I am trying to get more ideas, in another thread, hope you dont mind? I have posted your Tech Tree as an "example." Great work btw
Its fine, you can use it all you want as long as you credit me.
I am trying to get more ideas, in another thread, hope you dont mind? I have posted your Tech Tree as an "example." Great work btw
Its fine, you can use it all you want as long as you credit me.
I'd like to see some of Alpha Centauri's future society social engineering choices as social policy trees.
Cybernetic - a transhumanism tree that would be incompatible with Piety and Tradition
Eudaimonic - a "futuristic paradise where resource scarcity is no longer a concern and every human is free to fulfill their intellectual/artistic potential" tree that would be incompatible with honor, order, and autocracy
Thought Control - futuristic totalitarian technocratic dictatorship tree that would be incompatible with freedom and liberty
Played in epic speed at v4.. Started a new game with v5 and early game seems to be more balanced now.. Ill let you know if I find issues..
Think this has already been reported .. not sure, playing with v5 and at start could research UAV, cost was couple 1000 turns but there. Then got it from a goody hut and tada in the modern age. Also on the tech selector at the left edge of the screen it and other techs (ballistic and carriage if recall) show up multiple times. I'll try to pull v5 down again just to be sure didn't lose something in the ether.
Also think ther should be an option from the start not to build anything .. maybe put a dummy sink in that select to build that is nothing. At the point where really can't afford anything else or will run out of funds yet can't stop bldg.
Situation so far:
ROME
CONTINENTS
PRINCE
EPIC
MODERN ERA(ca.1350)
------
This issue has arised propably because of increased productivity in the early game:
The AI doesn´t seem to know how to evaluate true military strength. It masses too many early units(classical era) which make the army value boom. Trusting it´s higher army strength it seems to underestimate the threat of 3rd parties and declared war where he withraws practicly all forces from border. 3rd part should be seen potentially hostile and treated as such(has refused research agreements, open borders and other trading. Also has massive armies ´guarding´ borders).
Mostly because of vanilla AI:
AI which is at war with stronger enemy decides to keep attacking city state which is allied to 3rd party. The 3rd party has declared hostility by saing "you will regret..". The 3rd party(obviously me ) has blocked all attacks to the city state by surrounding it´s nearby hexes. AI uses a culture bomb to kick 3rd party armies away w/o evaluating how 3rd party will react(instant declaration of war ).
I know these are caused by the vanilla AI and I don´t know if they can be fixed in a short term. However, AI favors massive armies at expence of technological advance in the classical era which is fatal for long term development(atleast with this mod). AI seldom uses these troops other than border guarding(atleast in prince level(which imo should be the basic playing level). I think AI should be tweaked to favor walls, defensive army structure with moderate horses for classical era.
In the end problem is propably more about how the AI handles war in both mikro and makro levels(doesn´t wall pikes/spears, doesn´t evaluate the effect of production and income differences(which aren´t such a big thing in vanilla game), doesn´t know seem to know the difference of tactical retreat(list goes on forever).
One more thing(which you prolly are aware of):
Wonder quotes aren´t situated in proper place(new wonders).
Yeah the AI has some problems, and unfortunately I can not address many of them, especially combat related.
It is one reason that I have not touched the AI, because I trust other modders to do a much better job at it than myself. Just about any AI mod should be compatible with my own.
If you could answer some questions I would appreciate it:
You hit Modern in ~1350, did you beeline to the a modern tech or did you research 75-90% of the techs that came before it?
Did you focus entirely only science specialists, great scientists, etc?
How many cities did you build?
What map size?
Roughly how many luxury goods did you have access to?
And yeah I hope to have a fix to the wonder text issue for V6. I keep forgetting about it, but I have it written down now.
Sorry for late response. I played on huge map, marathon, and had 6 or 7 cities. OK, about the submarine. I was at war with Germany. I told my gauss tank to attack the city. When I did that it asked if I wanted to go to war with Arabia. I said no, and was wondering why. Then I saw the GERMAN city had an ARABIAN submarine in it. The city was not on the shore, so the submarine could not move. I had to either go to war with Arabia or not attack. I like the idea with the new, different types of plants. It will work much better than now. I'm going to go to sleep, but when I wake up I will try out V5, can't wait!Thanks.
What speed and mapsize did you play on? And how many cities?
Most games I play use tons of great scientists and I still have to research the majority of the techs. Also, the tech era and the date usually match up pretty well.
Great engineer improvements now give about +24 production by the end of the game. If you have too many, plop them down on your deserts and tundras.
I have never seen an AI launch a nuke in either vanilla or my mod either. I might look into this down the road, but in general I plan on making nukes quite a bit more expensive anyway.
The cost difference between units should actually be apparent in V5, so cheaper units will be worthwhile. Also, since mass driver artillery will require an advanced auto plant, you can build micro UAV teams in other cities that don't have them.
