simply raise the tech costs of late game era techs and leave the civic balance alone.

As it stands, the single most fundamental tradeoff of building the pyramids got SEVERELY nerfed (unlike late game, early game rep :science: are meaningful).

Having players lean towards a single civic is not a bad thing. Most civic paths have a late-game tendency to have 1 favored, with possible variance for war. However, upsetting the balance early on to no gain I don't understand.

In my experience, it is still viable. I would say that Universal Suffrage is now the stronger civic in most cases

Remember, the "bottom" civics were made good but USUALLY not the BEST in their categories at high levels for a reason.

The tech rate issue should be treated separately from civic balance, especially since I feel we need to break down the typical sources of beakers from late-game empires; it ain't rep unless one is straight up farm spamming...and that was HARDLY too strong before!

To toss another argument into the discussion: Representation slingshot via the Pyramids. It's a strategy that has its risks, and the Pyramids are expensive, so it definitely should pay off. But managing to build them and get Representation early is almost a game winner.

The problem with this statement is that it is WRONG. Snaaty discussed an experiment he did on the German forums where he and another deity player each tried to hit constitution fastest. The civ had stone. Snaaty got there first by skipping the pyramids.

A wonder that can actually slow your total tech rate when you have its specific resource readily available is HARDLY a "game winner". The closest wonder to a "game winner" in the base game is, by far, the great lighthouse on most scripts. Great library and oracle were also already stronger than mids pretty consistently.

By nerfing rep, you basically make building early pyramids to secure it a non-viable option; even with stone the benefit isn't worth the cost sunk into doing it! Consistently!

And for what, to MAYBE remove 1-2 turns of late-game tech rate? Give me a break :p.
 
(Just a partial response.)

I just want to point out that cultural victories in K-Mod come later than they do in the standard game. Culture is more in-line with research now. -- Secondly, I find it kind of strange that we disagree on just how powerful rep was in the late game. In the past I felt like I basically couldn't use anything other than rep. I remember in some games, even if I was fighting some massive war with huge war weariness and a great need for productivity -- rep would still be far stronger, because even with 30% on the culture slider it would produce far more science than I could get with 0% culture on police state, and the productivity gains from universal suffrage were just nothing compared to the fact that rep was going to get me to the military techs several turns faster. It was just Representation or Bust... ... and now from what you're saying it sounds like the other way around! I find it kind of strange that you seem to deny the existence of the problems I was trying to correct.

By the way, I have changed a few of the other things you mentioned in your video for the next version. For example, there should be less of those solo pillaging units when the AI is losing a war; and I'm written a new section into the AI's city placement code so that they avoid spots that are well entrenched in foreign land, but also so that in some cases they actually prefer to settle close to foreign land with the hope of blocking someone off. Cities with emphasize production now de-emphasize commerce when deciding on plot improvements. (But keep in mind that 'emphasize production' still doesn't mean 'completely ignore commerce'.) It should be good. :)
 
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