RBTS9 - Final Frontier

Work let out early, so got it and playing now. Good point on Wealth as a gauge for time horizon and payback time for improvements.

OCC in FF? Well, it's missing the biggest engine that drives OCC in regular Civ in great people. But if you just keep your population assigned, you're a ways ahead of the AI. :)
 
Set a few captured worlds to build Influence when they had excess pop and available planets in 2nd ring. A few Advocates of Knowledge from home systems are also the cheapest way to get a happy in conquered systems. As discussed, I set research to max on the inherited turn since we have cash multipliers being constructed.

Oddly, a BATTLESHIP does not count as military police? :huh: RC-3 has one but has -3 angry "we fear for our protection".

Forge did capitulate after conquering their capital. I took it to fix the happy situation (both lose WW and gain vassal happy.) That broke the starbase influence for a turn again. Considered using this turn to revolt out of Utopia but it's not quite yet time for that.

Vlad vassalized to Yellow Halis. :eek:

I concentrated on research multipliers rather than cash. Although we're below 50% research right now, we'll be above it once out of Utopia. Also, we will eventually park on Wealth and run high research slider. That's true rather than the other way around because our current research multiplier is higher, because we have Knowledge and its value building spread extensively but not Wealth. Although end-game Wealth is not as powerful as in the standard game, since hammer multipliers don't go to +100% everywhere but research multipliers still do.

Spread Knowledge a lot and Religion to RC-x systems in need of happy. Systems that still need Influence to reach far planets concentrated on Academies and Temples.

Researched Galactic Diplomacy, started Ascendancy Theory. I started the United Planets in our capital just for the fun of it. :) With vassals, we easily have controlling votes. United Planets can help towards researching the tech tree - it has the resolution for +1 trade route in all cities. No that's probably not better than simply building 600 hammers of Wealth but it's more interesting.

GNP improved a lot on my turn, from 281 beakers to 505 at a slight deficit. Commercial Satellites are awesome, +8 or +10 raw commerce. Perhaps the best part of being Paradise is the ability to build Comm-Sats on every planet right away.

I didn't revolt out of Utopia, but it might be time now or very soon. A number of systems show 3 turns to growth right now so that might be the right timing. Doubt any other civic is worth anarchy now. I still think Technocracy/Pacifism (with 10% culture slider and disbanding our invasion ships) is a net gain before the end of the game, but not a turn's worth of anarchy so.

The tech tree shows a total of 40 turns of research for the 4 techs remaining, assuming Intuitive Computers from our vassal and the last tech as the freebie. (I'm not quite sure what design purpose that free tech serves? Quantum Control has no other use, so the net effect is that the last tech doesn't exist for the leading civ. And it renders comebacks impossible, since the leading civ can always build the gate pieces faster than a trailing civ could research the last tech.) That 40 turns will drop a lot if we leave Utopia, and even more if we cut over to Wealth to push the research slider. So this game won't get back to me. Enjoy!

sooooo <-- Up Now (sorry, no more clobbering to do)
Cyneheard / Mojo <--- On Deck
 

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Big screenshot: (Is it better to post it inline like this or leave it as a thumbnail?)

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Only PDS and Invasion Ships count as garrisons. I do not pretend to know why this is the case.

Wow, we're closer to victory than I'd realized. We probably want to disband our invasion ships anyway. We've got almost 1.8*Halis's score, so we're good.

Hey, of course we want to build the UN. This isn't a HOF game where we need every point possible, let's have some fun and get some useful stuff out of it. Shame we're not the Syndicate when we vote in that extra trade route :eek:.
 
Not long to go now!

It will take 1 more turnset to finish all the techs, then 1 turnset to build the 5 astral pieces.

I spend my turnset pretending to be a ninja (fighting pirates).

I built a few commercial satellites, universities etc but towards the second half of my turns I put the new cities onto Wealth.

Traded for that tech from our vassal Lu.

Mop it up!
 

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Very straightforward 10 turns. Yeah, the free tech is really, really silly. Not that it would've cost us too much time (about another 4-5t of research), but it serves no purpose whatsoever. 5t to victory. I've been researching random techs with our 80% research at a profit with everyone not building AG pieces on wealth. I refused a threat from Yellow Halis out of basic principles. If they want to declare war, then :hammer: 'em.

Let's git 'er done.

And congratulations to the team for a well-played game.
 

