New Beta Version - April 14th (4/14)

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Standard Immortal Communitas_79 as America. Defeated by Austria's DV on Turn 422.

NOTE: This is the original version, not the hotfix that came in (aka my tourism numbers are before the slight nerf).

I think the breakdown looks kind of normal, Buildings is somewhat more then half the expense. Units about half of buildings and I guess you do have a fairly extensive road network. But it's sort of half the unit amount. Which is usually somewhat more then I tend to end up with. Dig up some railroads you don't need? Sure it's only 2 gpt but if you remove a couple of them it really does add up. Certainly so if one just leaves the old "war-roads" around after having moved on from that area.

I guess the main issue is that eventually as the turns progress you just build all the buildings in all the cities just cause you can. Perhaps one should be somewhat more frugal with them. That said I do the exact same things so it's not that I'm blaming someone for it.

How does the cities look? Are you working "big gold"-tiles and Merchant specialists? Or is it the usual all production and culture route?

It's somewhat weird to be this barely above the gold parity while also doing gold projects in 7 out of 10 cities (even tho two of them are puppets, and three of them are putting out less then 100g each).

Neither Progress, Artistry or Rationalism do wonders for your economy. It might have been a good thing to at least take one policy three that added more then a few gold per city. That or the gold distro between polices isn't exactly even -- but it's choices you have to make.

I do have noticed to that the AI seem to now favor Trad+Art+Rat as the policy selection. Most of them just seem to go that route. Even AI that previously always went Authority or Statecraft seem to have seriously downplayed those choices.

Those Monty puppets might be a big ol' drain on the economy.

Perhaps we have all become to reliant on abusing the AI for stupid deals -- yes buy this one Horse you don't need for 24 gpt! etc

Perhaps the Atomic and Information era could use a few more buildings that generate gold? Or just buildings in general that are not just gigantic maintenance drains on the treasury. The last building that can generate a little bit of gold is some of the power plants. Before that it's the stock exchanges at the start of the modern era. Then nothing. All at the same time where each and every other building cost like 10gpt (+- various modifiers) in maintenance.
 
Standard Immortal Communitas_79 as America. Defeated by Austria's DV on Turn 422.

NOTE: This is the original version, not the hotfix that came in (aka my tourism numbers are before the slight nerf).



This was a fun and competitive game overall. I started with a beautiful Stars and Sky opener, and went for the Stonehenge + Pyramid double rush. But a snag! While I got Stonehenge with ease, I actually lost the Pyramids with 3 turns to spare. So that put me a little bit behind, and I shifted to recover.

I managed a 6 city start, compressed to the south against Korea and Aztecs. Of course I expected an Aztec assault, so prepared defenses with the desire to snag a few Aztec cities to get my numbers were I wanted them to be. This game I had hammers out of my butt, with the power of the klondike and the hammer belief (which in hindsight was probably not the right choice) I built things so quickly I actually ran farming in my capital for a while just for something to do! Happiness was an absolute breeze this game, I had 100% a good portion of the time until late game when ideological pressure kicked in.

I wanted to try another CV as America, so Progress + Artistry. Because of my insane production, I went Rationalism to finally get some more buildings on the pile to work on, and then shifted to Order to flex its tourism power and see where they would take me.

This was a funny collection of "art nerds" in this game. Lots of Artistry + Rationalism

All game was a fight between the Aztecs and I. Good old Monty can always be counted on to declare on you with just a little prodding, so my defensive pact with Korea bared a lot of fruit, and it was 2 on 1 for most of it. Korea and I became solid allies all game, and slowly and steadily pushed Monty back and managed to take 3 cities overall, which rounded me out nicely. For all of my whining in another thread about not being able to make progress against Immortal AIs in war, I find very judicious uses of citadels to be my key this game. I was ruthless with siegecraft, putting roads on every bit of border, every fort I could make I built, and as many citadels as I had GGs to use.

Things were looking in the drivers seat, and as Turn ~340 rolled around, with just a little bit of Siam influence to go, I thought I was going to have myself a nice quick CV victory. But....then Austria's numbers started to drop a little....and then dropped out of influential! And suddenly we have a problem Will Robinson. I was able to push Siam but didn't have a musician to push Austria over. I rushed to Refrigeration, wanted to see if my new and improved Stadium would help me with that nice +5k tourism to all civs (spoiler: it didn't).

