Micromanagement & Exploits

kazapp

Emperor
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Apr 2, 2006
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While Civ IV definitely is a game that favours the skilled player, there are some issues I definitely feel should not have to be part of your mindset, issues that work counter to intuitive playing.

Now I'm discussing tips and techniques that brings you from winning single-player games comfortably on Noble to being able to win at Monarch or Emperor; not pure newb stuff.

Some of you may even like things how they are. Please don't turn this thread into "don't change anything". Instead imagine that all the changes I'm discussing can be turned off with a switch.

My main point is that Civ forces you, the player, to keep track of things the computer rightfully should do itself. The realization that you can't escape the micromanagement if you want to improve your play beyond Noble (circa) is a definite turn-off for me.

PRE-CHOPPING
Do your Settlers take tens of turns to complete while your city doesn't grow?

Then you don't pre-chop your forests, and only then switch to a Settler build. In just one or a few turns later your Workers can complete several chops, thus producing the Settler, and allowing the city to get back to growing.

This isn't intuitive in that it goes counter to what the game says "building settlers halt growth".
It requires careful micromanagement (you wouldn't want your Worker to accidentally finish a chop before you're ready to switch to the Settler build).
The automatic settlers don't do it, which hints at an exploit.
But it is definitely useful, and so you'll feel forced to use it to compete.

Solution 1: If a Worker chops a forest in 5 turns for 50 hammers, then instead it should yield 10 hammers each turn.
This levels the field between casual players (and AIs I suspect) and obsessive perfectionists (i.e. good Civ players).

Solution 2: If Firaxis doesn't like the rather significant change this brings (in that you can no longer avoid no-growth turns unless you have loads of Workers) then the auto-workers should know about prechopping and use it.


WORKER-STEALING
I've got the impression good Civ players build very few Workers. Instead, they steal them from AIs.

I can't imagine this is "working as intended", and so:

Solution: Make AI Workers always consider enemy units to be hostile, except when you simply cannot declare war, and perhaps when the AI has decided to sneak attack the enemy civ anyway (and thus "wants" war). If the AI decides the Worker can't or won't move away, it should escort its workers!

The AI should especially take into consideration special abilities - such as a Woodsman II promoted Warrior, that can move two steps.


QUEUCHA RUSH
This isn't just about the Queucha unit, but in general.

Solution: The AI simply must take into account special vulnerabilities when deciding whether it's city defense is strong enough. For instance, it's exploitatively easy to attack Archers with Quechuas and Axemen with Chariots*. The AI should whip a single Warrior and Archer respectively in these cases, at least making the rush tactic harder than stealing candy from babes.


THE NO-DEFENSE CITY DEFENSE
Civ armies are generally stronger on attack than defense, despite the bonuses given for fortification, city walls, etc.

This is especially true for city combat.

So when faced with a huge stack (that has various units and no obvious weakness; and contains plenty of siege units too) what do you do: reinforce the city, massing your defenders?

No! What you do is retreat one step outside the city. The AI will fall for the trap and take the city, moving in his entire stack.

Now your siege units are right next to a city with no fortified units and zero defense!

This means you can attack, and your catapults (or artillery) will reduce his entire stack to minimal strength. Then it's a simple matter of mopping up, giving massive xp and probably a Great General too.

This way a stack can hold a front indefinitely even when facing several stacks that are each larger than your own.

This also means that once you've reached a certain minimum number of attack units, it makes sense to only build siege units thereafter.

This exploits the AI, and generally makes war into something strange with no basis in real life.

Solution 1: Redesign combat so newly taken cities aren't the death trap they are now.


BEING BEAT TO WONDERS
Yes, you can start building a wonder without any intention whatsoever to finish it. You're after the cash you get when an AI builds it instead. This allows you to run at 100% science for quite a while.

I suspect you simply get too much cash compared to the effort. Which may be less than perhaps the designers though, considering the 50% discount you get when you have the specified resource.

