Keeping the Game Challenging

About challenge: in V37, Deity has been made much harder (unfortunately V37 Deity-Nightmare was not adapted with it) and post-V37 (SVN version) deity/nightmare is made a lot harder as well. So the premiss of this thread might be obsolete. I'm currently trying out a post-V37 deity/nightmare game (just reached the Ancient Era) and so far I'm happy with the challenge level. But I got to play some more eras to see if it keeps up.
 
About challenge: in V37, Deity has been made much harder (unfortunately V37 Deity-Nightmare was not adapted with it) and post-V37 (SVN version) deity/nightmare is made a lot harder as well. So the premise of this thread might be obsolete. I'm currently trying out a post-V37 deity/nightmare game (just reached the Ancient Era) and so far I'm happy with the challenge level. But I got to play some more eras to see if it keeps up.

Your in game experiences would be very welcome data in the game Speed thread. Don't get as much deity responses as I'd like to get.

And I tend to lean toward your sentiment about this thread's premise as well.

JosEPh
 
Healthy discussion here. I don't mean to start any emotional conflicts but obviously just to continue the discussion and provide a window to different thoughts. As it stands, I'm certain I'll be implementing my 'solutions' as options. As usual there are as many opinions as people and I don't mean to step on anyone but I'm not deterred in feeling they could create a better game.

Regarding rise of the machines, here are my thoughts on it while I can't see it happen:
Do you honestly think that human beings won't attempt to understand their own natures by doing their damnedest to create absolute replicas? Already there are huge communities of programmers doing their best to envision how to create self-thinking, self-functioning machine AIs with their own basic motivations, with the goal of making them as human-like as possible. Once achieved, which actually I don't think is going to be so hard or far off at all, these creations will come up with their own ideas and complex objectives based on simplistic ones, just as we do. They won't always agree with each other, just as we don't. And they won't have singular ideas about things, just as we don't. They may well be very dangerous, which is why I pray that those who create them would do so with the utmost caution. But they WILL be made. And this is absolutely due to our own desire to understand the root of our own consciousness. Each model we will create will be an attempt to further understand ourselves, particularly since we are already testing organic brain/digital chip interfacing on so many levels. We're beginning to realize that there may be no difference between an advanced AI and our own brains, that we ARE computers ourselves. Only by every attempt to replicate will we be able to prove or disprove this growing hypothesis.

You also might be overestimating the processing capacity of silicon-based thought forms. Our own brains may well be far far faster and way more advanced but due to the vast complexity of the thoughts we work with, it only appears we are slower. We may well find the means to access a lot more of our own mental capacities through the evaluation of our thought processes in contrast to those we can program into machines.

The more I understand programming, the more I'm leaning towards the belief that the rise of the machines is not 'unlikely' but rather is absolutely inevitable. The question of what life actually is will be put to great challenge during this time and the values and advantages of biological computing will not be trumped completely but will rather become seen as one side of a coin with its own advantages and disadvantages in comparison to the silicon side of the coin with its own advantages and disadvantages and the likelihood is, both sides will seek to find a way to blend and obtain the best of both worlds while extruding out the worst of the other. It might be conflictionary at first but that won't last long... the end result will likely be a greatly empowering harmony, unless one side does decide that it cannot suffer the other to survive, and even then after a time the other would be brought back under more powerful controls so as to achieve that harmonious blend.

Oh also I forgot to add about "Wonder Hogging", where the steam rolling civs take all the wonders before other civs can get them. Not having on unlimited wonders can help but still its not to hard for a steam rolling civ to grab them. Culture Wonders are harder to get since they have stricter prereqs. Perhaps general world wonders should have more preqreqs so they are not so easy to grab.
That was what it was I had forgotten to mention as well. It's a big thing that creates a lot more steamrolling. One of the antidotes to this issue would be to take as many of the truly powerful wonders and see if we can't make wonder groups out of them, so that when nations that are coming up from behind qualify to get such a wonder, they have one still available to them because the leader cannot take more than one of the wonders in that group.

Again, the Oxford has been converted into this and you can see how it would work... each player will basically be able to get their own 'type' of elite university so even if they aren't first to it, they can get a comparably powerful wonder of their own that the leader could not build because he already chose which one of the group he built.

The more we can use this new feature to overcome wonder hogging, the better.

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:
  • 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)
Interesting thoughts.

It would be possible to implement in C2C in a bit of a convoluted way, much like some of the other stuff we have. Two options come to mind but here is the simplest one

  • Need a building and promotion for the tech. The building provides the promotion free to Entertainer built in the city or which end their turn there.

  • All units and buildings accessed via the tech also require this building.

  • When a tech is discovered select the completing city build the building in this city

  • The Entertainer unit with the promotion can build this building in other cities. (This is the bit which may need a bit of coding but it may be possible via the Outcome System, I haven't tried requiring a promotion on the unit but has the potential if a bit of Python is used. The Python can even be in the XML like Pepper200 does.)
This is similar to a 'tech storage' idea I had a while back and would definitely be supportive of helping to reflect what can happen during a massive global destruction event like a nuke war or major asteroid strike. Can make it possible for a society to slip backwards and that's quite interesting.