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Simple as expected, hitting enter 5 times with some minimal barb action. I'm not sure why we are in slave state or why one of our RC worlds is completely empty with pirates within range, but those two facts combine rather well. Interesting observation - the most dangerous barbs come not from the vast hinterlands but from the small gaps between your worlds since they can take your train network in, particularly when it goes diagonally into a world and

No final map - not really any different then the last one posted. Some graphs/stats:
2-Power.jpg


3-Food.jpg

Of course the scary plunge is leaving Utopia, but which of the two near-verticals is us going into Utopia?
4-Stats.jpg


Finally, some amusing problems. First, we could have won 25 million diplo victories:
1-Ha.jpg

That's not close to our number from the Demo screen, no idea what happened there.
The other is on the attached save (turn before win). My game shows one barb attack on the IT, then 1/2 of the victory announcement, then hangs on "waiting for other Civs", but turning Quick Combat on avoided it (?)

Thanks again to the team for a well-played game, and to T-hawk for both organizing and diving under the hood of the mod.
 

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Yeah, I don't know why we were in Slave State, either, but didn't feel that a 1t revolt was worthwhile. I played my turns quickly, so I didn't check that we had garrisons everywhere. The first jump could have been when we picked up Green Economy? Rearranging our newly-expanded worlds would have given us a large jump in food production (more 4-2-5s over 0-3-3s).
 
Nice finish.

Despite the problems we ran into, overall this is a fun mod. The graphics look good and are consistent. While the game has less depth than vanilla Civ, most of what is there is useful.

Anyways, thanks for a fun game. And thanks for hosting this one, T-Hawk :)
 
I can count four near-vertical food jumps. The modest jump right above the 2317 AD label is Green Economy. Utopia shows up as the big double jump, since the first turn was the turn of no starbase influence when we took the vassal. Then the last food jump is taking the Forge capital (match it with the drop in the Forge power graph) and putting angry citizens back to work on the same turn (-WW, +vassal happy.) There's a slight dip just before that which is the second turn of no starbases.

Yeah, I noticed that the dangerous barbs are the internal saboteurs. It might even be worth building Scouts with the extra visibility to station between systems. The Brotherhood can even build Scouts with another visibility upgrade to 4 squares.

Thanks for the ride, guys! And Timmy, I still want to hash out a dissertation on the food mechanics ;) The later growths take truly huge quantities of food (135 at size 15) to populate a bad planet; when is it worthwhile to stop pushing that in favor of more direct improvements? Or do you never really stop, since high food surplus just happens naturally even without Utopia?
 
The later growths take truly huge quantities of food (135 at size 15) to populate a bad planet; when is it worthwhile to stop pushing that in favor of more direct improvements? Or do you never really stop, since high food surplus just happens naturally even without Utopia?

I've never really stopped with growth, even without using Utopia. This is why health really doesn't matter, and why Survival is a worthless value. IMO, it's very rare to build more than a nutrition facility on world #2.

Utopia has its uses, although trying to calculate the anarchy and hammer/commerce costs versus the accelerated growth are rather complicated. I don't know if switching to Utopia saved us turns or not.

Much theorycraft following:
For not-Halis, we lose 2 turns to anarchy, and 15% of hammers, and 18.8% of commerce after Green Economy (which is a necessity to make the large populations worthwhile).
Example, where we run Utopia for 13 turns, since it is a temporary civic:
We lose 3.95t of hammers, and 4.44t of commerce.
A world with an empty food box at size 10 needs 100 food to grow. Let's assume it makes 7fpt pre-Utopia and is well below the health cap. (additional pop sent to a 2/0/3 world).
So t0: 0fpt, size 10. +7fpt.
Without Utopia: t15, grows. t16, is at 13/107 in the box. Size 11.
With Utopia (+17fpt): t0: anarchy. t8: size 11, 2/107. Grows at 19fpt. t14: size 12, 9/114. t15 (21fpt): 30/114. Revolt out of Utopia.

So in exchange for pop #12, and 1/8 of pop #13, we've traded off about 4t of production. Ignoring marginal surplus from the added pop, we'd gain an extra pop for every 7+(30/popsize)t that we run Utopia (note this doesn't match the example because of the 2t of anarchy that have to be paid for, another 14 food), about every 10t. But for those extra 10t, we're losing a large portion of our useful production. I think for non-Halis, the math makes Utopia look very poor indeed. Especially when, instead, Mechanized Economy gives 10% hammers for a mere -1happy.
 
So, it's really 22.7% of hammers lost compared to Mech Labor, which comes to 4.9 turns of hammers in Cynehard's example - that is a lot. From being one pop bigger, that's a mininum of 4.5 turns/ (1/11th more from the extra pop) - 49.5 turns post-revolt back to pay off. In reality it will always be longer since the 12th pop is working a world that is worse than the average of your 1st 11. So yes, that does not seem worth it since Utopia comes late in the game,the ratio of turns to payback will look better if Utopia is run longer as the effect of anarchy is less pronounced, but it pushes the total number of turns even further past the end of the game horizon.