The original idea, to get a consolation gift when you're beat to an important Wonder, was perhaps a little too naive...?

Solution: I see no other solution than to reduce the amount of consolation cash. You should certainly not be able to get more cash than if the city produced 100% wealth for all those wonder-building turns (irrespective of Industrious and resource access).


UNIT QUEUES AND CIVIC CHANGES
Don't get me wrong, being able to order a city to build more than one thing at a time, as well as ordering "infinite builds" is nice, and definitely something to keep.

But good Civ players know better than using this queue only for convenience. Somewhat like pre-chopping, you can build a military unit to one round short of completion, then a second one, then a third one. This enables you to switch to warlike civics (Vasselage, Theocracy) just for a few turns while all those units pour out of the gates, getting those juicy xp, without having to endure those same civics for all the time it really takes to build those units.

After all, civics good for the military aren't the best for commerce and research.

And thus we have yet another way of getting to have the cake and eat it too...

Solution: Again, absolutes need to be removed from the game. You can't get the xp bonus at the end of production, the game must calculate what each turn of production yields (a fraction of a single xp) and then assign that, turn for turn.

Again, the reason for this change is to make micromanagement not worthwhile. Or, in other terms, make it so a good Civ player doesn't feel forced to use "techniques" like in this post just to be able to compete, as they make a game drag out while you're obsessing with details.


GENERAL MICROMANAGEMENT
As it is, micromanagement pays for itself. That is, you must do it, or resign yourself to playing at lower levels of difficulty. The only way to reduce this in the next version of Civ is by making it not worthwhile.

First and foremost, the game must be made aware of things like CE (Cottage Economy) and SE (Specialist Economy).

You must be able to tell your Workers "this city is running a CE, so DON'T BUILD ANY STUPID FARMS".

You must be able to tell your Workers "this city is running a SE, so BUILD ONLY FARMS".


FRACTIONAL RESEARCH
Apparently the way Civ uses whole integer arithmetic you stand to lose quite a lot of research of you set your science rate to less than 100% (once you have Libraries, Observatories etc online).

A true Civ expert would instead keep switching between 0% science and 100% science: full throttle until you run out of money, and then 0% to fill your coffers instead. This cumbersome way of doing it avoids losing fractional amounts, which saves you a lot of turns on research over the course of a long game.

And that's not even considering fringe benefits of stopping research for a while, such as getting bonuses for not being the tech leader in certain circumstances.

(And yes, I'm ignoring the Specialist Economy for the moment)

Solution: None other than using fractions in calculations. Of course setting your research to 70% for ten turns should give identical results to running at 0% for three turns and then going to 100%! Anything else is absurd, and reduces us players to mere button clickers...


Do you have any other "tricks" you know about, but a casual player might miss? Do you have solutions to eliminate them? I know there are plenty! Do contribute! :)


*) BtS.
 
Well, I'm not really sure how to disagree with you, since you don't want this to be a "don't change anything" thread. The problem is that tricks such as worker stealing is ambiguous as to whether or not they are "strategies" or "sort of exploits." I personally think it's a strategy, and I don't often worker steal to begin with.

As for micromanagement, I think the problem is largely about interface deficiencies. Mods like BUG really help players of any skill level in information management and acquisition, something that the default interface sorely lacks.

I honestly don't think managing your workers is a form of micromanagement. If you know what you want your city to specialize in, it's just a matter of giving out orders. The major exception to this is pre-chopping, and I think your idea addressing that is a good one.
 
I agree worker stealing isn't an exploit
I always include a few cavalry with any invasion for scouting, pillaging and worker stealing
Its the sort of thing that happened in ancient warfare

Pre-chopping and really detailed micromanagement, building wonders with the intent that the AI will beat me to them etc I don't do but I'm not an expert player

I don't consider it a disadvantage that there are different ways the game can be played from the Settler/Chieftain romp (which is good if you want a relaxed game thats over in an evening) to the micromanaged dotmapped planning centuries/millenia ahead level. Different strokes for different folks
 
Some of you may even like things how they are. Please don't turn this thread into "don't change anything". Instead imagine that all the changes I'm discussing can be turned off with a switch.