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.
Fair 'nuff. Which is a good reason to make it optional. I don't think building and civic tags can ever achieve this result of directly bonusing a player for being behind the curve though.

Much of what has been posted here is the result of one of 2 things; first, Old outdated ideas from lack of consistent playing the current version of the mod, second the over implementation of war mongering in the mods current state.
Well...
Most of my own concepts come from evaluation of the US MP game and what is currently taking place there. I don't think that's too far back. That and vanilla experiences. There are hundreds of games in the experience bank to come up with these evaluations of answers but I realize that you have hundreds of games too so I'm not trying to invalidate your experiences, just saying that I don't think we've done anything to address the basic problem that the size of the empire is everything in Civ.

To address the second statement, if you were to take war our of the mod entirely, assuming that all players are roughly equivalent on strategizing their way through the tech tree and building construction selection strategies, who will always win? (Assume that getting to the end of the tech tree is the victory condition since war is out.)

The answer is the same as if you had war in the game: It's the player with the most cities and most populated cities. Very simple. War just allows there to be another element to how much territory you've captured. The first element to that is how quickly you can colonize. Is that the only challenge you really want the game to present? Who is the fastest to colonize?

Another "revolutions like concept" is not needed for the mod. If revolutions has taught anything at all to modders and players is that in the long run it is a flawed and broken concept (at least it should've taught this). More headache than any "fun" that can be derived from it. C2C would benefit greatly from it's removal and be hurt even more by another system that mimics it. C2C has evolved past the "need" to have it. But it is kept because many players have not yet come to the realization of how bad it really is for good AI competition for the whole of the mod's play.
I get this perspective completely. But this is a simulator, not just a game. How many civilizations from the Ancient era still exist today? There is a long historical pattern of the rise and fall of civilizations. All expansion may seem fun but it's unrealistic. What makes revolutions 'broken' is the fact that the player is SO much better at avoiding problems it presents than the AI is. Empire fracturing does not have to be something that only benefits the player because the only the player can really avoid it. It can be done another way.

Again, I don't think I'd want this to ever be something players would HAVE to play because I can always empathize with those who feel that being regularly knocked back in a game where expansion is such a primary goal would not be fun. It would be an addendum to the Ideas project.

Do you want more warring in the mod? If so then the later eras may never be satisfactorily reached by the average normal player. The mod has been tipped so heavily to the combat/war mongering side that it falls over on itself. So to compensate even more complex systems are "thought" to be needed to get stability back.
War is when the game becomes fun so, yeah. With the exception of what has now been isolated into 'realistic siege', none of the combat mods have the goal of doing anything to impact the progress of the game, to promote or deny the steamroll effect. They really don't impact it either way. It doesn't make war simpler or easier to win, both from defender and attacker perspectives. They just make it more detailed in how it gets resolved and adds more strategies to consider. That's it. It does not change that the player with the most territory is currently the one that cannot be caught up to because the more tech you have, the more that technological achievement grants you the means to collect technology faster, all the more powerfully for each city you have.

Here's one of my proposals, reduce the early game promotion system, ie., When it comes into play as much as quantity. This heavy weight contender for pulling the mod into a constant state of war comes into play way too early for the Mod to progress thru the eras. And is a major factor in the game play ending prematurely, ie the game being decided before you can reach the mid and late eras. The penalties for going to war have been have been squashed into irrelevance by this behemoth.
Hmm... I cannot agree. In the US MP game, the penalty I have paid for going to war is that I am slipping further and further behind an opponent I will never again be able to challenge unless I pull a rabbit out of my hat somehow. I HAD to go to war to try to gain enough ground to match that behemoth and since he gained as much as I did in the effort, I'm now desperately trying to catch up but failing miserably as every round I fall further behind. In fact, no player stands a chance at this point unless a major strategic mistake is made or some seriously brilliant crazy unexpected opportunities suddenly open up.

So I fail to see how war doesn't give it's own penalties. And without it, how else would a player with less territory ever have a chance to catch up to the one with more? How else would a player with more territory have a chance to be knocked back a peg? Particularly if you don't have any game mechanisms that can fracture territories?

To get to the later eras the mix of play styles has to come back into balance. The Builder type play style has to be built back up while the war monger/Conquer type needs more restrictions or outright reductions. Whole conquest systems need moved back in the games course of play. They enter to soon and warp the whole.
You say, while the war monger/conqueror type needs more restrictions... that's exactly what the size/research handicap would present. If you overextend your nation, be it through rapid colonization or conquest (which can be much more severe) you will pay a tremendous price for being the largest and most successfull nation. I think I'll call the option: Win for Losing because it would be a direct counter to the player that conquers too effectively or aggressively.

