Pazyryk
Deity
- Joined
- Jun 13, 2008
- Messages
- 3,584
I'd like to experiment around a bit to try to reduce the huge number of units that occur in mid- to late-game, for both AI and human. If this can be achieved, there would be several benefits: 1) faster game turns in late game; 2) less tedium; and 3) maybe, just possibly, a reduced effect of human tactical superiority (or conversely, AI tactical stupidity). The reason I say #3 is that Ive noticed (as I posted in another thread) that as total unit numbers go up, my need to keep up with the AI in terms of unit ratio (#human units / #AI units) actually goes down. To illustrate this point: 10 AI units vs. 2 of my units -> almost certain loss for me; 20 vs. 5 -> I might prevail but the outcome is uncertain; 100 vs. 20 -> very likely a victory for me. So, every new building or feature that increases commerce and/or production leads to more units (for human and AI), which further exposes AI stupidity, which in turn leads to the need for more AI handicapping (primarily by inflating unit numbers even more).
I enjoy the early game when I have several hunters that Im focusing on, or a mini-SOD of 5 axemen + 2 catapults going out for conquest, and my homeland is guarded by one or two units per city and a couple rapid response units. I dont like the later game where I and the AI civs each have >100 units. To me, the early game is unpredictable and fun, while the later game is utterly predictable and tedious (and I blame this mostly on the huge number of units in late game). It would be a HUGELY different game if each civ only had a few dozen units in the late game. I dont even know whether this is possible within the existing civ4 framework. There is already a thread on SODs and xUPT: my specific problem is not really with SODs, but with having to manage 100s of units. My question is: can this be changed while still maintaining a reasonably effective AI?
The simplest idea that I can see is to adjust unit support costs so that a dozen units can be easily supported but 100 units is prohibitively expensive. This may be annoying at first try for a human player, but human players can quickly adjust. The big issue is, what will the AI do? I see two possibilities:
IF the AI mostly does #1 and not #2, then the changes could be fairly simple and all in the civics XML. So I want to substantially increase unit costs for large numbers (i.e., more than 12) while maintaining or reducing the current costs for smallish numbers. The XML has the following (possibly) relevant tags, which are all set to 0 for all civics except iMilitaryProductionModifier (-20 to +15 for several civics) and iFreeUnitsPopulationPercent (+50 for Crusade; +20 for Military State and Warfare):
First off, can anyone tell me why the warlike civics adjust iFreeUnitsPopulationPercent and not iFreeMilitaryUnitsPopulationPercent? Id prefer to have these civics affect military unit support and not worker support. Anyway, here are the new baseline values for my first experiment:
My changes to iBaseFreeMilitaryUnits and iGoldPerMilitaryUnit are rather extreme. I may have to back off, but I want to have a BIG effect so I can see how (or whether) the AI adjusts at all. Ill adjust iMilitaryProductionModifier from this baseline using the current modifiers from 0 (so Pacifism becomes -35; Military State becomes 0). Im not sure if this will work but Im going to apply the current iFreeUnitsPopulationPercent modifiers to iFreeMilitaryUnitsPopulationPercent (so Military State becomes 0; Crusade becomes +30). I don't want any of my modifications to change support costs for non-military units.
Someone please let me know if Im totally misunderstanding these modifiers. Or if you really know that the AI cant deal with increased support costs. Otherwise, Ill give this a go and see what happens over the next few days.
If this doesnt work (because the AI cant adjust to increased unit costs) then Im not sure what to try. I thought about increasing production costs for all units across the board. But this would just favor a builder strategy over conquest/domination. I don't want to make conquest less viable, I just want it to happen with fewer total units for both attacker and defender.
I enjoy the early game when I have several hunters that Im focusing on, or a mini-SOD of 5 axemen + 2 catapults going out for conquest, and my homeland is guarded by one or two units per city and a couple rapid response units. I dont like the later game where I and the AI civs each have >100 units. To me, the early game is unpredictable and fun, while the later game is utterly predictable and tedious (and I blame this mostly on the huge number of units in late game). It would be a HUGELY different game if each civ only had a few dozen units in the late game. I dont even know whether this is possible within the existing civ4 framework. There is already a thread on SODs and xUPT: my specific problem is not really with SODs, but with having to manage 100s of units. My question is: can this be changed while still maintaining a reasonably effective AI?
The simplest idea that I can see is to adjust unit support costs so that a dozen units can be easily supported but 100 units is prohibitively expensive. This may be annoying at first try for a human player, but human players can quickly adjust. The big issue is, what will the AI do? I see two possibilities:
- (my preferred outcome) Total unit number reduced for everyone. AI still sees weakness (in power ratio) and goes on offence when appropriate. When unit support gets high (even though total numbers are low compared to current gameplay), the AI knows to use them or to shift to city development.
- AI continues to build units in large numbers even when not at (or preparing for) war. Shuts down economy and fails to advance in tech.
IF the AI mostly does #1 and not #2, then the changes could be fairly simple and all in the civics XML. So I want to substantially increase unit costs for large numbers (i.e., more than 12) while maintaining or reducing the current costs for smallish numbers. The XML has the following (possibly) relevant tags, which are all set to 0 for all civics except iMilitaryProductionModifier (-20 to +15 for several civics) and iFreeUnitsPopulationPercent (+50 for Crusade; +20 for Military State and Warfare):
Code:
<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
<iBaseFreeUnits>0</iBaseFreeUnits>
<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
<iGoldPerUnit>0</iGoldPerUnit>
<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
First off, can anyone tell me why the warlike civics adjust iFreeUnitsPopulationPercent and not iFreeMilitaryUnitsPopulationPercent? Id prefer to have these civics affect military unit support and not worker support. Anyway, here are the new baseline values for my first experiment:
Code:
<iMilitaryProductionModifier>-15</iMilitaryProductionModifier>
<iBaseFreeUnits>0</iBaseFreeUnits>
<iBaseFreeMilitaryUnits>12</iBaseFreeMilitaryUnits>
<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
<iFreeMilitaryUnitsPopulationPercent>-20</iFreeMilitaryUnitsPopulationPercent>
<iGoldPerUnit>0</iGoldPerUnit>
<iGoldPerMilitaryUnit>5</iGoldPerMilitaryUnit>
My changes to iBaseFreeMilitaryUnits and iGoldPerMilitaryUnit are rather extreme. I may have to back off, but I want to have a BIG effect so I can see how (or whether) the AI adjusts at all. Ill adjust iMilitaryProductionModifier from this baseline using the current modifiers from 0 (so Pacifism becomes -35; Military State becomes 0). Im not sure if this will work but Im going to apply the current iFreeUnitsPopulationPercent modifiers to iFreeMilitaryUnitsPopulationPercent (so Military State becomes 0; Crusade becomes +30). I don't want any of my modifications to change support costs for non-military units.
Someone please let me know if Im totally misunderstanding these modifiers. Or if you really know that the AI cant deal with increased support costs. Otherwise, Ill give this a go and see what happens over the next few days.
If this doesnt work (because the AI cant adjust to increased unit costs) then Im not sure what to try. I thought about increasing production costs for all units across the board. But this would just favor a builder strategy over conquest/domination. I don't want to make conquest less viable, I just want it to happen with fewer total units for both attacker and defender.