Lost Eden development thread

:lol:

I just played a game with Toad, and won by Economic Victory by turn 145. I could have done it earlier, I just didn't realise that it would only cost 1000 gold to do. XD

Interestingly, in that game, Oblivion was the worst player.


EDIT: Here's the results of the recolour, it now matches the terrain rather well. I like it. :D Now to come up with a catchy name, like Vine Fortress or Vine Overgrowth or something.
 
:lol:

I just played a game with Toad, and won by Economic Victory by turn 145. I could have done it earlier, I just didn't realise that it would only cost 1000 gold to do. XD

Was this at transcend difficulty level?

Interestingly, in that game, Oblivion was the worst player.

Do you remember where Oblivion started and who were Oblivion's neighbors? This is a good sign for balance.

EDIT: Here's the results of the recolour, it now matches the terrain rather well. I like it. :D Now to come up with a catchy name, like Vine Fortress or Vine Overgrowth or something.

Temple of Vine?
 
Librarian, I like that level as there are no advantages or disadvantages for either player or AI.

Oblivion started pretty much by himself. He was on a watery area but had plenty of room, no neighbours either, he pretty much could have grown for another few screens before hitting anybody else. Only had like five cities. So yeah don't know what happened to him, maybe he was hammered by native units or something.
 
Librarian, I like that level as there are no advantages or disadvantages for either player or AI.

Only 1000 gold. The gold for an economic victory is suppose to reflect the amount of gold that it would take to mind control all the bases. How much gold surplus per year were you generating?

Oblivion started pretty much by himself. He was on a watery area but had plenty of room, no neighbours either, he pretty much could have grown for another few screens before hitting anybody else. Only had like five cities. So yeah don't know what happened to him, maybe he was hammered by native units or something.

What do you mean by watery? And another few screens?

He still had +1 GROWTH and RECREATION COMMONS?
 
I was generating 489 gold per year on my winning year. +5 economy is pretty sweet. My ending civics where Trade/Free Religion/Wealth/Perfect Society. So final stats were +5 Economy, +1 Planet, -5 Morale.

As for Oblivion, I did overstate his failure a bit. He had about 10 bases although was losing. The state of powers in the game was this:
1. Rakis, leading by a small amount
2. Me, Protectors (landed on Monsoon), CyndaTech (HUGE late game military... I happily gave him over 10000 gold to keep him off me)
3. Adventurers, 25% behind people at 2.
4. Oblivion and Seafoam, about 50% behind the people at 2.

Oblivion's stats are as agreed, yes: +1 GROWTH, -2 POLICE, -1 PLANET, and free Temples (Rec commons) in every base.

The world could be described as having one huge landmass, with lots of little connected islands (which were still connected to land, just with twisting and turning paths) in the middle area. Almost everybody landed in that area, although Oblivion was to the south and out of the way. The only reason I can think of him doing so badly was either being so isolated he couldn't trade with others, maybe he bumped into the Adventurers who were sorta close (to the west by about 70 squares) and wasted money on war, I am not sure. I may reduce his aggression to erratic though, he always ends up at war with everybody. :D
 
I was generating 489 gold per year on my winning year. +5 economy is pretty sweet. My ending civics where Trade/Free Religion/Wealth/Perfect Society. So final stats were +5 Economy, +1 Planet, -5 Morale.

If you can get +5 economy, you deserve to win an economic victory!

As for Oblivion, I did overstate his failure a bit. He had about 10 bases although was losing. The state of powers in the game was this:
1. Rakis, leading by a small amount
2. Me, Protectors (landed on Monsoon), CyndaTech (HUGE late game military... I happily gave him over 10000 gold to keep him off me)
3. Adventurers, 25% behind people at 2.
4. Oblivion and Seafoam, about 50% behind the people at 2.

Didn't Seafoam do well in one play test?

I thought Rakis didn't usually do well under AI control?

If Adventurers have done well in some playtests, it looks like the factions are basically balanced, which was the objective.

Oblivion's stats are as agreed, yes: +1 GROWTH, -2 POLICE, -1 PLANET, and free Temples (Rec commons) in every base.