So I pushed towards Telecom and tried to get whatever musicians I could to finish the job. However, my momentum started to slide away from me. Austria's dominance of the WC was felt, as I was sanctioned, and a travel ban placed. Ultimately I got close again as Telecom came online and I got the CN tower.

But.... after missing the first hegemony vote, Austria had 45 votes going into the second. I took out one of her CS allies, which dropped her vote by ....1? (I guess she got a vote through something else), but the hegemony vote required also dropped from 44 to 43....so she still had it. No one else in the world wanted to tango with her to stop the vote, and so a DV it was.


I blame myself ultimately. Still learning the ins and outs of the new CV system so I feel confident I could have been more optimal there, and I didn't recognize Austria's threat early enough, should have warred with her sooner or tried some diplomatic pressure through her neighbors. So no shenegians, pure user error:)


WC Notes
  • I saw the AI shoot down both World's Fair, and International Games....which I think is definately because of the new logic (those were gimmes before). IG makes complete sense to ward off a tourism play, but World's Fair....on the one hand I was production leader at that point so giving me the top spot is never ideal. On the other, ultimately the +33% more culture should actually hurt tourism play I would imagine, so it was probably still worth doing that.
  • Seeing World Religion pop up a bit more again, but not yet all the time so I think its ok.
  • I never see ban luxuries anymore, I still see a LOT of sanctions.
General Notes
  • Though I didn't get my CV I still think the nerf in the hotfix was warranted. It seems really easy to mass tourism even before the big tourism hammers of Telecom and later.
  • America: This is my 3rd run through with the civ and the change is neat, but honestly not that dramatic all things considered. There's a little bit of settling strategy, and I do think it helps any Pioneer settles which is nice, but ultimately America hasn't really changed that much, whether that is good or not of course depends on your thoughts on old america.
  • I did not understand the Police Station change in the notes, when I read it in game I finally understood that it was a full -1 unhappy for all 4 categories (I thought it was a % reductor in my head). So that's a bit better, I did consider building one police station in a satelitte to try the happiness reductor, but it was almost double the cost of a public works building (and I had already built a public works there previously)....so I still question if the public works was not better bang for the buck. I do think the Police station should reduce urbanization as well, that's often the only "real unhappiness" I'm still dealing with at that point in the game.
  • In terms of puppets, honestly I kind of liked them in this game. My medieval conquests I annexed. My industrial ones I puppeted, and it was nice to see the puppet just go "Walls, Castles, Arsenal and.....make gold". Realistically at this point the infrastructure is probably a waste of time anyway.
  • Towns, a little bit better but still nothing amazing. I certainly never "push" for them like I do other GP, though with the gold problems I mentioned maybe I need to push on them a little more. I would argue that late game towns are probably better than late game manufactories.
  • Gold as I mentioned above, just gets really scarce around Industrial. Now normally I don't build a lot of stock exchanges so there is always that excuse, but this game I actually did build them, and still had trouble.
  • Not really feeling the spy changes so far, just not seeing much difference in my games so far.
  • Still really liking the new CV paradigm, still so much more intuitive. Though I messed up, I feel like I know exactly when I messed up, and how I could have optimized my tourism better, the mechanics were very clear to me.
  • People have argued that the AI spam citadels too much instead of keeping a few GGs...but honestly I find in my own play the more citadels the better. An extra citadel, even if its not in the most ideal place, still puts a lot of pressure on the AI that a meer +15% CS doesn't. More and more I convert all of my GGs into citadels, unless I have a LOT of them or imperalism, as a +25% CS is a little stronger and more useful.

Just to be clear, espionage is not supposed to be crazy different - mainly just a refactoring of code and a cleanup of the % values to make them accurate.

I'll ask this, though: would there be an interest (and this is not a commitment on my behalf) to modifying the espionage model entirely? My thought is that I might leverage the robust event system I built to actually make 'espionage events' that trigger at certain thresholds of 'espionage power' that a spy makes in a city. Then, the player is presented with opportunities to - say - steal a tech, or steal gold, etc. etc. on an event by event basis.

Does that make sense?

G
 
Just to be clear, espionage is not supposed to be crazy different - mainly just a refactoring of code and a cleanup of the % values to make them accurate.

I'll ask this, though: would there be an interest (and this is not a commitment on my behalf) to modifying the espionage model entirely? My thought is that I might leverage the robust event system I built to actually make 'espionage events' that trigger at certain thresholds of 'espionage power' that a spy makes in a city. Then, the player is presented with opportunities to - say - steal a tech, or steal gold, etc. etc. on an event by event basis.