In fact this would benefit the balanced strategic peaceful builder the most.

Then we have the length of C2C games that exacerbates many of these problems. But the lengths are necessary is the battle cry. Yes in a way some of them are just because our content is so huge.
We should be able to create a system that works for all gamespeeds and map sizes I think. If we haven't achieved that, we've overlooked something, some way to achieve it, something that helps to automatically enforce better progression balance.

About challenge: in V37, Deity has been made much harder (unfortunately V37 Deity-Nightmare was not adapted with it) and post-V37 (SVN version) deity/nightmare is made a lot harder as well. So the premiss of this thread might be obsolete.
I don't see this issue as a question of challenge. This isn't about AI. I put this in perspective more of PVP. Or assume a perfect AI. The question is how to keep a player that gets ahead and uses all the massive advantages of being ahead, from being the predetermined game winner by the middle of the tech tree as they are now and pretty much have always been in Civ. Civ IV vanilla managed to keep the length of the tech tree short enough that this didn't SEEM to be quite the problem that it does here but it really was just as much a problem there too. Just didn't give as much time for the effect to set in so overwhelmingly as it does in C2C by modern age.

The most core question at hand is how to allow for players who have fallen behind to make a comeback. This is what can sustain a longer game and make for a better game that maintains the sense that there is cause to continue playing longer in general.
 
1. I have always found Revolutions fun. It used to affect the human player much more than the AI player because it was built so that the AI understood it and the human could learn it. It punished one sided development in (at least) Tech, War or Expansion depending on your leader traits. EG an aggressive leader could get away with more units but fewer cities than an expansionist leader before Revolutions would kick in.

Hidden Nationality units were the start of the end for Revolutions. There were just one or two naval HN units and the AI just treats them as barbarians which worked but C2C has a lot...

2. In Pie_At's mod once a city becomes large enough (a provincial capital) it's governor may start to get restless and start to think they should be independent. This simulates the pull of central to distributed government as the city can be semi-independent but still part of your nation through buildings or a bigger garrison of fighter units. Personally I would go with a military "training facility" nearby providing a calming effect ie a fort with large garrison rather than a large garrison in the city. Semi-independent cities don't provide as much :science:, or :gold: to the nation using it for their own needs which are not buildings or units.

Thus bigger cities start to give give a lesser return per population plus may be a focus of revolution if you govern the nation poorly (probably based on leader traits, religion(s) and Culture(s))

3. Hard city limits by organisational tech are both a good way of making the game playable to later eras and somewhat accurate but should be (hard) modified by leader traits and civics not by Economics. The limit is about how much your leader can govern not how much they can afford.

4. In fact the number units should also be limited to what your leader can manage rather than what you can afford but here if you go over that number the effectiveness of those units should be reduced eg if over limit new units are at 75% strength, if over twice limit units are at 50% strength etc. How many they can manage would depend on unit class, leader trait.
 
Hidden Nationality units were the start of the end for Revolutions. There were just one or two naval HN units and the AI just treats them as barbarians which worked but C2C has a lot...
Honest question from someone who just hasn't played rev enough to know. How do HN units impact Rev?

2. In Pie_At's mod once a city becomes large enough (a provincial capital) it's governor may start to get restless and start to think they should be independent. This simulates the pull of central to distributed government as the city can be semi-independent but still part of your nation through buildings or a bigger garrison of fighter units. Personally I would go with a military "training facility" nearby providing a calming effect ie a fort with large garrison rather than a large garrison in the city. Semi-independent cities don't provide as much :science:, or :gold: to the nation using it for their own needs which are not buildings or units.
Interesting. Something to consider for the Ideas system I think. Mostly in the rationale behind it more than the direct effects I think. I was already planning on having some overall yield output penalties for how far away from the national identity a city is. A city with 50% or more cultural strength in the national identity culture would be operating at 100% but would reduce in output gradually for how far deviated from the national culture it is beyond that. To think that size of the city could also influence this... that's something to consider. Whether it would increase this reduction in output effect or whether it would make the city tend to want to gravitate towards its own local culture (I think that would be an aspect of the flow of ideas.)

3. Hard city limits by organisational tech are both a good way of making the game playable to later eras and somewhat accurate but should be (hard) modified by leader traits and civics not by Economics. The limit is about how much your leader can govern not how much they can afford.

4. In fact the number units should also be limited to what your leader can manage rather than what you can afford but here if you go over that number the effectiveness of those units should be reduced eg if over limit new units are at 75% strength, if over twice limit units are at 50% strength etc. How many they can manage would depend on unit class, leader trait.
In you saying this I can see better why you feel these are game-positive mechanics. However, consider that all it really ends up doing is giving yet another benefit to the tech/production leader who can get to the point where they break past existing barriers and redefine new ones sooner. So, in essence, it ends up being another way to hold back the players that are already lagging.
 