The world could be described as having one huge landmass, with lots of little connected islands (which were still connected to land, just with twisting and turning paths) in the middle area. Almost everybody landed in that area, although Oblivion was to the south and out of the way. The only reason I can think of him doing so badly was either being so isolated he couldn't trade with others, maybe he bumped into the Adventurers who were sorta close (to the west by about 70 squares) and wasted money on war, I am not sure. I may reduce his aggression to erratic though, he always ends up at war with everybody. :D

I think all the water negated his growth bonus. It isn't bad to have a faction that is always fighting. If he doesn't fight, that will increase his power as he will grow to dominance.

At this point, where are you?
 
If you can get +5 economy, you deserve to win an economic victory!
Hehe alright then. :D

Didn't Seafoam do well in one play test?

I thought Rakis didn't usually do well under AI control?

If Adventurers have done well in some playtests, it looks like the factions are basically balanced, which was the objective.
I have yet to see the Adventurers in a commanding position yet... although they are only behind in dominance at the moment in this game as Rakis (:eek:) and Protectors were hitting them hard. Adventurers had a decent army of Charmander Warriors but Rakis had Recon Rovers, Demonic Roses, Carnivines and Scout Patrols (yes, the AI was attacking with Scout Patrols :lol:). Rakis was leading in Tech and Military according to the game.

Seafoam tends to do badly, although has managed a good game once or twice. Those extra starting bases are a huge lead -- it just depends if they are killed by Carnivines or otherwise.

I think all the water negated his growth bonus.
He was still connected to the major landmass though. He just had to move around a bit to find better base sites.

It isn't bad to have a faction that is always fighting. If he doesn't fight, that will increase his power as he will grow to dominance.
I have made Adventurers erratic now for a start. Pretty much half of the factions were aggressive. :D I have not changed Oblivion for now, but his style tends to be more manipulation than force story-wise. Although if his aggression is what limits him, won't that make a human player using him more effective?

At this point, where are you?
In dominance or position on the map? I am at the same position as the pack in dominance (Protector/CyndaTech), being beaten by Rakis slightly. Position wise I was right in the middle of Rakis, Seafoam and CyndaTech. I had to be quick to get from my initial island to a landmass to avoid running out of space (I did start on an island). I had a lot of sea bases.


But yeah, I think we are getting there in terms of balancing, that's for sure.

The new vine structures are cool. :D
 
I have yet to see the Adventurers in a commanding position yet... although they are only behind in dominance at the moment in this game as Rakis (:eek:) and Protectors were hitting them hard.

It sounds like the Adventurers need another positive modifier.

Seafoam tends to do badly, although has managed a good game once or twice. Those extra starting bases are a huge lead -- it just depends if they are killed by Carnivines or otherwise.

Then the Seafoam need another postivie modifier.

I have made Adventurers erratic now for a start.

Does the story require them to be erratic or could they be pacifists?

Pretty much half of the factions were aggressive. :D

Is that 3 or 4? Ideally, you would want 2 aggressive, 3 erratic and 2 pacifists.

I have not changed Oblivion for now, but his style tends to be more manipulation than force story-wise. Although if his aggression is what limits him, won't that make a human player using him more effective?

Yes, that would.

In dominance or position on the map? I am at the same position as the pack in dominance (Protector/CyndaTech), being beaten by Rakis slightly. Position wise I was right in the middle of Rakis, Seafoam and CyndaTech. I had to be quick to get from my initial island to a landmass to avoid running out of space (I did start on an island). I had a lot of sea bases.

That sounds good.

But yeah, I think we are getting there in terms of balancing, that's for sure.

Good. Now we need to make small changes and test them.

The new vine structures are cool. :D

Good.
 
It sounds like the Adventurers need another positive modifier. Then the Seafoam need another postivie modifier.
What do you suggest?

Does the story require [Adventurers] to be erratic or could they be pacifists?
I am not sure. They want to explore, do battle, have adventurers, etc. The collective of typical heroes. :lol:

Is that 3 or 4? Ideally, you would want 2 aggressive, 3 erratic and 2 pacifists.
Currently (if Oblivion is not changed) that is the case. Realm and Rakis are pacifists, Protectors, Adventurers and Seafoam are erratic and CyndaTech and Oblivion are aggressive. Oblivion should be erratic really, but we'll see.

Good. Now we need to make small changes and test them.
Of course! What's next? :D
 
What do you suggest?

