JosEPh_II
TBS WarLord
Really??? Seriously???Not sure I see why GS would have much to say in any way...
Really??? Seriously???Not sure I see why GS would have much to say in any way...
gold per turn (income/expense) doesn't scale by gamespeed. On fast gamespeeds one can more easily get away with having a small standing army as building one up is fast, while you'll quickly regret having to build 100 units in 3 turns on eternity if war comes sudden and unexpected.Really??? Seriously???
Hmm, this is what I got when loading your save... Try a recalc.Thanks for the save, gotta figure out why you have 0 free unit upkeep.
Yeah? hmm... so it's something failing about free unit upkeep then huh? Alright.Difficulty adjustment to the final unit upkeep cost is the same now as it was before the changes..
Yeah, he hadn't recalculated, the value for the initial amount of base free upkeep gold stored in this save must have turned out as 0 somehow...Yeah? hmm... so it's something failing about free unit upkeep then huh? Alright.
Upgrade cost should be the same before and after the unit upkeep system change. Upkeep cost is unrelated to upgrade cost, upgrade cost is based on hammer cost of units.Another example of an upgrade that is cost way too much in screenshot. From gatherer to 1st worker costs 78 Gold. It's better to Not even bother to upgrade a unit like this. Just delete them and build the worker. Slows down the terrain improvement going on. But the cost is not worth the upgrade. This is not the only one. There will be more of them I'm sure.
Maybe it didn't ask for it.... Anyhow a recalc was needed on your save. Only xml changes trigger the recalc, but sometimes a code change can require a recalc as well, but it won't trigger the recalc message.If the game after a Git update asks for a recalc I Always do the Recalc, Always. I don't forget to do it. It takes 35 seconds on my comp to go thru a recalc. I have been timing them for a long time now.
You "don't think:, which means you are really not sure.Upgrade cost should be the same before and after the unit upkeep system change. Upkeep cost is unrelated to upgrade cost, upgrade cost is based on hammer cost of units.
I don't think worker and gatherer hammer cost have changed much the past couple months.
Not in the early game we don't. Late mid game and on I will agree. The timing of When to belt tighten is a critical factor in a fluid game play. I disagree with your current heavy hand in the early game. Now if you had started your tightening in the Mid Classical era the approach would be smoother imhpo.We still have a problem with too much gold. So unit upkeep need to be higher than it currently is.
If you can ever feel like production is less valuable than gold than we're finally winning a balance war we've always lost. You're talking too about a unit you get at the beginning of the prehistoric to one you don't get to upgrade until the end of it - that's GOING to be a huge upgrade expense. The difference in production is that large. And yeah, I usually budget to just sacrifice all my gatherers unless I've got a LOT of gold, or I hold onto them until the gold has inflated so much that the cost is meaningless.Another example of an upgrade that is cost way too much in screenshot. From gatherer to 1st worker costs 78 Gold. It's better to Not even bother to upgrade a unit like this. Just delete them and build the worker. Slows down the terrain improvement going on. But the cost is not worth the upgrade. This is not the only one. There will be more of them I'm sure.
Yeah, someone tinkered with the trigger mechanism on that again to try and fix it since we all know it's never worked properly and now its broken the other way where it doesn't say to update most of the time it should. I noticed that too but again, I really don't want to have to mess with that thing - it might be based on SVN versions too which would mean if we're doing this through Git, WE don't get an automatic popup to invite the recalc. I'm not sure how it is setup at the moment.So from now on any time Gitdesktop updates with new commits whether the game asks or not I Will do Re-calc at start
Base production may have adjusted a tiny amount somehow but I don't remember any reason that they would've. This should be something that stayed constant. And who can be too sure of anything with how many modders tinker here and there. I don't recall any need to recost them since the last version release at least.You "don't think:, which means you are really not sure.
I agree gold balance isn't all that bad at all in the early game last I saw and we needed more tightening at about the point you mentioned, which is definitely what will happen with unit cost expenses rising according to the charts I have designed. We're also looking at some problems in recalculation that may be taking place still with replaced buildings somehow - there has been a glut that shouldn't be there for a while now but only experienced as buildings start to get replaced so I'm not sure how much the balance is skewed from trying to fix this or how much it may yet be once fully repaired.Not in the early game we don't. Late mid and on I will agree. The timing of When to belt tighten is a critical factor in a fluid game play. I disagree with your current heavy hand in the early game. Now start you tightening in the Mid Classical era and the approach would be smoother imhpo.