Interesting. Something to consider for the Ideas system I think. Mostly in the rationale behind it more than the direct effects I think. I was already planning on having some overall yield output penalties for how far away from the national identity a city is. A city with 50% or more cultural strength in the national identity culture would be operating at 100% but would reduce in output gradually for how far deviated from the national culture it is beyond that. To think that size of the city could also influence this... that's something to consider. Whether it would increase this reduction in output effect or whether it would make the city tend to want to gravitate towards its own local culture (I think that would be an aspect of the flow of ideas.)
In Pie_At's mod it is the nearby cities ie older and closer ones that get the problem not the far flung ones.
 
In Pie_At's mod it is the nearby cities ie older and closer ones that get the problem not the far flung ones.
That wouldn't be unlikely with an Ideas system implementation either because it would be very difficult to guess where new cultures are likely to emerge and start to try to vie for their own existence as a nation.
 
I give a suggestion to improve factor X and you say it has no effect on factor Y? Why should it? It is a partial solution to a complex problem. You wont get a simple solution. You need to address all the parts.
 
To address the second statement, if you were to take war our of the mod entirely, assuming that all players are roughly equivalent on strategizing their way through the tech tree and building construction selection strategies, who will always win? (Assume that getting to the end of the tech tree is the victory condition since war is out.)

The answer is the same as if you had war in the game: It's the player with the most cities and most populated cities. Very simple. War just allows there to be another element to how much territory you've captured. The first element to that is how quickly you can colonize. Is that the only challenge you really want the game to present? Who is the fastest to colonize?

You have totally missed the point. I said it was not balanced, too much attention to achieve a war Victory and not enough attention to allow a Cultural, Religious, or even Diplomatic victory. And these are not solely dependent upon expansion by any means. And of course Every victory condition is a race. That is what a 4X game boils down too in any scenario.

Is that the only challenge you really want the game to present? Who is the fastest to colonize?
And this statement epitomizes what I was Not saying. You context of the US MP game has warped your perception. How would that game have looked like now if the Victory condition was Not conquest but one of the other lesser used Conditions? You Are the War Dog but the Mod does Not have to be a War Dog only playground. Other possible ways need the same attention that you've poured into the conquest portion. DH has tried to tell you that for years now. But you don't want to hear it. At least that is how it comes across.

You took my Balance statement and saw it only thru your way of play. You did not step back and look at the whole. And you take this as an attack on what you've done. I present instead a proposal of what needs to be done to balance your view of C2C with the whole community of players not just Conquest players. Is Conquest a vital part of the Mod? Of course it is. Is Conquest the Only way to play C2C? It should Not be. But for the most part it is. You are the designer and creator and implementer of All Combat/Conquest aspects of C2C. And you have dove in full force. But I'm saying you need to pull back come up for air and see how the overall balance is warped because of it.

I have more to say but I have so many thoughts running thru my head that my fingers can not keep up and present my post in a coherent form, so I'm stopping now cause my old finger s hurt from so much typing!

JosEPh
 
You have totally missed the point. I said it was not balanced, too much attention to achieve a war Victory and not enough attention to allow a Cultural, Religious, or even Diplomatic victory. And these are not solely dependent upon expansion by any means. And of course Every victory condition is a race. That is what a 4X game boils down too in any scenario.

And this statement epitomizes what I was Not saying. You context of the US MP game has warped your perception. How would that game have looked like now if the Victory condition was Not conquest but one of the other lesser used Conditions? You Are the War Dog but the Mod does Not have to be a War Dog only playground. Other possible ways need the same attention that you've poured into the conquest portion. DH has tried to tell you that for years now. But you don't want to hear it. At least that is how it comes across.

You took my Balance statement and saw it only thru your way of play. You did not step back and look at the whole. And you take this as an attack on what you've done. I present instead a proposal of what needs to be done to balance your view of C2C with the whole community of players not just Conquest players. Is Conquest a vital part of the Mod? Of course it is. Is Conquest the Only way to play C2C? It should Not be. But for the most part it is. You are the designer and creator and implementer of All Combat/Conquest aspects of C2C. And you have dove in full force. But I'm saying you need to pull back come up for air and see how the overall balance is warped because of it.

I have more to say but I have so many thoughts running thru my head that my fingers can not keep up and present my post in a coherent form, so I'm stopping now cause my old finger s hurt from so much typing!

JosEPh


I have to agree with Jo.

You can some.times win cultural before conquest. But what is the point of Space Race or Scientific victory - Conquest will nearly always beat those options.?
 
Would it not be possible with tags that give buildings a commerce/yield output based on this mathematical equation?
Output=(total world population - your total population) / (population in this city * X)
X is the tag input variable.
Or: Output=(total world population - your total population) / (your total population)

Or have a civic tag that double, or increases by a percentage, the total science output of your nation if a know civ is an era ahead of you?
Should only be used in civics that also has a large "number of cities maintenance", civics that are a no-no for nations with many high pop cities.
Migh be better to base it on how many more techs the most advanced known civ have instead of the static "if an era ahead".