Assuming

Darrus' Adventurers
+1 MORALE: {Heroic spirit}
-1 GROWTH: {Males leave home for long periods of time to adventure}
-1 PLANET: {Sees native life as a threat to be tamed}
+1 SUPPORT: {Males live off the land}
Begins with 3 UNITY ROVERS (1/1/2).

How about +1 POLICE {Potential troublemakers are adventuring}

Assuming

Seafoam Collective
+1 INDUSTRY: {Followers realise the urgency of the situation}
-1 EFFICIENCY: {Rushed exodus meant little time for preparations}
-1 SUPPORT: {Supply lines from Seafoam Islands are infrequent}
Extra 2 COLONY PODS at start.
May exceed AQUADUCT population requirements by 2.

How about +1 POLICE {Great spirit of collective effort}

I am not sure. They want to explore, do battle, have adventurers, etc. The collective of typical heroes. :lol:

Sounds erratic to me.:)

Currently (if Oblivion is not changed) that is the case. Realm and Rakis are pacifists, Protectors, Adventurers and Seafoam are erratic and CyndaTech and Oblivion are aggressive. Oblivion should be erratic really, but we'll see.

Then it looks good. If Oblivion is made erratic, maybe Protectors could become aggressive.

Of course! What's next? :D

I've suggest +1 POLICE for Adventurers and Seafoam. Run several AI only simulations to see how the seven factions play. Note if any are consistently high or consistently low in domination.

And make some small changes and repeat.
 
Okay changed performed, test games running.

Game 1: Seafoam rocking unbelievably hard. Successfully beating Realm, Rakis and Fallen at once. Realm landed on Red Weed (monsoon), although Seafoam managed to get three cities on the weed (jungle), the Realm got about 6 on it. The other three factions were all at peace, with large empires (in fact everybody was treatied together except for the three above at war with Seafoam). Dominance wise, Seafoam was about 2.5 times the size of Realm, Ra kis was about 10% behind Realm, Fallen about the same as Rakis, the rest on par with each other at the bottom.
Game 2: CyndaTech by far. Second was Realm at about half dominance. Protectors had a small lead of the rest of the pack, Seafoam was last (did land on Dunes though). I removed the Monsoon from the map before anybody got to it. I admit that I did help CyndaTech out slightly... I homed the supply crawlers to the HQ... otherwise the AI's crawlers do nothing

- At this point, I changed the values of the religion techs to make them more valuable to all AIs

Game 3: Fallen leads. Realm just behind them. Third was Adventurers at half dominance. CyndaTech just behind (I did the supply crawler homing). Rakis, who started on an island, was then half of CyndaTech, and Seafoam was just behind her, and Protectors were just behind him.
 
Okay changed performed, test games running.

Game 1: Seafoam rocking unbelievably hard. Successfully beating Realm, Rakis and Fallen at once. Realm landed on Red Weed (monsoon), although Seafoam managed to get three cities on the weed (jungle), the Realm got about 6 on it. The other three factions were all at peace, with large empires (in fact everybody was treatied together except for the three above at war with Seafoam). Dominance wise, Seafoam was about 2.5 times the size of Realm, Ra kis was about 10% behind Realm, Fallen about the same as Rakis, the rest on par with each other at the bottom.
Game 2: CyndaTech by far. Second was Realm at about half dominance. Protectors had a small lead of the rest of the pack, Seafoam was last (did land on Dunes though). I removed the Monsoon from the map before anybody got to it. I admit that I did help CyndaTech out slightly... I homed the supply crawlers to the HQ... otherwise the AI's crawlers do nothing

- At this point, I changed the values of the religion techs to make them more valuable to all AIs

Game 3: Fallen leads. Realm just behind them. Third was Adventurers at half dominance. CyndaTech just behind (I did the supply crawler homing). Rakis, who started on an island, was then half of CyndaTech, and Seafoam was just behind her, and Protectors were just behind him.

If you still have the info, could you list the factions in order, e.g.

Game 1:
1. Seafoam
2. Realm
3. Rakis/Fallen
5. CyndaTech/Adventurers/Protectors

Game 2:
1. CyndaTech
2. Realm
3. Protectors
4. Rakis/Adventurers/Fallen
5. Seafoam

Game 3:
1. Fallen
2. Realm
3. Adventurers
4. CyndaTech
5. Rakis
6. Seafoam
7. Protector

What happens if you don't homer the supply crawlers for CyndaTech?