Late game growth - I suspect that it is correct to build a 2nd nutrient facility in most systems to speed growth up to size 10 or so; if this is done it is unlikely that growth can really be leveled off afterwards although it will be slow. Question depends on time horizon and the possible worlds to tradeoff food vs. more hammers or commerce, hard to say generally.

I would like sometime to look at writing a program to take in a city's land/improvements (planets in this mod), list of buildings, and try every sensible allocation of citizens/build orders, comparing hammer/commerce yields over certain time horizons. A big advantage of FF is that choice of terrain improvements is taken out, a huge simplification, and with some other simplifying assumptions on planet-assignment logic the state space might become manageable. No promises on having time to try it anytime soon.
 
So yes, that does not seem worth it since Utopia comes late in the game,the ratio of turns to payback will look better if Utopia is run longer as the effect of anarchy is less pronounced, but it pushes the total number of turns even further past the end of the game horizon.

Utopia would still generally be the civic of choice for a Diplomatic Victory -- but otherwise it does look a little sad. Perhaps if it was available earlier in the tech tree it would be a more interesting option.
 
It doesn't seem to me like the civics are that well-balanced, quite a few of them are rather useless or very situational (Halis excepted).
Government:
Monarchy and Democracy are great. Usually, Monarchy is going to provide a bigger boost than Technocracy until you get a big empire, at which point Democracy tends to dominate. Halis, with their +2 happy and free switching, might find a use for Technocracy. But that's about it. Police State seems too situational: when am I going to need -50% WW over +3 happy in my biggest cities? Even in a long war, it's not like I'm going to get to 4 or 5 WW that often. The military production boost again comes out behind either +happy or Monarchy.

The Military Doctrines are fine. I'm not sure how much I like Pacifism, but when we get it, it's either Pacifism or nothing, and both choices are viable, depending on your plans. Capital Ship Doctrine is probably the best of the 3 doctrines, solely because BB are so much more expensive, but it's at a spot on the tech tree to be slightly awkward, as our experience here can attest.

The Labor civics:
Mechanized Economy's good. Slave State is terrible: Drafting isn't nearly as efficient with the high food costs of population, and you only get cheap Invasion Ships for your trouble. Whips aren't that good either, for the same reason. If you need to rush something, use Democracy. And we've already gone over Utopia. Halis could bounce between Utopia and drafting in the late-late game, but even then, I don't think they see enough of a benefit.

Economy:
Industrialized Economy's +15% hammers, -2 health is strong. Green Economy might be somewhat stronger, as the +size and -20% commerce combine to leave it as basically a food+hammer civic, with it giving a small boost or penalty to commerce, depending on the exact situation. Planned Economy is the opposite: Between +1 happy, and no distance maintenance (a solid 1/4-1/3 of our expenses), but -10% hammers, it's for situations where you're only teching, and I think it's a little weak, but haven't really tried it. Planned does have a small synergy with Technocracy, since they can easily run a higher science slider.
 
Well, even the regular game civics aren't perfectly balanced either. Police State might as well be blank, Vassalage is kind of niche unless you did some kind of Feudalism sling or just going to a quick conquest win, and Free Religion is driven far more by diplomatic needs than by its own effects. So a few misses in FF are acceptable.

Mojo, your expression for growth of one population per 7+(30/popsize) turns of Utopia rings true. So the typical rough numbers might be 10 turns of Utopia to grow one extra population at sizes around 10. Roughly, if Utopia increases your pop by 20%, it breaks even against its own penalties, assuming Green and figuring opportunity cost of Mechanized. So it reaches breakeven production after say 2 growths, then after 2 more growths it will have made up for the time it spent penalizing you.

So even barring anarchy, it takes in the neighborhood of 40 turns to show any profit. Longer considering the new pop goes on bad planets. Longer yet considering food lost to exceeding the health cap. Longer yet considering systems that get nothing from Utopia since they're already maxed on space or happy, which for us was a third or so of them. And the anarchy makes it completely prohibitive before hitting the end of the tech tree.

And that's figuring the commerce as a simple penalty. That's not quite true, especially stacked with Green's penalty. Remember it penalizes all commerce, not just the surplus going to research. If you have 100 commerce of which 60 pays expenses, then -35% commerce knocks your beaker rate down by 87.5%. So I'm afraid Utopia just isn't paradise.