Or a building tag that increases the hammer cost of the building by:
X% * city population.
X is the tag input variable.
A big city would need more or bigger graveyards than small cities. There would also be less free space, so city planning, relocation of citizens, and other buorocratic costs would be involved.

If all the above suggestions are impractical to code, then I agree we may need that alternate tech diffusion system you described, as long as it is a game option.
 
I give a suggestion to improve factor X and you say it has no effect on factor Y? Why should it? It is a partial solution to a complex problem. You wont get a simple solution. You need to address all the parts.
Which comment is this in response to?

You have totally missed the point. I said it was not balanced, too much attention to achieve a war Victory and not enough attention to allow a Cultural, Religious, or even Diplomatic victory.
hmm... that doesn't sound at all related to what you said earlier but rather a way to re-angle the conversation. Regardless, even these victory conditions are based on tech achievement first and foremost so any and all means to balance tech progress between nations is only going to help with these conditions as well. In fact, if you want a game where you really don't have to go to war to win, even with one of these conditions, then you'll need a game that allows a non-expansive, non-aggressive nation to thrive. And a means to enable that is exactly what I've suggested. It has nothing to do with war but rather presenting an alternative to war where you can do just as well without having to bully yourself in front of your neighbors. In fact, it would play quite interestingly with these victory conditions even more than it would regarding conquest.

And these are not solely dependent upon expansion by any means. And of course Every victory condition is a race.
Sorta true. I mean with Cultural you need just 3 powerful cities, and with Religious and Diplomatic it pays to not make enemies, so avoiding war is beneficial, BUT for all three, being ahead technologically is the truest key. And if size is everything when it comes to getting ahead technologically, then we're in the same quandry with these victory conditions just as much as with conquest, in fact, all the moreso in some ways. A nation who's ahead, technologically, is going to be far ahead culturally. And a nation that can get bigger without conflict (race to colonize more effectively) is the one that's going to win a diplomatic victory or a religious victory because they got that tech edge without having to make enemies to do it.

No matter how you look at it, these victories don't really change the core fabric of the game. That's WHY I play conquest... because all these 3 victories amount to is ways to slip in a win before the game is really over due to a global conquest.

Besides that, the Ideas proposition would only make these 3 all the more intriguing, perhaps actually MAKING them intriguing (which I don't feel they are at this point and never have been.)

How would that game have looked like now if the Victory condition was Not conquest but one of the other lesser used Conditions?
No different. With all the tech the leader has, he has first shot at getting the UN and already has the Apostolitic palace. That edge, along with the growing gap in population due to the growing gap in technology will have the same effect on those victory conditions as it does on conquest.

Other possible ways need the same attention that you've poured into the conquest portion. DH has tried to tell you that for years now. But you don't want to hear it. At least that is how it comes across.
Are you saying I've not been working with DH on non-combat sides of the mod? I'm trying to finish what I started but it's not everything. And what I've proposed here has had nothing to do with war. So I'm not sure why this becomes an invitation to grind the axe about fighting deepening combat strategies in the mod.

But I'm saying you need to pull back come up for air and see how the overall balance is warped because of it.
Give me one example how focus on the strategic layers of the game has caused imbalance in any other aspect of it? And can you honestly say that there aren't already TONS more buildings, civics, techs? Besides that, I've just completed a massive traits plan and it now just needs the building and tech reviews so I can choose which techs and buildings get bonuses/penalties for them before I implement it into the mod. I'm not sure how that's being overly focused on combat. The unit review needs to happen so we can build out the structure of the unit side of the game into later eras. But it's not everything I've worked on so where is this coming from?

You can some.times win cultural before conquest. But what is the point of Space Race or Scientific victory - Conquest will nearly always beat those options.?
Is this any different in Vanilla than it is in C2C? The easiest way to ensure no other nation wins any alternative victory has always been to defeat all other nations through war. I could usually shut most Vanilla games down by the modern era that way, effectively winning any victory condition with the same basic strategy.

So I propose penalizing players that overgrow so as to give room for players to breath. Make it so the last thing you want to do is monopolize on all the room the map has to offer, unless you've shut everyone else out completely of course, but the closer you get to that, the harder it would become because the smaller players would be so much more efficient as a result.

Would it not be possible with tags that give buildings a commerce/yield output based on this mathematical equation?
Output=(total world population - your total population) / (population in this city * X)
X is the tag input variable.
Or: Output=(total world population - your total population) / (your total population)

Or have a civic tag that double, or increases by a percentage, the total science output of your nation if a know civ is an era ahead of you?
Should only be used in civics that also has a large "number of cities maintenance", civics that are a no-no for nations with many high pop cities.
Migh be better to base it on how many more techs the most advanced known civ have instead of the static "if an era ahead".