I don't understand, there was a submarine where? In 1 hex you wanted to move into? A ground hex?
I might create a new line of worker, but it is hard to make a new unit that is noticeably different due to the fact that the current worker gets so many bonuses throughout the eras that he is pretty fast by the endgame. If I change this I would likely need to revamp the entire worker system. Maybe someday, but not anytime soon.
Thanks for your feedback.
Then I saw the GERMAN city had an ARABIAN submarine in it. The city was not on the shore, so the submarine could not move.
Missile squad info tect says its upgrade to machine gunner but machine gunner cant be upgraded to missile squad.
Foundry text says it requires 1 iron but takes 2.
Helicopter gunships CAN capture cityes(vanilla bug?)
Having tested through medieval on V4 and knowing the balance was good I started later, with Bismarck and 12 opponents. Renaissance balance was very good with one exception. When facing three cannon with pikeman + longswordsman frontline troops my full health lancers and longswordsman were killed with one shot before getting into action, on flat terrain as well as on the only hill available. If they weren't the weakest nation they would have conquered my nearby city despite my superior army, just because it was within 3 squares of their city with the cannon. I feel like renaissance era wonders should start a gradual increase in wonder cost, so even the best city will not knock down a wonder easily. I think +50% cost in every successive era(i.e. +150% current cost for modern wonders) is about right.
Specific renaissance proposals-Cannon now 2 range(maybe even 1, starts with range) +50% cost 24 Ranged and 16 normal STR(grapeshot was no joke); windmill nerf to 10%, maint. 1; Machine gun-+80% cost, 0-range, starts with range, 30 normal and 20 ranged STR(reasoning=more soldiers died charging MG's than from bombardment, 1 range max so it can never attack ocean vessels, only coastal); new unit- 'no mans land' 10 STR, 1 move(represents barbed wire and mines out in front of machine gun nests and infantry in trenches; guild halls broken, at current cost should be 5% bonuses, lower maint to 0 or 1 compensate. Longswrordsman is way cheaper than musketman, I think 200-250 cost on normal speed is better for both, with a longswordsman's plate armor plus sword more expensive than a musket + musket balls.
Non era specific balance changes-diplomacy can get crazy, and it's a little too easy to get and keep city state allies on normal(prince), so I recommend the following changes to the gift table-1000 gold for 10 influence, 2500 gold for 30, and 5000 for 75. Hard to get but easy to keep early game, harder to steal late, is how I think this will work. Great people are a little too common. Doubling the points they take might be a good fix.
Industrial-Enemy nations were nipping at my heels technologically, but were way behind everywhere, except military in a few cases, at the beginning of this era. Unfortunately no major conflicts occurred from this point on, so only economy tweaks are offered past this point. Major unbalancers seemed to be the hospital-med lab combo, the 30% food building, and oil refinery is badly broken. My production and gold began to climb too fast after filling up my cities with industrial era buildings.
Industrial specific changes-Oil refinery-double intial cost and nerfed to 10% gold/production bonus; food building greater than 10% now give food = maint. cost; hospital and med lab nerfed to 10-20% food kept; production buildings greater than 10%(exc. factory) now gives bonus for a specific unit(i.e. auto plant-tank, shipyard-battleship, etc.) which may need to be up to doubled in cost. The main effect is to make the build much more efficient than the buy for certain units. I would propose a new mathematical system for unit prices to ensure balance and keep armies in groups rather than rivers. At normal speed, a unit should be 100*STR or 150*Ranged STR, modified by +500 per move beyond 2, +200 per range beyond 2, +? for starting promotions/abilities, and further modified at the end by 1.5* for artillery and cavalry, 2* for fighters, and 2.5* missile and bomber(5-10* nukes).
Post-industrial changes-It looks like gold is heading to be a problem. I think multiplying your gold per person by 2.5 and rounding up is the key(i.e. 1 gold per 2 pop is now per 5 pop). For 1 gold per pop and better buildings I think you should change them to higher cost, no maint. buildings, that give gold on a progression, +5, +10, etc.(i.e. cell towers now +10 gold, no maint) I think you should save 1 gold per pop for early nano, and +2 gold per pop for late nano. Hopefully these changes collectively give a more fair game on normal, but going any farther would put the player at a disadvantage when better AI comes along. I will add a few more of the new ideas(not fixes) that I didn't get to here in a new post shortly.
Picture notes: beginning and end demographics for industrial, as well as early industrial map of my Germany and her 10 cities.
LOL! I have never tried that. I'm going to do it right now except with DDX destryers MUHAHHAHAHAHA!Ever tried gifting a Battleship to a land-locked City State? Try it. It's hilarious. The Battleship is stuck on the city tile (can still fire though, so it's a super turret). I wonder what would happen if I gift 2 of them? Hmm....