K-Mod: Far Beyond the Sword

Ok.. So it isn't a huge amount of data; and of the times I stopped to look at how things were going, only very few of the AI players were using Representation anyway. Universal suffrage was the more popular civic. But still, I think it shows that there is a non-trivial effect on the length of the game.

Just eyeballing the #'s, I don't think so. I don't think a statistical test would come to that conclusion at all with those #'s. In fact, asserting any conclusion based on that data set is weak. Very weak.

What's worse, the bias in your sample is bleeding so strongly it's painful. You have TWO space race victories in the entire set; the only VC attained by the AI that actually requires late game tech in any capacity and it was only won under +2! Diplo wins are crapshoots because the AI calls such resolutions at random compared to other resolutions. And not only THAT, but

only very few of the AI players were using Representation anyway.

Which tells us that the LIKELY source of variance in turn outcome has little...if anything...to do with representation and likely a lot more to do with RNG outcomes making the AI decide to do something or another sooner.

No, the conclusion you've reached with that little test is ridiculous, not even remotely conclusive ;).

Anyway, the bottom line is that although I am tempted to return Representation to its former glory, I still think the +3 is too powerful. It's more powerful than the other late-game civics in that branch, and it does apparently have an effect on the length of the game.

Please stop with the bolded part...don't use that unless you have some valid statistical evidence. You haven't sampled NEARLY enough games to cancel out statistical noise and are jumping to conclusions based on absolutely nothing. Don't do that...this isn't civ V ;).

You don't even have demonstrable evidence that rep is the strongest in human hands on a consistent basis. For people going on a war path, it's clearly inferior to police state and more towns = weaker draw from rep and stronger from US.

Before you even consider nerfing rep in large empires, it would be more rigorous for the mod if you could come up with conclusive evidence that representation is materially better than alternative civics...

In 2 of 7 games, +3 rep took longer to win than +2...and all space wins (where tech rate is the largest factor) came from +2. You have nothing to demonstrate rep +3 is a material late game tech advantage, and tons of S&T evidence against rep +3 being too strong in the hands of good players ;).

EDIT:

You could look at aggregate beaker totals for the tech leader and/or average total :science: at the end of each game, which would probably give a clearer picture of the contribution of rep in fewer samples. I stand by the assertion that rep's contribution compared to other factors is minimal. Evidence so far is supporting my assertion, not yours!
 
Hi Karadoc,

we just had the bug, that if one player opens the city list (F1) and the other player changes his research/culture modifiers, the city list is reordered for every science change click. This might not be a killer bug, but it's slightly annoying if you can't use the city list when you can't tell the other player to stop using the GUI via voice chat or something similar ;)

---

Regarding the representation thing. Our last tries to be competitive in immortal games using rep&mids were not successful. We were beaten every time to liberalism race for a few turns, which we could have won with the extra research. Also the research of important early techs like aesthetics is hampered by having -1 science per scientist. This leads to worse tech tradings in the beginning...

After we forgot about going early representation we were able to win again by warfaring or early cottage economies, but I would really like to play again sometimes with mids ;)

(setting are large/huge land maps with ~12 civs, immortal epic/marathon)
Maybe you should consider immortal/diety games on big maps where you need a good hammer/scientist economy to go crazy around the liberalism age, because otherwise you can't do (almost) anything about distant civs which will go space race win around 1900...
 
While TheMeInTeam was really harsh he has a point. Before you even start statistical experiment u must have a hyposthesis. You might start with the simple chi-square test if u know what you are expecting or make one of the settings be the basis for the test, and then compare with the other one. It is hard and time consuming as well as sometimes inconclusive but its better than making speculations using the special statistic test with no defined parameters.
Do 200-300 games with one setting and do the same with other. Present the data and we can do some statistical calculus then.
 
@themeinTeam

Its ok to have a different opinion, and I think Karadoc is considering some changes to Representation, but maybe dont be so aggressive in comparing viewpoints?

Personally Id like to see a net buff to representation, but I have alot of respect for Karadoc, his judgement, and his mod.
 
I always come off more harshly then I intend...hopefully kara doesn't take offense because I'm grateful that he was willing to pick up a project like this and he's done so much good already.

You don't need samples of like 200 games to get a reasonable picture. Depending on how much your results vary it could be fewer than 30.

Since you're comparing 2 separate statistics (maybe average total beakers) at a point you could do an equivalency test or simply find the average total :science: (at end game) of the +3 games and then hypothesis test that the average total :science: in the +2 games will be less by some amount...

Better yet, don't use the end of the game but rather a turn point that is reasonably likely where the game won't have ended yet so you get a clear picture that way as well. You didn't have too many monarch games ending before t300 for example and that's pretty late game.

I suspect, however, since the AI rarely even runs the civic for a significant period of time that we're not going to find much difference sourced from having a single extra beaker/spec. AI is horrid with specs anyway.