PRE-CHOPPING
Do your Settlers take tens of turns to complete while your city doesn't grow?

Then you don't pre-chop your forests, and only then switch to a Settler build. In just one or a few turns later your Workers can complete several chops, thus producing the Settler, and allowing the city to get back to growing.

This isn't intuitive in that it goes counter to what the game says "building settlers halt growth".

that actually was already addressed once. in vanilla, hammers from chopping would go directly into whatever you had in the queue, right away. so you didn't have to actually spend one time "making" the item each time a worker chopped a forest; you could micromanage and end each turn building the Pyramids or whatever, but during the turn before the tree falls, you swap to the settler so that the lumber goes there, then swap back to mids. bingo, make a settler using no turns of production at all until the final turn when he pops out. obviously you didn't stagnate the city at all except on that final turn.

that was changed, and in warlords/BtS you don't get credit for the forest-chops until you press enter the turn of the chop and actually spend a turn producing the thing you want lumber-credit for. the fact that people were using the old method to let their cities keep growing while making a settler was one of the reasons for that change. i don't remember whether the change was ever patched into vanilla, but the new method is part of warlords and BtS.

you do of course still get credit for all the hammers on that single turn, not spread out over time like you suggested. i'm not trying to argue for "don't change anything", just pointing out that was already changed once in an attempt to address it, in case you weren't aware of it. of course you have every right to disagree with that "fix" and suggest others :).

at least making the rush tactic harder than stealing candy from babes
stealing candy from babes, and from permanoobs, is evil and must be stopped!
 
The Cottage Economy/Specialist Economy would be hard to define in Python and XML. If not impossible. You can make automated workers leave existing improvements and forests by checking the options in the Options Menu.

Also, your Quecha Rush thing:
Spearmen use Copper as well, and Hunting is one of the first techs the AI researches. Thus, most AIs have Spearmen and Axemen during the Chariot era. Usually Spearmen are used for defense, but when the UU replaces the Spearman, or the improved BTS AI recognizes Mounted Units being fielded, it switches to Spears. I've seen this in action, as when I use tons of Keshiks, the AI (if it survives) will start pumping out Spears. The Chariot bonus was given to reduce the effectiveness of the Axe Rush, as no other unit can really counter that.
 
A smarter AI would be nice for automating workers and the like - right now they're morons.

If you could say "worker - make farms around this city on any tile that will yield 3 (or 4, or 2) food when the farm is complete" or "mine all hills in this city" or "cottage all 2+ food tiles" or something similar, followed with "then tell me when you're done doing so", it would make automated workers a bit handier once the initial MM is done.

Even just being able to set a single improvement type would be useful.

Much of your post boils down to: "I'd like the AI to be better".

Well.... I'm sure the programmers agree. :) They did a fine job making one hell of a game, but I'm sure even they have a ton of improvements they'd like to see.
 
I can win on Monarch pretty much every time without using any of the tricks you mention except for the rush (you must rush to be able to overtake cities). Maybe on Emperor+ too, but I haven't played much on those levels yet.

Btw, worker-stealing must be the cheesiest strategy ever. I tried it a few times, but my opponents became so crippled it wasn't even funny. Also it's a bad idea to become dependent on such an unreliable strategy.
 
~Verge

What is the mod BUG all about?

13

BUG stands for BTS Unaltered Gameplay. As its name suggests, it is a mod that does not add anything to game (such as units, tech, what have you), but instead simply enhances your playtime experience. It does this by making information that is already available much more accessible, such as letting you know when a city is about to grow or become unhappy. It has a tremendous amount of features, all of which you can enable or disable as you desire.