It looks like Realm is consistently at number 2.

The Realm of Light
+25% ATTACK: {Strength of convictions}
-1 GROWTH: {Many people reject the Light}
-1 POLICE: {Forgiving, kind society}
1 in every 4 citizens are Talents.
Impunity to CHRISTIANITY penalty: {Christianity is 'natural' and not dissented by citizens}
{May not embrace Demonism in Social Engineering.}

If this continues, maybe you should put back in

-1 SUPPORT: {Difficult to maintain many social activities}

Minor points:

test games running: how many computers are you running tests on?

values of religion techs: what are the changes?
 
If you still have the info, could you list the factions in order, e.g.

Game 1:
1. Seafoam
2. Realm
3. Rakis/Fallen
5. CyndaTech/Adventurers/Protectors

Game 2:
1. CyndaTech
2. Realm
3. Protectors
4. Rakis/Adventurers/Fallen
5. Seafoam

Game 3:
1. Fallen
2. Realm
3. Adventurers
4. CyndaTech
5. Rakis
6. Seafoam
7. Protector
These are correct.

What happens if you don't homer the supply crawlers for CyndaTech?
The AI uses them normally, just of course the resources don't go anywhere as the crawlers are independant.

It looks like Realm is consistently at number 2.

The Realm of Light
+25% ATTACK: {Strength of convictions}
-1 GROWTH: {Many people reject the Light}
-1 POLICE: {Forgiving, kind society}
1 in every 4 citizens are Talents.
Impunity to CHRISTIANITY penalty: {Christianity is 'natural' and not dissented by citizens}
{May not embrace Demonism in Social Engineering.}

If this continues, maybe you should put back in

-1 SUPPORT: {Difficult to maintain many social activities}
Okay, we'll see.

Minor points:

test games running: how many computers are you running tests on?
One, this one. I use the cheat menu to give control to the computer and then weigh down the enter key with CDs and a USB drive.

values of religion techs: what are the changes?
Code:
Theory of Evolution,        AthReg,  1, 1, 2, 1, Relg,    None,    000000000
Christianity,               ChrReg,  1, 1, 1, 2, Relg,    None,    000000000
Path of Destruction,        DemReg,  2, 1, 1, 1, Relg,    None,    000000000
The result of this is that CyndaTech, for instance, goes for their religion, same as Oblivion. Realm tends to be good on research as they have all four priorities enabled.
 
Which it can't do as there are no secret projects. :D It tries to make them convoy, just the resources don't get returned to any city. So yeah if I don't home them the crawlers are useless. Maybe could be used in cities as a meat shield. :p

Here are the stats of every faction up to date, Senethro (minus Toad as we are only focusing on the first seven for now):

Community of Rakis
+1 POLICE: {Citizens enjoy many civil rights}
+1 SUPPORT: {Followers eager to defend community}
-1 MORALE: {Desires peace over war}
Receives DOUBLE votes in elections for Planetary Governor and Supreme Leader.

CyndaTech Industries
+2 INDUSTRY: {Brutal serfdom}
-1 PLANET: {Hatred towards native life}
-1 RESEARCH: {Oppressive society with tragic overtones}
1 in every 4 citizens are unhappy.
Begins with 3 SUPPLY CRAWLERS (supply crawlers aren't available normally).
Impunity to ATHEISM penalty: {Warriors believe that they are superior to other factions.}
{May not pursue Perfect Society}

Darrus' Adventurers
+1 SUPPORT: {Males live off the land}
+1 MORALE: {Heroic spirit}
+1 POLICE: {Potential troublemakers are off adventuring}
-1 GROWTH: {Males leave home for long periods of time to adventure}
-1 PLANET: {Sees native life as a threat to be tamed}
Begins with 3 CHARMANDER EXPLORERS (1/1/2).