I see it on ultrafast too, I've only played "ultrafast" → "long" gamespeeds the last two years, and there's too much gold, even early ancient era, it seems a bit better with he upkeep code change to be honest.Not in the early game we don't. Late mid game and on I will agree. The timing of When to belt tighten is a critical factor in a fluid game play. I disagree with your current heavy hand in the early game. Now if you had started your tightening in the Mid Classical era the approach would be smoother imhpo.
EDIT: And those that complain about too much gold early are playing the Longer GS. Will you admit that fact?
Are you Actually playing the game Or are you letting the AI run the test game? Big difference between the 2. And while raxxo made Ultra for testing his Dual map scenario I do not use it for testing. It becomes skewed from the median results just like any GS longer than Marathon does.I see it on ultrafast too, I've only played "ultrafast" → "long" gamespeeds the last two years,
When I actually play the game I use normal and long mostly, and when I use autoplay to quickly get to a certain point of the game for a test/debug I usually pick ultrafast so it doesn't take so long to reach the point I want. If I really wanna enyjoy a game for long I use epic or marathon, but I haven't really had time to sit down and really enjoy C2C the last couple years, I've had fast paced games which can be enjoyable too, but I've rarely play them past medieval the last couple years.Are you Actually playing the game Or are you letting the AI run the test game? Big difference between the 2. And while raxxo made Ultra for testing his Dual map scenario I do not use it for testing. It becomes skewed from the median results just like any GS longer than Marathon does.
It was just a coincidence that we discussed it in that thread, it was off topic and none of it was triggered by his scenario in particular. The discussion did start 2 years ago or so between me and TB in a completly different thread, where I suggested big changes to unit upkeep that TB said was impossible with the vanilla upkeep code.You both stated this came from discussions with Pit over his exaggerated scenario. Yet did you take into account how much he has tinkered with his start set up? I would bet not. Basing decisions on too opposite exaggerations of Mod game play does Not seem like a prudent approach to testing and/or adding new mechanisms to the mod. Nor is relying on letting the game AI run for you results. Actual game play testing is better in all regards. BUT it does require more time, obviously. When you do play test without using AI runs you learn more about the interactions of the various mechanisms the Mod has. AI runs is a glossed overview at best. And really it's best attribute is How the AI performs against other AI. The Human interaction is totally missing. And That is a Huge difference.
Seems like he was affected by shortlived bug, that is fixed now.In your save I could set research to 100% and still earned 24 gold per turn, unit upkeep was a measly 6 gold per turn, and you had over-expanded in that save relative to your total pop / tech level / difficulty level.
City maintenance was the biggest expense at 65 gold per turn.
Unless you have a better foundation than this to argue with me on, I won't take you seriously.
Ah I see. If I can't give formulas, hard cold facts, then my experiences and intuition is irrelevant again. Okay been there before. Won't point out things now unless it's a real Bug and not a design problem.Unless you have a better foundation than this to argue with me on, I won't take you seriously.
Was already done yesterday and posted about too. Late to the party again raxxo. smhSeems like he was affected by shortlived bug, that is fixed now.
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Joseph needs to recalculate save.
Just to be clear, do we really have one or the other right now? I'm not sure where we've fallen on things in the end here. Asking out of respect to see if we've addressed everything or not.Won't point out things now unless it's a real Bug and not a design problem.
Only further play will tell. I don't have a bug per se atm. But I do disagree with the when it starts and how much it costs at the starting level of this new mechanism. But, as pointed out, this is just my opinion and is not significant without cold hard data.Just to be clear, do we really have one or the other right now? I'm not sure where we've fallen on things in the end here. Asking out of respect to see if we've addressed everything or not.
Civics Are more flexible than this new system of costs (imo). So your question will always be true to some extent. How flexible is yet to be seen as the Eras are played out.If you're saying that units are being made too expensive, can we agree that can easily be rectified by then being a little more generous somewhere in the civics themselves?
Now we shall see if I can maintain my interest after being summarily dismissed.Unless you have a better foundation than this to argue with me on, I won't take you seriously.