For more information about the BUG mod and a link to download it, check out the project's mainpage: http://forums.civfanatics.com/showthread.php?t=241793
 
Also it's a bad idea to become dependent on such an unreliable strategy.

How is worker stealing unreliable? I usually ignore the strategy for most of my games, but in the instances where I pursue it, I don't find much difficulty in nabbing the worker I want. Besides, if it was so unreliable, I don't see how it could be called "cheesy."
 
Thanks for all comments so far, especially not turning the thread into argumentation why nothing should change :)

Re: worker stealing: Sure it can said to be a strategy, as your aggressiveness can come back and bite you later. But if you get a Woodsman II raider, you feel obliged to abuse the AIs utter inability to cope with it...

But before civs get religion and start making alliances, it is too easy IMHO to farm a AI for workers and not have to build so many yourself.


Re: interface deficiencies: I'll have to disagree with you here. I would like developer efforts to be directed at reducing micromanagement, not just helping the player to do it correctly. But yes, overall you're right: by hiding/obscuring/not actively presenting information the game creates a false illusion the game is easier than it is.

Being beat to Wonders: good one, I'll add it to my list.

The notion that you are an expert player because you do micromanagement is what irks me. Doing micromanagement isn't skill, it's a chore. Reducing would leave more time for high-level decisions -> skill and/or fun.

@KMadCandy: I'm not 100% sure how it worked and what got fixed, but we seem to agree any fix was half baked only. The real problem is that you can do stuff over several turns but collect all the gains in a single lump later on. Thanks.

@Gooblah: Sure, I've seen that too. What I mean is more like defending a city with a single Axeman even though I have two Chariots prowling nearby. If that was a Spearman or even a regular Archer, the risk-taking would be understandable and acceptable.

And to clarify myself: I don't have any problem with the AI acting like this at Settler or Noble difficulty. But at Monarch?!

@Morgrad: I like to make a distinction between the AI and the interface. Code that decides whether to buy a Market or a bunch of Axemen is AI. Code that improves tiles around a city (for both AIs and players) is utility code, interface code.

Once you have the ability to tell the interface "this city is my production city, great people farm, or it should work cottages" it would be relatively easy to program the auto-workers to do a much better job than today.

But my main point would be that just the fact the game itself used terms like "cottage economy" would be highly valuable by itself! (It would show newbs what they need to learn to win. Perhaps there could be two interfaces, one "glitzy" and one for "power users"?)


Let me finish by stressing Civ IV is a fine piece of software, possibly the greatest strategy game ever made.

Yet :)
 
Great thread, and constructive too :goodjob:

I think micromanagement is a good thing. You can do it if you want, as it rewards sophisticated gameplay.

But I think pre-chopping and queue changes are examples of tactics that are exploitative of a game mechanic, rather than just being good solid "attention-to-detail".

PRE-CHOPPING
I agree this could be done away with. I don't use prechopping because 1. it's boring, 2. it seems exploitative or at least anti-game to me.

I'm not sure I agree with your solution though, which could let me chop all my forests two-thirds (getting two-thirds of the hammers) and then stop the chop, leaving the forests intact to get the health bonus, NP bonus, etc.

Instead I would just make chopping an exception to the "incomplete work" rule. Ie, unlike building mines or whatever, if you interrupt a chop, you'll have to start the whole chop again. After all, trees grow back, don't they? It's not like building a mine, where you can dig most of a hole, and then finish it later.

BEING BEAT TO WONDERS
Yes I agree 100%. I think it is ridiculous to have a high reward for failing to finish a wonder. Wonder building should be a risky mission where you have to go flat out after the prize. What's more, the salvage from an incomplete wonder would be only a small fraction of its worth (think of a three-quarters-done Great Wall... All that cut stone sitting way out on the borders of the wilderness - not exactly easy to move or sell!)

I suggest cutting the reward down to about a quarter of its current level.

UNIT QUEUES AND CIVIC CHANGES
Yes! This must be an exploit, as well as being clearly unrealistic in a "real life" sense. And again, it's boring to do.