Does that make sense?

G

Hehe so I've been hating on spying for a loooong time, so I would have to vote yes if that is actually an interest to the modders.

Ultimately my issues with the spy system fall into these main notes:
  • Highly variable and opaque mechanics. My spy time this game is 6 turns, next game around the same time its 20. Sometimes I can pick up an espionage quest in 10 turns, sometimes I can't snag it in 60....and I couldn't tell you why.
  • I've never found advanced spy actions very interesting. They aren't things that I "do" with strategic play or anything, they "simply happen" randomly and chaotically. It never ever effects my decision making, I put a constabulary in my capital, and that's about it. I never use counterspies myself.
  • Spy leveling seems to matter a good amount, which makes spy death even more random and chaotic. Losing your spy on your first round of spying could literally cost you 2-3 techs. There is also no way to "level up spies" more quickly, aka training buildings or spending gold on them or something. For example, if on building constabularies gave all current and future spies +1 "spy power"....well okay that's something.

So while I know what you noting is conceptual, here's why I already like it.
  • The notion of "spy power" at first glance makes a lot of sense. I put a spy in a city, and I can see my "spy points" go up. Hopefully the UI would tell me how my spy gives me X amount of points, and why the city removes Y points, in a clear manner. I know exactly how much gaining "+2 spy power" would do to speed up my turns, or how much a counterspy would slow it down, etc.
  • Turning Spy actions into a concrete mechanic solidifies it as a strategic choice. I am choosing to do big thing X as opposed to little Ys that just happen randomly. I'm also fine with some of them having gold costs for example, maybe a treasury steal is free, but a tech steal costs X gold. No issue with that, I don't mind paying for my spy privilege's as long as I get what I want, and its not a "random chance".
  • I am fine with you using the event system engine....as long as I don't have to turn events on to use the new spy system. I would want those separate.

The trick with a good spy system is by default it puts a target on the top player, and the balance is the ability to pile on pain to the top dog, while giving the Top Dog enough defenses so they don't feel like what can happen when you start a game next to England and watch your gold just evaporate into dust.
 
i think there's lots of potential for better spy system, perhaps even scrapping much of existing mechanisms... civ 2's spy implementation remains my fave, but probably not practical for VP

using events system sounds nice, would be great if it created some need to move spies around to complete objectives rather than just sit in one city, and if there were more intriguing counter-espionage to match
 
i think there's lots of potential for better spy system, perhaps even scrapping much of existing mechanisms... civ 2's spy implementation remains my fave, but probably not practical for VP

using events system sounds nice, would be great if it created some need to move spies around to complete objectives rather than just sit in one city, and if there were more intriguing counter-espionage to match

I could see a good piggy back with the CS quest system to augment that idea. Replace the boring and variable espionage quest with something like "complete a treasury steal event in the City of X".
 
I could see a good piggy back with the CS quest system to augment that idea. Replace the boring and variable espionage quest with something like "complete a treasury steal event in the City of X".

good idea... maybe expand this to "complete X treasury steals in different cities of same player" etc.
 
Just to be clear, espionage is not supposed to be crazy different - mainly just a refactoring of code and a cleanup of the % values to make them accurate.

I'll ask this, though: would there be an interest (and this is not a commitment on my behalf) to modifying the espionage model entirely? My thought is that I might leverage the robust event system I built to actually make 'espionage events' that trigger at certain thresholds of 'espionage power' that a spy makes in a city. Then, the player is presented with opportunities to - say - steal a tech, or steal gold, etc. etc. on an event by event basis.

Does that make sense?

G
Gazebo,

You and the team of VP have done some great work with VP. My gal and I play this religiously and is a big part of our at home time. We like the spy rework idea, however, we were wondering. Is there any plans to make a finished base VP version? I ask because sometimes with these large-scale changes, many modmods end up not functioning correctly due to changes in the DLL tables or a change in core mechanics. With all of the great work the total mod community has done, it would be great if there was a final base VP version, and then transition into integrating various modmods the community finds popular into VP. This integration of course would come with its own balancing needs, but all be balanced to the base VP. I know some modmods which I feel are wholly vital to the VP experience are More Uniques, ENW and EAW, More Wonders, and many of the well designed Civs out there (many of which no longer work well with the current version of VP).

These are just some thoughts and if there is much response to this, I may create an entirely new thread to pose this question.
 