If we go from a human perspective, matters get much more complicated; in no small part because of how humans play the metagame vs AI (for example rep is nigh-irrelevant if you just draft spam 3-4 empires to death with rifles).
 
The reason i suggested ~200 tests is the all u mentioned above (excluding human player ofc). If we have enough games played we can make a valid approximation for average science gained. In 20 games AI might choose to go less for representation, in next 20 AI might put emphasis on rep, and in next 20 it might be balanced. I really wouldnt go less than 50.
Karadoc u must be aware (and i know you are) that those simulations dont include human factor. While the representation might have none or little impact to AI games it might have a large impact on human players. Having rep and merc early is really a strong thing, especially if u manage to have a medium or a large empire.
 
I completely agree that the tests I showed only offer very limited information; because it's only a small number of tests, and it doesn't include human players, and so on... but I think it's better than no tests at all. I don't really want to sit around all day starting tests and recording numbers; I just wanted to see if there was a noticeable effect - and I still maintain that the tests show there probably is a noticeable effect.

TMIT, I think you're wrong to put so much emphasis on space victories when considering the impact of representation. Faster tech rate is important for any victory. The AI can choose to use its tech lead to build a spaceship faster... but it can also use it to fight wars more successfully, or defend itself on the final-stretch for a cultural victory. For example, in game #1, the +2 game ended during a massive war between the two remaining teams. One team managed to launch their spaceship during the war and that's what ended up winning it. In the +3 game, that same war just didn't take so long - because one team already had a significant lead.


[edit]
My current position on the Rep issue is roughly this:
I like the +2:science: version more than the +3:science: version. I feel that with the +2:science: version I tend to see more variety in civic choice, and less tech-heavy end games. Maybe I'm wrong about the balance stuff, but I'm a bit uncomfortable about the thought of reverting it back to the +3:science: version because it would be going against what I feel is better. However, on the other hand, I acknowledge that the +2:science: version closes the door on a variety of different play-styles and strategies. I don't want to restrict the range of strategies are viable, and so I'm looking for a way to re-enable the strategies of the +3:science: representation without restoring rep its former dominance. I don't want rep to be the 'default' civic choice. I want it to be powerful, but situational.

By the way, I've got a good set of changes in-place ready for the release of the next version - but I'd like to work this rep stuff out before release it, so that any rep changes can be included. (Also, it's likely that if rep is changed, it will mess up any save-games where civs are already using the old rep... So roughly speaking, save compatibility will be broken.)
 
Important Questions:

1. Do vassals still use spies, and spy actions, against you after you vassal them?

2. Is it possible the Ai uses espionage more, in no tech trading allowed, to steal more techs from each other?
(still trying to account for the fact I lost 10/10 of my last no tech trading allowed games, and easily won my next "no tech brokering" game, both on emperor difficulty)

3. Would it be possible for a "conquest" win to count vassaling civs as "eliminating them" (at least temporarily until they potentially revolt)? You can have everyone vassaled and it still doesnt count as a win?
 
I have to confess that I am still a bit confused why you think Rep is the default Civic choice in the base game to begin with - I mean, yes, it was my default choice, but I was a Phi leader lover and am only an Emperor player in unmodded BTS. Reading games posted by high end Immortal/Deity players from the base game has led me to conclude that it isn't so much the default Civic choice for people who are extremely good at the game, especially for the long haul. They instead work hard to leverage their BFC correctly (because Specialists give weak yields compared to working actual tiles, from the midgame onward, and Rep can only do so much to fix that whereas Universal Suffrage or Police State give massive Production bonuses, which start getting hilariously steroided by the introduction of Factories and power).

Of course if you're a Phi leader or something and you're in isolation running multiple GP farms with Rep, Merc, and Pacifism, then sure, it's going to be the default and it's going to be an important tool in your arsenal for clawing your way up the tech tree as fast as you can. But it's going to carry significant drawbacks in terms of production, which is the tradeoff.

I do think that whatever the case, Rep needs the +3 beakers in order to properly do what it's there for, which is to enable specialist-driven speed-teching in the midgame (and with 'mids in the early game) if turtling up and grabbing a tech lead seems to be the best path forward. At +2 it's not feeling as much like the big, grand-strategic choice it should be.

Imo, anyway.
 
and I still maintain that the tests show there probably is a noticeable effect.

You can't. Not with any measure of statistical confidence. At all. You might as well @#$ pull a few game results or go off of memory ;).

TMIT, I think you're wrong to put so much emphasis on space victories when considering the impact of representation. Faster tech rate is important for any victory. The AI can choose to use its tech lead to build a spaceship faster... but it can also use it to fight wars more successfully, or defend itself on the final-stretch for a cultural victory.