Again I would suggest a harsh solution - if the unit was not built entirely under XP-boosting Civics in question, it doesn't get the XP bonus.
 
BEING BEAT TO WONDERS
Yes I agree 100%. I think it is ridiculous to have a high reward for failing to finish a wonder. Wonder building should be a risky mission where you have to go flat out after the prize. What's more, the salvage from an incomplete wonder would be only a small fraction of its worth (think of a three-quarters-done Great Wall... All that cut stone sitting way out on the borders of the wilderness - not exactly easy to move or sell!)

I suggest cutting the reward down to about a quarter of its current level.

Actually i think most wonders should have a mini version of itself.

For example, Stonehenge. Your beat to it. But you get a wonder that like a mini version of it. (For example, the incan version of the stonehenge. same purpose(religous, cultural and astronomical), just not heard of as much.)
 
Actually i think most wonders should have a mini version of itself.

That's actually really interesting - remove the "buy-back" completely but instead you can keep building it and get a nerfed version (or cancel building it and get nothing). It would have to be a weak enough version that you'd be quite disappointed you were beat to the wonder, but good enough that if you were more than halfway done with your wonder you'd have to think about completing it.

If the original best version is complete, I think you shouldn't be allowed to start a sub-version - only to finish it.

I would say *zero* GPPs or Culture from a second-place wonder. Here are a couple ideas:

Taj Mahal: 3 turn GA.
Stonehenge: monument in your oldest three cities.
Parthenon: +15% GPPs in all cities
Great Wall: Barbarians can't get within 1 square of your cities
Internet: any tech 3 civs have
etc.

I think it has potential.....
 
That's actually really interesting - remove the "buy-back" completely but instead you can keep building it and get a nerfed version (or cancel building it and get nothing). It would have to be a weak enough version that you'd be quite disappointed you were beat to the wonder, but good enough that if you were more than halfway done with your wonder you'd have to think about completing it.

If the original best version is complete, I think you shouldn't be allowed to start a sub-version - only to finish it.

I would say *zero* GPPs or Culture from a second-place wonder. Here are a couple ideas:

Taj Mahal: 3 turn GA.
Stonehenge: monument in your oldest three cities.
Parthenon: +15% GPPs in all cities
Great Wall: Barbarians can't get within 1 square of your cities
Internet: any tech 3 civs have
etc.

I think it has potential.....

This is a great idea! :D

I'd say you have to have the wonder at least 2/3 finished already to be eligible for the "weak version".

I'd still give the building "minimal" culture - say 2 :culture: - after all the Pantheon (in Rome) isn't the Parthenon, but it is still awesome and attracts plenty of tourists! But no game points.

More ideas:
Weak Pyramids give you access to ONE new government civic.
Weak Colossus gives you extra trade in five coastal city squares of that city.
Weak Apostolic Palace - lets you convert three cities to your state religion, free.

etc

It's not necessary that the best Real Wonders have better Weak Wonder equivalents - in fact maybe they should be weaker still, as the best wonders should be the riskiest to pursue!
 
I feel like most of what is being described as micromanagement are simply the subtleties that separate good players from mediocre ones. Civ4 is a game that rewards sound planning and the accrued benefits of many small changes and improvements.

One worker stealing, unless I'm doing it wrong this results in one worker at the cost of bad diplomacy and the possibility of retaliation at a time when you have little military. I will do it if I plan on rushing them anyway, I just don't think it provides such a huge benefit as to be considered an exploit. The AI does start defending workers near the edge at some point anyway, meaning it only works for a little while.

One thing not mentioned is why cities will sometimes continue to work tiles that are obviously worse than others, regardless of strategy. eg., I finish a grassland/hill mine but the city keeps working the plains forest for one less hammer unless I tell it to change.

Don't dumb this game down! The reason most of us like it so much is that it is difficult and complicated.
 
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