Oblivion's Fallen
+1 GROWTH: {Procreation encouraged}
-2 POLICE: {Lack of moral code}
-1 PLANET: {Apathy towards clean operation}
Free TEMPLE in every base
Impunity to DEMONISM penalty: {Followers delight in dark pleasures}
{May not embrace Christianity in Social Engineering.}

Protectors of the Wild
+25% DEFENCE: {Generations of experience in defending temples}
+2 PLANET: {Devoted to promoting native growth}
-2 INDUSTRY: {Reluctant to produce material goods}
-1 RESEARCH: {Suspicious of secular science}
+1 Food in vine squares
{May not value Wealth}

Seafoam Collective
+1 POLICE: {Great spirit of collective effort}
+1 INDUSTRY: {Followers realise the urgency of the situation}
-1 EFFICIENCY: {Rushed exodus meant little time for preparations}
-1 SUPPORT: {Supply lines from Seafoam Islands are infrequent}
Extra 2 COLONY PODS at start.
May exceed AQUADUCT population requirements by 2.

The Realm of Light
+25% ATTACK: {Strength of convictions}
-1 GROWTH: {Many people reject the Light}
-1 POLICE: {Forgiving, kind society}
1 in every 4 citizens are happy.
Impunity to CHRISTIANITY penalty: {Followers willingly choose to have large families}
{May not embrace Demonism in Social Engineering.}


EDIT: I ran another test: these are the stats at year 200
1. CyndaTech (had only recently bypassed Oblivion & Rakis in dominance)
2. Oblivion & Rakis (leading in military and tech, winning against Oblivion, holding off CyndaTech)
3. Realm (winning against Oblivion)
4. Protectors, & Adventurers. Half of Rakis' dominance
5. Seafoam, not enough dominance to have their letter fully in their bar. :p
CyndaTech's civics where Industry, Atheism, Power, All Must Die. That's -1 Economy, +2 Support, +5 Morale, +4 Police, -4 Growth, -4 Planet, +7 Industry, -1 Research. :eek:

EDIT: 100 years later:
1. Rakis
2. Realm
3. Oblivion (holding ground)
4. CyndaTech/Protectors/Adventurers
5. Seafoam
The players are closer together in dominance, bar Seafoam who is still pathetic. I watched them when the game started, they lost like three cities to native attack as they would build facilities and stuff, instead of colony pods and defenders. :eek:


EDIT 2: I just started a game, played in it as well, and all the factions were really even this time. I led of course, but the other factions weren't spread out too much. This is year 100 though, versus most of my readings that I give at year 200.


EDIT 3: Another AI test.
1. Fallen, leading by a little bit
2. Protectors & CyndaTech
3. Seafoam :eek:
4. Realm
5. Adventurers (half of Realm)
6. Rakis (half of Rakis)

Note that 2-4 were pretty close together. Seafoam seems to either do really well or really badly it seems. :lol:
 
Which it can't do as there are no secret projects. :D It tries to make them convoy, just the resources don't get returned to any city. So yeah if I don't home them the crawlers are useless. Maybe could be used in cities as a meat shield. :p

I suppose it could use the crawlers toward prototypes...

EDIT: I ran another test: these are the stats at year 200
1. CyndaTech (had only recently bypassed Oblivion & Rakis in dominance)
2. Oblivion & Rakis (leading in military and tech, winning against Oblivion, holding off CyndaTech)
3. Realm (winning against Oblivion)
4. Protectors, & Adventurers. Half of Rakis' dominance
5. Seafoam, not enough dominance to have their letter fully in their bar. :p
CyndaTech's civics where Industry, Atheism, Power, All Must Die. That's -1 Economy, +2 Support, +5 Morale, +4 Police, -4 Growth, -4 Planet, +7 Industry, -1 Research. :eek:

EDIT: 100 years later:
1. Rakis
2. Realm
3. Oblivion (holding ground)
4. CyndaTech/Protectors/Adventurers
5. Seafoam
The players are closer together in dominance, bar Seafoam who is still pathetic. I watched them when the game started, they lost like three cities to native attack as they would build facilities and stuff, instead of colony pods and defenders. :eek:


EDIT 2: I just started a game, played in it as well, and all the factions were really even this time. I led of course, but the other factions weren't spread out too much. This is year 100 though, versus most of my readings that I give at year 200.


EDIT 3: Another AI test.
1. Fallen, leading by a little bit
2. Protectors & CyndaTech
3. Seafoam :eek:
4. Realm
5. Adventurers (half of Realm)
6. Rakis (half of Rakis)

Note that 2-4 were pretty close together. Seafoam seems to either do really well or really badly it seems. :lol:

If Seafoam either does really well or really badly, that is OK

Do you feel we are getting there in terms of balance?
 