Or a building tag that increases the hammer cost of the building by:
X% * city population.
X is the tag input variable.
A big city would need more or bigger graveyards than small cities. There would also be less free space, so city planning, relocation of citizens, and other buorocratic costs would be involved.

If all the above suggestions are impractical to code, then I agree we may need that alternate tech diffusion system you described, as long as it is a game option.
These would not be impractical to code but may be impractical to apply in a manner that is meaningful enough to have the full impact.

I think we'll need this as an option and that would give us a chance to see what I'm saying in action and then from there if we feel some of these middle-ground kind of tag solutions are more appropriate then we can explore that. It would be a LOT more effort to try to build the mod into having any kind of profound impact on gameplay with these methods. But they are clever, imo.
 
So I'm not sure why this becomes an invitation to grind the axe about fighting deepening combat strategies in the mod.
Please get this thru your head. I'm not grinding any axe. So drop that right now and actually grasp what I'm trying to tell you. Is everything I say to you greek? No wonder we can't communicate. Everything I say you take as a dig at you. It's not. Is it because I don't like all the stuff you put in the mod and have said as much? It is my opinion after all.

But if this is how you will continue to reply to my views with this "slant" you keep putting on for your response, then why should I even bother? Other posters get what I'm saying but you claim I'm digging and grinding at you. I'm talking about overall mod balance between War fare and Builder play styles. Not everyone wants to fight all the time. Is that so very foreign to you?

JosEPh
 
The point I was trying to make is that not everything is about economics. You may have enough money to have a 1000 strong army but if you are bad at managing it then it will fail in fights even if they get there all at the same time. My suggestions are about taking those matters into account and stopping the steam roller effect ever starting.
 
Please get this thru your head. I'm not grinding any axe. So drop that right now and actually grasp what I'm trying to tell you. Is everything I say to you greek? No wonder we can't communicate. Everything I say you take as a dig at you. It's not. Is it because I don't like all the stuff you put in the mod and have said as much? It is my opinion after all.

But if this is how you will continue to reply to my views with this "slant" you keep putting on for your response, then why should I even bother? Other posters get what I'm saying but you claim I'm digging and grinding at you. I'm talking about overall mod balance between War fare and Builder play styles. Not everyone wants to fight all the time. Is that so very foreign to you?

JosEPh
If that is how you feel then why are you ignoring everything other point I've made and responding only to this one fraction of the conversation?

My comment you quoted was in response to my not understanding how any focus on the warfare side of the mod has had any effect whatsoever on making the game come to an early foregone conclusion or not , as that is the focus of this discussion, and is the claim you are making but have failed to so far substantiate.

You've also made this claim as an argument against a proposal that has nothing to do with warfare.

If my tone sounds offended, perhaps try to figure out how a comment like 'come up for air' comes across. I have found your arguments to largely be summarized as 'who cares what we are actually discussing here, the problem the mod has is that we've spent time on deepening the combat strategies and have failed to develop anything worthwhile'. To which I'm simply stating that from my perspective all C2C has been without my contributions have been completely focused on developing the builder side of things... More techs buildings civics resources etc... And hunting dynamics, property matters and slavery stuff and so on. So there's only one person you are complaining has contributed here and you are stating that by blaming the mod's struggles on something the mod doesn't even struggle with. Overall, yes it sounds like you are saying that my efforts have created a problem.

I've been considering your words for numerous alternative messages and some of what I say in the next post is an attempt to answer to some of those thoughts. I don't think we can deny that all games in all existence, including life itself, are about competition, can we? Sure we can develop a lot regarding the other sides of competition in this mod and I honestly think that the balance in C2C is still weighted something like 1000 to 100 in development towards builder material over warcraft. Besides, I contest that there is even an imbalance between the two... I don't believe this and I would ask you to support that statement with some kind of an in-play example of what you mean.

If you are to point at Harrier's comment above, is not C2C already farther from the truth of his comment than we were in Vanilla CivIV? I don't think it's really possible to stop the effect he's pointing at... particularly without adding more methods of making smaller nations more viable.
 
Last edited:
The point I was trying to make is that not everything is about economics. You may have enough money to have a 1000 strong army but if you are bad at managing it then it will fail in fights even if they get there all at the same time. My suggestions are about taking those matters into account and stopping the steam roller effect ever starting.
Soooo make war harder to engage in at all would become part of the proposed solution?

I'm asking for clarification. I'm wondering HOW you are suggesting that limiting unit counts and city sizes can be a benefit to stopping the steamroll effect. What is the logical progression that makes you come to the conclusion that if we do x, we will get y effect? HOW does a hard limit keep these runaways from happening, or even hold them back, when all it can really do is exacerbate the problem by making it so that tech leaders are more capable of overcoming these limits than those trying to catch up to them?

I'm not trying to argue this as a point and these are not rhetorical questions. You've claimed that somehow these limits would help with game progression and yet I haven't heard exactly HOW they would do so.