Pacifism is insidious. It looks really strong, but you can't switch to it when you first get it - the exploring scouts and PDSes cost too much money as we discovered here. And it produces nothing until a system has 7 base hammers, which takes until size 3 or 4. It's definitely a profit once several systems are up to size, and pays back simple hammers for the anarchy within 7 turns, but not too early.

Technocracy is disappointing, living in the shadow of mighty Monarchy in the same column. I think I do understand why Monarchy is in the game so early, though; it checks ICS by providing a viable alternative of growing the capital. Without Monarchy, a new pop point in a new system with the free facilities would always be more productive than a new pop point in the capital. Monarchy should at least have had higher upkeep though.

Planned may as well not exist, coming so late on the tree and off the ascendance victory path.

I would like to see stronger civics in general. So many of them have serious drawbacks that it's debatable whether they're a profit at all. And the anarchy cost makes them a clear miss. Almost no civics in the standard game have a drawback, other than upkeep cost.


Late game growth - I suspect that it is correct to build a 2nd nutrient facility in most systems to speed growth up to size 10 or so; if this is done it is unlikely that growth can really be leveled off afterwards although it will be slow.

I use one Hab Facility per system as kind of a proxy for nutrient facilities. If there is an Earthlike planet, a hab facility is strictly superior to a nut facility on a size 2 planet (+2 food by upgrading a laborer from 2 food to 4, and you get it sooner with 1 laborer instead of waiting for 2 to fill the new planet), and usually superior to a size 3 nut considering the new pop works the free mining facility as well. Definitely superior to a 3rd nut.

Later hab facilities are almost never worth it. The best case for hammers is putting an otherwise unworkable pop onto a 1-4-4 improved gray planet. At 160 hammers for the hab, that's 40 turns payback, and only if you had a gray that was worth a mining facility. Extra habs do have some use in transforming hammers into commerce by putting population on a gems or blue planet.

The payback time for a nut facility can be worked out similar to Utopia. The most typical case is the 2nd nut facility at 100 hammers on a size-3 world for +3 food. This creates an extra population after 22 turns at size 5. If the extra pop produces 3 hammers each (reasonable considering a mix of orange/gray/gems planets and hammer civics), it pays back for the nut facility in another 33 turns. Less than that considering it helps produce intermediate pop sooner, a 2nd or more pop eventually, and commerce along the way. So I agree with that instinct to build a 2nd nut facility in most systems.
 
I would like to see stronger civics in general. So many of them have serious drawbacks that it's debatable whether they're a profit at all. And the anarchy cost makes them a clear miss.

Right. None or Cap Ships/Monarchy to Demo/Mechanized Labor/Industrialized Econ or Green seem to be the real choices 90% of the time. And Cap Ships isn't worth anarchy if you're not leaving Pacifism but are going for a more peaceful win condition. While the hammer civics have drawbacks, -1 happy is tolerable, and -2 health is fairly irrelevant by then.

It's a shame, Halis-abuse sounds like a ton of fun, but there's just not quite enough choices. If the civics were slightly stronger, then I'd rate Halis somewhat higher in power, but right now, I'd put him below Red Syndicate, Paradise, and probably Brotherhood and New Earth. Except for Brotherhood, all three of these civs see boosts by the time they've got a second pop on a world. And no one can match the Brotherhood in pure hammer to :hammer: value.
 
So a fix for a variety problems is to make the updateHumanCityTurn function run for everybody in doBeginTurnAI and remove the "if (not pCity.AI_avoidGrowth()):" limitation from that function.

Thanks! I ran a brief test and that seems to work. I picked up one of our savegames and used spy infiltration to see that several AI systems were sitting with unassigned population, which persisted over multiple turns. Both parts of the fix were needed, it seems the AI does set avoidGrowth a lot when it's over the caps (which happens easily in FF.)

See here for the fix.


Edit: Actually you are saying that for the human newly available citizens are assigned -- that was not my experience, so maybe there is a 1t lag?

Yes, human unassigned population gets auto-assigned. It happens after you hit end turn, but it looks like the assignment happens before city production for that turn, so functionally there is no lag. You will get the AI's preference for the extra citizens, which will almost always be hammer planets, since it seeks only +3 food and never prioritizes commerce.
 
See here for the fix.
Nice, thanks!

Yes, human unassigned population gets auto-assigned. It happens after you hit end turn, but it looks like the assignment happens before city production for that turn, so functionally there is no lag. You will get the AI's preference for the extra citizens, which will almost always be hammer planets, since it seeks only +3 food and never prioritizes commerce.

Well, that will save some annoying late game micro on my part :lol:
 
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