platyping
Sleeping Dragon
See? Why learn to code in a new way when there are no benefits over the old way.
In fact, there are cons in doing it...
In fact, there are cons in doing it...
The advantage to the BUG method is that, in theory and even usually in practice for things that are not modifying the UI, the end user or modder adding a Python mod component designed for BUG to their mod that uses BUG doesn't actually have to merge any Python to add it. The person adding it to the mod just has to put the supplied configuration file into the Config folder, the supplied Python file into the Python folder, and any new text XML file into the text folder. Then you just add 1 line (specified in the installation instructions) to BUG's Assets/Config/init.xml file and you have added the mod component to your BUG based mod. Usually, anyhow.
The "regular" method used by Platyping is easy cut and paste until you are adding to an event handler or a callback that has already had something done to it. Then you need to have some idea of how to merge Python (like some basic understanding of Python so you can tell what it is doing - you need to be able to tell if there is some issue of what order things should happen, like if one or both of them can just exit the function so anything after it won't run, which requires fixing or making that part happen last) or you are going to spend your time on the forums asking other people to merge things for you - people like, say, Platyping (since he's the one who made the mod you are trying to merge and is still active here).
Then we would do the same thing on a total population count as well so that players who play to have very few but very powerful cities (tall) are also penalized for pulling too far ahead in population, the 'other' way a player can be 'larger'.
One way we can sustain games to a later era in a more competitive manner is to give smaller nations a research handicap. I know that folks say "but that's what tech diffusion is for" but TD only helps a nation catch up. It cannot truly make a small nation just as valid or viable or perhaps even moreso, than a larger nation.
Another 'Revolutions' similar mechanism to keep nations fracturing so that there tends to be a natural cycle of success and fracture that has taken place throughout history, but in a way that the player is not going to be much better than the AI at keeping from happening
This will help but in a fairly random factor. It will make it so that you've gotta balance your growth approach and the AI is very good at that with property control so it should help to be more of a problem for the player than the AI. So that's good. But overall from a game perspective, it's not necessarily going to have a natural balancing effect that will do much to stop steamrolls. Maybe a little if it truly pans out in a manner that punishes overgrowth of population, which it kinda would. The weaponized aspect of it would probably favor the player a bit thanks to it playing into natural human cleverness better than an AI but if/when the AI uses it, it could certainly pack a shock value.And then the whole new plague system should help as well across the board. How many times have civilizations been decimated by plagues? I can see this being a very powerful tool to weakening empires.
These kinds of limits are there but the boundaries are like any other in the game, crossed first by the tech leader and exploited to the fullest BY the tech leader, so theoretically, these aspects actually make the steamroll even more problematic because they allow only the tech leader to grow faster. With such a size handicap function, you'd naturally penalize the tech leader for exploiting his advantage.The other way to limit things is limiting where you can go on the map. So like the ocean and play on old world setting can allow for the AI to expand when there is no more room to expand in the old world. Space on space maps should privide this too around late modern era. However we should still provide way to make the game challenging even if you cannot leave the planet. Pollution was one of these factors to put the breaks on things. Since with the Industrial revolution the world should go through a major pollution crisis.
Slowing the taking of cities does help. However, it can only help so far. It can also have the effect of ensuring the tech leader stays that way since he cannot be challenged militarily. It can slow the game but it's not likely to give a player that's falling behind a BETTER chance of catching up... much to the opposite really.For instance begin able to take new cities. In the past we have dealt with this through the whole city defense thing. One cannot take cities from other nations if they cannot get in the city. We also had the whole over expansion limitation with civics to make a city less happy if you go over the limits. But it seems there are a lot of buildings that can counter this. And as people have reported it kinda kills the AI. Pests, Pollution, Crime, etc were suppose to be methods to slow growth for players but also seems to kill the AI.
It should also be harder to keep larger nation like you said. But then the problem is like what if the player just doesn't use revolutions? Be it they just don't like it or their computer cannot deal with it. Like i said before we need to come up with lots of little ways to balance things. One silver bullet is not going to solve this. It has to be a bunch of little factors nudging the game into a longer lasting game that is not so boring.
Ok, let me explain.To be honest I didn't follow this.
I think a big problem with stronger small empires is that important historical reasons for weakening big empires (especially in ancient times) are just not possible in this game, I think:
If you want to keep small nations able to compete (like they have always been in history) and you cannot use what happened in history (pretty much until the 20th century, when the two problems I mentioned vanished, especially the latter), you have to invent other obstacles for large empires without those feeling too artificial.
- Your treasury would not be instantly accessible from any place in the empire, you have to send money (and wait for bandits
)
- When you invent a tech, that is local knowledge at first - again you have to send people to teach the other cities (and again wait for bandits)
Or can those problems somehow be implemented?
- Build treasury units in the capital, send them to the cities, and "use them up" in a way over time, so you have to send new treasury units every once in a while?
- Somehow "define" a place of invention (perhaps like Holy Cities are chosen), build certain special units there, send them to other cities to build special buildings that are additional prerequisites to the "real" buildings you want to have? Sounds like an awful amount of work, and I don't even know if that's possible. And it slows tech progress down considerably, but that could also be used to show slower progress in earlier eras without having to use different turn lengths so much.
Unfortunately neither the gold penalties nor "distance from palace" do not simulate it in any meaningful way.I think the money problem is well represented with the huge amount of gold penalties you get in the beginning of the game. Same could be said for the lack of science. In short I think the whole distance from capital gold penalty simulates this process well. But yeah simulating the spread of techs to other cities would be extremely complex if not impossible.
Or can those problems somehow be implemented?
- Build treasury units in the capital, send them to the cities, and "use them up" in a way over time, so you have to send new treasury units every once in a while?
- Somehow "define" a place of invention (perhaps like Holy Cities are chosen), build certain special units there, send them to other cities to build special buildings that are additional prerequisites to the "real" buildings you want to have? Sounds like an awful amount of work, and I don't even know if that's possible. And it slows tech progress down considerably, but that could also be used to show slower progress in earlier eras without having to use different turn lengths so much.
I don't like it as a general game rule, I'd rather have more building and civic tags that can be used for that purpose.Double post but there's a reason - it's kinda a different topic of discussion, though related. Some proposed methods to achieve the thread goal:
1) Further Research Handicaps:
I know I'm going to be dredging up an old argument with Joseph here and I don't mean it to get heated. I just want some input from Hydro and Pepper and others.
One way we can sustain games to a later era in a more competitive manner is to give smaller nations a research handicap. I know that folks say "but that's what tech diffusion is for" but TD only helps a nation catch up. It cannot truly make a small nation just as valid or viable or perhaps even moreso, than a larger nation.
If the largest nation on the map (by city count) sets the size precedent, and the % less cities you have than the size leader gives you that same % in research bonus, then the game naturally penalizes the leader for leading, making the rest of the nations more likely to catch up and surpass, and likely eventually conquer, the larger, more successful player(s).
We could also do this in two ways, population being a second measure of size.
So as an example, let's say the largest civ has 10 cities. The next largest has 9. It therefore has 10% less cities than the largest and get's a 10% national bonus to research rate. The next largest has 7 cities and thus has a 30% bonus to research rates. The worst has 3 cities and is thus getting a 70% bonus. Of course, it's debatable as to whether this % bonus would put you ultimately ahead of the leader because you have that lesser city count and thus less research buildings to build and so on.
Then we would do the same thing on a total population count as well so that players who play to have very few but very powerful cities (tall) are also penalized for pulling too far ahead in population, the 'other' way a player can be 'larger'.