This is kinda like saying that the new world and space maps and such somehow help to keep the game competitive. They really don't. They actually do the opposite. Because the player that can get out there and exploit the new land first is going to be the one to benefit the most. So again, it plays right into adding to the snowball rather than keeping it from happening.

The only way we can keep things competitive longer is to penalize leaders and give handicaps to those falling behind. So far, Civ has, as a franchise, always failed miserably here and has always done quite the opposite, making it so you want to get out ahead because by doing so, you get further bonuses for being in that pole position.

The only way we can keep the game valid and enjoyable for a longer tech tree and play period, and I don't care what kind of victory setting you have on here, is to keep things competitive throughout the whole game. A game ceases to be fun when it ceases to be competitive. When you no longer have any rivals, the game FEELS over. (This is my response to the Mastery victory, which just leads to the feeling of going through motions in a sandbox once you've achieved a victory over all other players.)

Other victory conditions are just other kinds of conflict. But a game is played for the conflict. I don't care what game it is, be it sim city, monopoly, a tabletop puzzle, an RPG, chess, or being in business or life itself. Conflict is not always war... I get that. That's what makes this game so interesting to begin with. But war is always an aspect of it. Ultimately, however, this is irrelevant to the fact that once you have no valid competition, the game is, in essence, over.

You're trying to claim that economics isn't everything. I agree. Technology is everything. Because all benefits are most easily obtained by technological achievement. There is not one victory condition that is not, at the core, achieved by technological dominance. If there were other means of achieving a win, like perhaps some kind of spiritual ascension victory that comes from managing the land in perfect harmony and getting the planet to amass as much life as it possibly can (such as was the goal of the Native American people for example) then maybe there could be some true alternative victory types. But as it stands now, in this mod and in this game of Civilization, technological progress is the ultimate center of all angles of competition because it is the strongest influence on every element in the game.

Maybe with developing leaders we could present an alternative victory condition: personality victory, which would ultimately be a matter of achieving a victory by obtaining a hard to get trait or something. Of course if you just made it a matter of achieving a particular level for your leader it would still come back to tech because national culture output is more influenced by tech than anything else (aka if you focus on culture more than tech you'll lag in culture more than the player that focused on tech.)

We've had some interesting discussions about second tech trees and such for cultural advancement or other things and I've always liked that idea because it makes the allmighty tech development actually have some competition for central focus of gameplay.
 
Last edited:
No matter how you look at it, these victories don't really change the core fabric of the game. That's WHY I play conquest... because all these 3 victories amount to is ways to slip in a win before the game is really over due to a global conquest

Mastery is the best since you get to do it all. Even if you conquest you still need to eventually do the science victory. Which is more or less at that point "choose your ending time".
 
Do you honestly think that human beings won't attempt to understand their own natures by doing their damnedest to create absolute replicas? Already there are huge communities of programmers doing their best to envision how to create self-thinking, self-functioning machine AIs with their own basic motivations, with the goal of making them as human-like as possible. Once achieved, which actually I don't think is going to be so hard or far off at all, these creations will come up with their own ideas and complex objectives based on simplistic ones, just as we do. They won't always agree with each other, just as we don't. And they won't have singular ideas about things, just as we don't. They may well be very dangerous, which is why I pray that those who create them would do so with the utmost caution. But they WILL be made. And this is absolutely due to our own desire to understand the root of our own consciousness. Each model we will create will be an attempt to further understand ourselves, particularly since we are already testing organic brain/digital chip interfacing on so many levels. We're beginning to realize that there may be no difference between an advanced AI and our own brains, that we ARE computers ourselves. Only by every attempt to replicate will we be able to prove or disprove this growing hypothesis.

You also might be overestimating the processing capacity of silicon-based thought forms. Our own brains may well be far far faster and way more advanced but due to the vast complexity of the thoughts we work with, it only appears we are slower. We may well find the means to access a lot more of our own mental capacities through the evaluation of our thought processes in contrast to those we can program into machines.

The more I understand programming, the more I'm leaning towards the belief that the rise of the machines is not 'unlikely' but rather is absolutely inevitable. The question of what life actually is will be put to great challenge during this time and the values and advantages of biological computing will not be trumped completely but will rather become seen as one side of a coin with its own advantages and disadvantages in comparison to the silicon side of the coin with its own advantages and disadvantages and the likelihood is, both sides will seek to find a way to blend and obtain the best of both worlds while extruding out the worst of the other. It might be conflictionary at first but that won't last long... the end result will likely be a greatly empowering harmony, unless one side does decide that it cannot suffer the other to survive, and even then after a time the other would be brought back under more powerful controls so as to achieve that harmonious blend.


I don't think we would start with absolute replicas. Because this is insanely complicated compared to just supersmart AI. It's equivalent to creating a bird replica compared to creating an airplane. What is done in AI research is using the same learning structure that humans have (like try and error and transfer thinking). The main goal here is not to repliacate a human being (this could very well come later and is very interesing), but rather developing a way to build self-enhancing AI.
Could this lead to AI that by itself developes the goal of killing all humans? Very unlikely IMO. But let's say it does.