A couple problems with this line of thinking:

1. The game is designed such that the later you go, the more you can get away with being technologically backwards. For domquest, slowing down the tech pace makes these victories EASIER to accomplish SOONER...at least if leveraged. If the smaller, more advanced civ gets mechinf it might slow you down a bit. But if you have 2x their production from earlier wars and the global pace is slower, what do you think happens then?

2. Culture and technology are SOMEWHAT at cross-purposes.

3. You can argue that, with space wins being so rare, that the tech pace is actually too slow already. When you think about it in practical terms, it is always the slowest victory condition (barring time) in optimized play.

When you drag tech pace into the mud, you're stealth buffing military. In civ, military is already king.

For example, in game #1, the +2 game ended during a massive war between the two remaining teams. One team managed to launch their spaceship during the war and that's what ended up winning it. In the +3 game, that same war just didn't take so long - because one team already had a significant lead.

People who visit the chiropractor are more likely to have severe fractures. Thus therefore thusly you can conclude with the same logic you are applying that visiting a chiropractor increases the risk of attaining a severe fracture. In reality, people who have severe fractures are just going to see the wrong person, but we don't care about reality.

That analogy applies perfectly to quoted example. When we ask "did this AI run away due to representation" the answer is almost a resounding "no". When we ask "did this AI run away because it was able to gobble extra land early in the game for some reason" the answer is "very likely". It could be as simply as a neighbor picking a different expansion priority early on and losing out on 2-3 city sites to a monster, then becoming a peace vassal and trading techs for 1000's and 1000's of beakers late game at a "friendly" status. There is absolutely no way in @#% rep can touch that. Not even for a second. You can keep up with immortal tech paces with 500 :science:/turn with a few vassals.

I feel that with the +2 version I tend to see more variety in civic choice, and less tech-heavy end games.

Doesn't this conflict with the assertion that most AI choose US regardless of +2 or +3? If you claim it offers more variety among human players, do you have an actual method of tracking that? You still haven't even demonstrated that it's materially better in human hands in a majority of cases...I'm not sure it would be possible to do so.

I don't want rep to be the 'default' civic choice. I want it to be powerful, but situational.

The reason I'm here is to provide some perspective on how high level players game the unmodded AI. There are a LOT of immortal and deity games on this forum where the player *never uses representation*. They might jump straight to US, or in some cases (mids captured) police state. Any cottaged empire will favor US strongly. Any war game prefers police state when available (global bonus to military production and reduced war weariness at a point in the game where production > tech is a boon). I am arguing that it is only an instant "default" choice in the late game for weak players. There are times where it is useful and times where using it means that one isn't playing optimally.

Basically nerfing rep is like nerfing caste system, pacifism, or free market.

2. Is it possible the Ai uses espionage more, in no tech trading allowed, to steal more techs from each other?
(still trying to account for the fact I lost 10/10 of my last no tech trading allowed games, and easily won my next "no tech brokering" game, both on emperor difficulty)

Make the AI use counter-espionage missions and all of a sudden tech theft viability plummets. If they did that, they wouldn't want to use the slider to steal tech because it wouldn't be cost effective.

(because Specialists give weak yields compared to working actual tiles

Indeed. Even with +3 rep a raw spec is weaker than towns, railroad mines, workshops (with EITHER state property OR caste, and much weaker if both are active), environmentalism windmills, watermills of basically any kind, lumbermills, etc. If they're not pulling GPP that gets a great person, you probably have better alternatives especially if you plan.

Perhaps the thing that grated me most initially is the justification for nerfing rep. It wasn't nerfed because pyramids were felt too strong (a rational thing that would nevertheless be a misconception), but rather to slow down late-game tech pace. Doh! But humans can still easily break 2k beakers/turn on these settings even without representation, so it's not going to slow it down much at all. It just takes away one option among many to put up that kind of research. But why take away options on a perceived but inaccurate suspicion that rep is a central element in late game tech speed?

Put another way, I'd bet that if you nerfed US, you'd actually slow down victories MORE than this rep nerf *allegedly* did, because it's actually used more often. I stand by the assertion that if you REALLY want to selectively reduce tech speed late game, just raise the tech costs of late game techs. I also stand by the assertion that this would be silly in what is already a war game where infantry + arty + anti tank + SAM can beat literally any AI stack combination in the game if nukes get banned. Seriously. I've shown that in earlier videos; infantry/arty roasting mechinf era troops alive (and losing WAY FEWER hammers than the AI while doing it too).
 
I know we are weighing in on the representation thing, but does anyone know about this?