Something about the spies feels totally out of place ... did not notice this before but it's totally overtuned.
For the record i have a level 3 spy in a capital with constabulary and all the defensive buildings up to Arsenal yet pretty much every single i get robbed out of gold, tech stolen, science stolen before arsenals and if god forbid i tried to build a wonder it gets sabotaged.
Here is the breakdown from espionage overview (in addition to a terrible quality screenshot because god knows why my PC does not want to take a proper screenshot anymore)
  • Defensive espionage modifier: city modifier =25%
  • Possible outcomes while defending
    • Chance to kill spies: 12%
    • Chance to identify spies: 24%
  • Poss6 outcomes while defending (Advanced actions)
    • Chance to kill: Zero%
    • Chance to identify: 12%
 

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Something about the spies feels totally out of place ... did not notice this before but it's totally overtuned.
For the record i have a level 3 spy in a capital with constabulary and all the defensive buildings up to Arsenal yet pretty much every single i get robbed out of gold, tech stolen, science stolen before arsenals and if god forbid i tried to build a wonder it gets sabotaged.
Here is the breakdown from espionage overview (in addition to a terrible quality screenshot because god knows why my PC does not want to take a proper screenshot anymore)
  • Defensive espionage modifier: city modifier =25%
  • Possible outcomes while defending
    • Chance to kill spies: 12%
    • Chance to identify spies: 24%
  • Poss6 outcomes while defending (Advanced actions)
    • Chance to kill: Zero%
    • Chance to identify: 12%

I don't recall how it has been in the past but I don't think you have been doing much killing on the advanced actions (thieving great works, stealing gold etc or if you will all things that are not stealing techs) before either, most of the espionage termination have been on the spying/tech-steal (which is the first defensive one). Valid questions might be why is the advanced actions values so low?

Defensive espionage modifiers 23% (25%, -37%, 35%)
Possible Outcome while defending (44% kill, 88% identify)
Possible Outcome while defending (aa) (0% kill, 44% identify)

These are the numbers in my current deity, marathon game as England.
 
I don't recall how it has been in the past but I don't think you have been doing much killing on the advanced actions (thieving great works, stealing gold etc or if you will all things that are not stealing techs) before either, most of the espionage termination have been on the spying/tech-steal (which is the first defensive one). Valid questions might be why is the advanced actions values so low?

Defensive espionage modifiers 23% (25%, -37%, 35%)
Possible Outcome while defending (44% kill, 88% identify)
Possible Outcome while defending (aa) (0% kill, 44% identify)

These are the numbers in my current deity, marathon game as England.

you can only die on an AA if your ‘heat’ is above a certain threshold.

and yeah I think I am going to rework spies. I don’t know how but they suck right now.
G
 
I don't recall how it has been in the past but I don't think you have been doing much killing on the advanced actions (thieving great works, stealing gold etc or if you will all things that are not stealing techs) before either, most of the espionage termination have been on the spying/tech-steal (which is the first defensive one). Valid questions might be why is the advanced actions values so low?

Defensive espionage modifiers 23% (25%, -37%, 35%)
Possible Outcome while defending (44% kill, 88% identify)
Possible Outcome while defending (aa) (0% kill, 44% identify)

These are the numbers in my current deity, marathon game as England.
Defending in the previous versions was not that good either but this is just too much; we are talking about level 3 spy with every defensive building and every anti-spy measure possible till that point and we are getting ZERO% chance to intercept them.
 
In my current game, my capital of Delhi is getting a malus of 50% spy weakness for being unhappy despite the city having no happiness issues at all. Seems like a bug that could makes spies feel even more powerful than they already are, as it pretty much negates my constabulary and rationalism policy of reducing spy speed.

Spoiler :
Spoiler :
 
So what is the current version? "Vox Populi (4-16).exe" or is there a newer bugfix dll on Github?
 
Just to be clear, espionage is not supposed to be crazy different - mainly just a refactoring of code and a cleanup of the % values to make them accurate.

I'll ask this, though: would there be an interest (and this is not a commitment on my behalf) to modifying the espionage model entirely? My thought is that I might leverage the robust event system I built to actually make 'espionage events' that trigger at certain thresholds of 'espionage power' that a spy makes in a city. Then, the player is presented with opportunities to - say - steal a tech, or steal gold, etc. etc. on an event by event basis.

Does that make sense?

G

Sounds like an excellent idea
 
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