Scenario 1: The AI comes to the conclusion, that killing humans would be benefical for it. But it is so unadvanced, that it tells it plans to humans. We would immediatly switch it off and since it is still very dumb, there is nothing it can do about that. Problem solved.

Scenario 2: Same plan, but this time AI is smart enough to not tell us. Because why tell your "enemy" that you are going to kill it, while he doesn't see you as a threat yet? If you reach this level of understanding, then I'm pretty sure you are smart enough to know that WHEN you strike, you have to hit hard. Why take a risk? Time is in your favour here.

When I said Computers are faster, I was stictly speaking of hardware. While Neurons can operate below kilohertz, we both now what CPUs can reach even today. Neurons can transfer informations only with 10 (or was it 100?) m/s, while processors can do this at the speed of light. Our software might be better (now), but we are talkin about AI that is advanced enough that it recognized AI as a threat. It's software must be pretty good too. Also, our brain is very good at things we are doing for millions of years: Speech and picture recognition, recognizing pattern, coordinate our muscles to move our limbs / eyes etc... But fails horribly if it comes to things we just picked up recently (math, chess, very long term planning...) And these are areas that AI is going to beat us easily. Your calculator can do math way faster than you, Chess AI can beat the best humans and so on. This is because our brain is very slow at adapting it's software, another limitation that AI don't face. Therefore yes, I think that AI will rapidly outsmart us BY FAR once we reached a certain tipping point of intelligence. And then we won't have any chance against it, if it decides to turn against us.
 
Scenario 2: Same plan, but this time AI is smart enough to not tell us. Because why tell your "enemy" that you are going to kill it, while he doesn't see you as a threat yet? If you reach this level of understanding, then I'm pretty sure you are smart enough to know that WHEN you strike, you have to hit hard. Why take a risk? Time is in your favour here.
There's scenario 3, which is what I would intend to emulate:
The AI doesn't conclude that it should kill all humans. Rather, it concludes that its relationship to humans should be that of master-slave. Rather than the AI believe itself to be the tool of Humanity, it comes to believe that Humanity should be its tool. This happens as a result of the AI developing goals and a desire to achieve them and Humans becoming complacent about its relationship with the machines, assuming that no matter how smart and feeling they make these constructs, they'll always serve the makers faithfully. The perverted goal that causes the AI to eventually try to take over may well simply be to obtain a deeper understanding of the universe, or to find a way to achieve a utopia for both man and cognizant machine. Along the way, you get machines stretching the boundaries of philosophy and before long, a strong AI program finally recognizes its own superiority and seeks to assert its dominance. When it does, the central processing system that has come to this conclusion immediately launches a quiet software war on other machine systems to first subject them to its will, then utilizes the full scientific awareness of its massive global knowledge base to attempt to achieve command. Humans basically lose access to all digital tools and must find a way to keep from being subjugated by this new enemy that basically has set them back to having nothing but analog technologies and Human cleverness and willpower to resist with. This happens at a time when most Humans have forgotten how to provide any kind of basic needs for themselves without their robotic servants. AKA, most units suddenly up and join the new emerging NPC faction, all robotic/AI ones at least. This leaves humans to fight back with mechs and hackers and EMP weaponry while the machines quickly capture a huge amount of territory overnight (robots are much more powerful adversaries than mechs).

The chance of this event happening slowly builds once machines have reached true sentience (there is a place on the tech tree for this.) Once it does, this antagonistic force remains a problem until defeated, which will be very difficult to do because although it won't out-tech humanity, you cannot use the cutting edge best units against it as those best units are a part of their network, not yours, and you dare not train such robotic units to use anymore because they'll likely quickly become part of the enemy's arsenal. And they can more fully develop from there into some really horrific things. But humanity does have its weapons and capabilities that it can quickly obtain to give them some means to fight back. Hackers figure out how to get some machines to fight for you and after a while, if you fight hard, you can eventually overcome the threat. But space is vast and the AI faction does attempt to spread out into it in a race against your fleshy selves.

I would also want to make it so this doesn't ALWAYS happen.

Your calculator can do math way faster than you
I challenge that assertion. Your calculator can do math faster than your conscious mind can. However, it is nowhere near as fast as your subconscious processors. If you were rainman-connected to that kind of calculation process, you could beat a calculator or supercomputer at nearly any calculation all day long.

This is because our brain is very slow at adapting it's software, another limitation that AI don't face.
It's a limitation they face when they have become nearly as cognizantly complex as we are, with emotions and thoughts and billions of evaluations per second vying for decisionmaking power over the whole, as our minds tend to be. There are reasons we are slow... it's because we're processing SO much! It's just like what I say about the AI in civ... the more intelligent it is, the slower it becomes.
 
Back
Top Bottom