Yeah "getting there" is a definite. I suppose it then comes down to how awesomely the factions are controlled: Seafoam being a good example, sometimes the AI is decent and sometimes terrible.

Finally managed to figure out a nice logo for Protectors. Now for Seafoam...
 
Ok, my eye is getting drawn to a few particular details in the factions. Is there a Children's Creche equivalent available early in your tech tree? Its the Growth I'm interested in. It looks to me like a single faction will find it easy to Pop-boom and a few won't even be able to Golden Age pop boom.

-2 Industry is also an outrageous penalty that I don't think can be overcome. Theres a reason the Hive and Drones were 2 of the best 3 factions and Spartans/Planet Cult were the worst.
 
Thanks for your input Senethro!

I'll add the following information to help you get a better idea of what is going on:
Code:
Initative, Religion, Values, Goal
Balance,         None,
Growth,          GrwFocs, ++GROWTH,  -INDUSTRY,  -ECONOMY
Industry,        IndFocs, -GROWTH,   ++INDUSTRY, -ECONOMY
Trade,           ResFocs, -GROWTH,   -INDUSTRY,  ++ECONOMY
Free Religion,   None,
Atheism,         AthReg,  ++POLICE,  ++SUPPORT,  -MORALE
Christianity,    ChrReg,  ++PLANET,  ++EFFIC,    -GROWTH
Demonism,        DemReg,  +GROWTH,   ++RESEARCH, ---POLICE
Survival,        None,
Power,           CtlGoal, ++MORALE,  ++POLICE,   -PLANET
Knowledge,       KnwGoal, ++RESEARCH,+EFFIC,     --PROBE
Wealth,          WltGoal, +INDUSTRY, +ECONOMY,   --MORALE
Undefined,       None,
We Must Be Free, Create,  +++SUPPORT,+POLICE,    ++PROBE,    --EFFIC
Perfect Society, Create,  +GROWTH,   +ECONOMY,   +PLANET,    --MORALE
All Must Die,    Create,  +++MORALE, +++INDUSTRY,---GROWTH,  --PLANET

And here is a partial tech tree:
Code:
Social Initiatives,         Init,    1, 1, 1, 2, Social,  None,    000000000
Industrial Focus,           IndFocs, 2, 0, 3, 0, Init,    None,    010000000
Growth Focus,               GrwFocs, 0, 0, 2, 3, Init,    None,    100000000
Trade Focus,                ResFocs, 0, 3, 2, 0, Init,    None,    001000000
Religious Expression,       Relg,    0, 2, 0, 0, None,    None,    000000000
Theory of Evolution,        AthReg,  1, 1, 2, 1, Relg,    None,    000000000
Christianity,               ChrReg,  1, 1, 1, 2, Relg,    None,    000000000
Path of Destruction,        DemReg,  2, 1, 1, 1, Relg,    None,    000000000
Inter-Species Society,      IntrSpc, 3, 4, 1, 2, Social,  None,    000000000
Realisation of Values,      Goal,    0, 2, 0, 0, Init,    Relg,    000000000
Absolute Power,             CtlGoal, 3, 0, 0, 0, Goal,    IndFocs, 000000000
Boundless Knowledge,        KnwGoal, 0, 3, 0, 0, Goal,    ResFocs, 000000000
Infinite Wealth,            WltGoal, 0, 0, 3, 0, Goal,    GrwFocs, 000000100
Social Constructs,          Social,  1, 1, 3, 1, None,    None,    000000000
Secrets of Purpose,         Create,  2, 4, 2, 2, Goal,    IntrSpc, 000000001

Children's Guild is available at GrwFocs.

The Protectors tend to survive either by choosing Industry to negate the penalty or just living off Native recruitments. Choosing Industry/Christianity/Perfect Society gives -1 Growth, +2 Industry, +3 Planet, -1 Morale, which fits Protectors fine (Native units aren't affected by SE Morale penalties). Alternatively they can always go for All Must Die in an emergency, although that does hurt Growth badly.

Golden Ages are almost impossible unless one diverts income into Luxuries, as there are no secret projects or facilities that artifically boost happy citizens (talents).

Hope that helps out a bit/answers some questions.
 
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