"Important Questions:

1. Do vassals still use spies, and spy actions, against you after you vassal them?

2. Is it possible the Ai uses espionage more, in no tech trading allowed, to steal more techs from each other?
(still trying to account for the fact I lost 10/10 of my last no tech trading allowed games, and easily won my next "no tech brokering" game, both on emperor difficulty)

3. Would it be possible for a "conquest" win to count vassaling civs as "eliminating them" (at least temporarily until they potentially revolt)? You can have everyone vassaled and it still doesnt count as a win?"
 
1. The AI will not deliberately target their master's cities; and even if they happen to be in the area, they will not do any mission that would damage their master. (I'm considering changing it so that only voluntary vassals avoid using espionage on their master -- but I haven't.)

2. I don't think no-tech-trading affects the AI's use of espionage.

3. I'm not sure what you are asking. Currently, if you vasslize everyone, you win a conquest victory. That's the way it is in K-Mod, and that's the way it is in the unmodded rules as well. Are you suggesting it should be changed?
 
Alright, so suppose I wanted to nerf representation to make it less powerful for low-level peon players, but so that it isn't hit hard for super-pro players; how would I go about doing that?

Reps draw to low level players is the early research boost, not its late-game spec setup potential (I get the feeling that most players do NOT routinely run tons of bio farms as opposed to other tiles), be that perceived or real (it's not like good players don't go for it sometimes). You could slap a nerf stick on the pyramids, but I don't think that's a good idea at all.

Probably the simplest way would be to play with which cities receive the :) bonus.

I just can't see the justification in nerfing it. It's so rarely used by the AI (AI loves its monarchy ----> US) and truly is situational for the human (less potential :) than hereditary rule, and may or may not beat out US in peacetime...almost never will it beat out PS during war prep or actual war).

You could also selectively make late-era military tech more expensive than non-military, if you feel that the pacing is too fast there.

(still trying to account for the fact I lost 10/10 of my last no tech trading allowed games, and easily won my next "no tech brokering" game, both on emperor difficulty)

If you're relying on the ability to trade tech for research (an area humans are much better than the AI) then turning it off can cause grief. That swings both ways though; the global rate is slower so if you DO get a military lead the AI is unlikely to recover.
 
1. The AI will not deliberately target their master's cities; and even if they happen to be in the area, they will not do any mission that would damage their master. (I'm considering changing it so that only voluntary vassals avoid using espionage on their master -- but I haven't.)

2. I don't think no-tech-trading affects the AI's use of espionage.

3. I'm not sure what you are asking. Currently, if you vasslize everyone, you win a conquest victory. That's the way it is in K-Mod, and that's the way it is in the unmodded rules as well. Are you suggesting it should be changed?


1. Please dont make the change on #1. Unless if you catch their spies doing stuff, that you have the option of declaring war, so it would have a benefit and a risk for an ai to do that.

3. When I select victory conditions, f8, even though I have 4 people vassaled, it still says "rivals left"=9 (9ais, 4 of them vassaled) maybe it should update as you vassal people (rival left=5), and even when you potentially unvassal people.

New Question: Have you thought about slightly increasing public transportation and/or recyling centers ability to reduce pollution? Since they are kinda not geared towards victory, other than health, perhaps they could be boosted a bit for those of us environmentally mindful to build them both?
 
When I pressed end turn on that "before" save, he successfully took the city. My guess is that when you played the turn, you moved some more defenders in there and he failed to actually take the city because his stack is mostly gunships (which can't capture cities).
 
Ahh, that makes sense

Yeah I upgraded a couple infantry into sam's before the end of the turn.

With all this talk of balancing civics, you ever thought of making environmentalism more attractive? Like lower upkeep to medium and maybe add +1 happy for the recycling center?

Sorry Im just super bored today.
 
Hey if u are that much bored u can always send me a PM and we can try a MP game! :P
 
I don't know.. I don't really want to think about environmentalism at the moment. All this rep stuff has got me down a bit.

Back when I made the rep nerf, I was pretty confident that it was the right thing to do. At first I thought it was going to be too heavy-handed, but I remember thinking for several games after the nerf "yes, that nerf was the right decision. It is better now." But now I've got TMIT and Lenowill saying "WTH", and so apparently I have to revisit the whole thing. .. and even with the nerf, I still use rep some of the time, so either I'm an idiot, or it is still a viable civic. --- ... ~~~

Anyway, for environmentalism, I think it's already slightly stronger than it was in the unmodded game because of the fact that it can help reduce GW anger -- that's about all I have to say about it at the moment though.

On an unrelated note, I'm currently tearing up heaps of the code for evaluating plot yields and specialists yields. Yesterday, I set a city to "emphasise great people", and I was surprised to see that it didn't do anything.. the city wanted to work a bunch of coast tiles instead of running some specialists. -- That sucked, but I don't know that if I increased the effect of emphasise great people it would screw things up for some other cities - I've tried that before. -- The problem is in the way the AI evaluates food... anyway, I'm trying to fix it - and not think about dumb old representation. :p
 
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