[C3C] Multiplayer Accelerated Full Game

Fergei

Prince
Joined
Mar 31, 2020
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Reasons for this ruleset

With the competitive multiplayer scene the focus is understandably on units, combat and quick games of around 60 to 100 turns. Most victory conditions are not achievable / enabled. To reiterate, this makes perfect sense and no criticism is implied.

Many of the non-combat elements of the game are not particularly viable options. With a game limited to under 70 turns, there can be questionable value in spending a large proportion of that time making a building (rather than a unit). Plus, the focus on units can lead to longer turn timers (given that turn timers are based on a ‘per unit’ and ‘per city’ basis). AI is also understandably not incorporated (as they cannot handle 1 or 2 city elimination settings) and the main known bugs with multiplayer (i.e. defensive bombard and lack of war weariness) are mitigated to varying extents, if at all and are considered features of multiplayer play.

The Quick Civ mod that comes with the game is not considered to offer particularly viable strategic options beyond pumping out loads of units and crushing your rivals.


Types of games that this ruleset generates

The intention is to create settings where the AI can be incorporated (if there are insufficient players) and where games will, on average, typically have the following traits:

- successful warfare is still the optimum option – eliminate a rival, free up their land and settle it = challenging for a domination victory

- however, players may take into account their starting position and play style potentially elect to aim for a domination or culture victory

- a victory condition may be achieved significantly before the last turn if rival Civs do not take sufficient steps to prevent it

- players cannot simply rely on military superiority alone. They must keep track of their rivals and take steps to ensure a rival does not achieve a different victory condition.

- players must dedicate some resources to teching. They cannot rely purely on tech trading therefore just churning out early game units may not be viable

- smaller empires & militaries, so quicker turn timers (on average)

- increased potential for aggressive city placement to grab every square inch of land for a domination victory (including aggressive city placement to try and culture flip a rival city)

- Looser city placement (i.e. not Infinite City Sprawl) is buffed due to the domination victory conditions and the requirement for territory.

- Culture is buffed due to the domination victory conditions and the requirement for territory.

- Cultural and commercial buildings become more viable options compared to units

- AI not racing out to a lead, but presenting a stronger challenge after the ancient era

- AI and lower level players have a credible potential to achieve both a domination and one city culture victory

Settings posted in an example earth map (tiny) - credit to Parkin Creations for the map
 

Attachments

Last edited:
Post to be updated as mod is tested and tweaked

Finalised settings

N/A (awaiting further testing)


Changes in the process of being tested (v0.1)

Intial indications are these work as intended, but more testing required:

- Turns reduced by a quarter to 135 (to try and make a game of under 3hrs achievable)

- Tech rate set at 40 (on all map sizes) – quarter rate of the default setting for a tiny map

- Minimum tech time – 1 turn

- Max tech time – 13 turns

- No tech trading in the first two columns of the ancient era (to streamline multiplayer and make FFA fairer)

- Victory conditions – domination victory rate set at double the player’s starting share of population(e.g. 8x Civs = 12.5% population each on turn 1, so domination conditions = 25% of land and population)

- Culture victories scores quartered 5000 (1x city) and 25000 (empire)

- City Elimination activated and set at 3 (considered if the AI loses 3x cities they deserve to be knocked out, but can change to mass regicide if there are issues (AI does well with mass regicide but it distorts military police matters))

- All culture and commerce buildings plus Courthouse (including palace & forbidden palace) = quarter shield cost (rounded up)

- All wonders and small wonders = quarter shield cost (rounded up)

- Difficulty levels – AI have no starting units but cost factor of the next highest difficulty up (except Chieftain & Warlord, which remain untouched)

- MPP brought forward to writing (so it is available as a diplomatic option very early)

- Optimal City Number reduced by a third for all map sizes (see below on map settings) - to ensure Commercial trait isn't nerfed by smaller empires.


Suggested map settings

For these settings to work as intented it is strongly recommended to have closely packed Civs. Roughly 35% more Civs per map size than default settings (for geeks I aim for the number land tiles divided by the number of Civs to equal between 240 & 280 tiles. For example, Standard map with 80% water is 2000 land tiles / 8x Civs = 250 tiles. The higher the figure, the worse the land quality must be (i.e. more mountains, desert & tundra)


Other changes being considered but not yet implemented

Governments


Despotism- potentially reduce unit support to small settlements

War weariness - increase corruption or unit support costs for government types with war weariness given this is bugged in multiplayer

Early Feudalism – bring forward to Code of Laws (making it potentially the best option for ICS and slaving units to build a big army)

Early irrigation – helps get around issues with uneven starting positions – fairly standard change in competitive multiplayer

Remove Military Alliance – so the AI cannot be abused by humans (less of a concern as there is no war weariness)

Units

Remove archer defensive bombard – an insanely powerful unit, leading to very powerful doomstacks of archers that can easily defeat the AI on even Demigod difficulty.

Add Ancient Cavalry & Crusader as very expensive units (to let Civs without both horses and iron be a bit more competitive into the late medieval era) - happy with how this works in single player to prevent runaway victories based on resource access

Early explorer – so that it is a remotely relevant unit

Other

Remove any and all tech trading? (to speed up the game as diplomacy can be particularly time consuming)


Discarded changes (and reasons)

N/A
 
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