sman1975
Emperor
Are you running with Brave New World?
Argh *thump*, nope. How embarrassing. That explains it all, I thought it was enabled but it was not.Are you running with Brave New World?
Greetings, everyone. Have had some comments lately on the Steam forum for AWAW (https://steamcommunity.com/sharedfiles/filedetails/comments/2422701461), but due to the irritating character limit there, I've decided to answer them here. Just too hard to express anything deep with such a limit. Here are some thoughts about recent comments:
General Comment: One of the key design criterion in AWAW is its use of an "adaptive difficulty" level - which generates periodic free bonuses to AI civs, especially if they're in the bottom half of the score table. The goal was to increase AI competitiveness against human players -especially since AWAW has so many inter-connecting features that there's no good way to make the AI understand how to exploit. Since this makes many AWAW features a potentially massive human player advantage, certain compensatory approaches are required, lest we make the game much more easy than it already is. The fact that I'm starting to get feedback about increase difficulty combating AI tends to make me believe I'm on the right track. However, it looks like there is still plenty of room for improvement...
1. Concerning AI Progress with Religion in AWAW (mikepalmer71): With the addition of so many buildings in the Ancient Era, I wanted to make sure that they didn't offer too many "meaningful" yields that somehow impact latter game balance. It's one of the reasons you see so many of these new things add Faith as a bonus. However, AWAW puts lots of limits on constructing buildings, which at times take a bit of planning the AI just cannot do. So, they tend to take a simple approach to deciding what to build, and in very early game, these choices center on Faith.
I'll admit I haven't tested too many Marathon speed games, but in the many, many Quick and Standard games I have played, I've noticed that if I don't really focus on Faith from the beginning (buildings and improvements), the AI will almost always beat me to founding religions. In these games, I'll put the Cairns everywhere I can even if it damages my civ's economic health, and once a religion is founded, I'll quickly build more useful improvements over the Cairns. The old argument about choices/priorities was "guns vs. butter" - but in early AWAW it's "faith vs. butter". This is exacerbated against human players, as AI civs start with a few extra free cities to get their economies rolling sooner.
All of this is as intended. I've doubled the cost of pantheons (of the first, and cost for subsequent), but I haven't adjusted the first/subsequent prophet costs yet. Also, I haven't adjusted the number of religions (in Worlds table, MaxActiveReligions) at all. If that number has changed, some other mod must have adjusted it. Hotifx #2 did buff the periodic AI free yields bonus function. I'll look at the new numbers and see if they need nerfing - or restrict Faith bonuses in the very early game (perhaps limiting it until all religions have already been founded).
If you think about it, you could start a Marathon game, with the focus on Faith until the first prophet spawns. See if it's at all possible, then let me know. I can always look at adding a free prophet spawn chance for human players once the next-to-last religion is founded, with the chances adjusted based on game difficulty (e.g. Prince = 50%, Deity = 25%, or something like that). Wouldn't guarantee a spawn, but at least provides a chance. Still, give the Faith-focus a chance first and let me know.
For Vondraco's/james.triggs comments on religion - it's a fair report. I designed AWAW so it would force players out of their comfort zone, and adjust play styles due to strange things happening all over the map. The "events" feature (The Black Swan) was supposed to play a large part in this as well, adding many catastrophes/opportunities that players would have to completely rewrite the game plans. It also means the gaming experience would be different - sometimes slightly, sometimes dramatically - requiring human players to stay on their toes. I split the Black Swan out as I noticed that as it evolved, it really could alter game dynamics in a way that might irritate as many players as it pleased. If it's now a companion mod, players interested in such unpredictable behavior from the game engine can have it, players uninterested never need experience it at all.
But back to religion - it might be over-tuned at the moment. I'll look at nerfing the "free faith" bonuses the AI gets in early game, and limit it until after all religions are founded. I may also look at spawning a free Great Prophet to human players one the next-to-last religion is founded (randomly, based on game difficulty). Hopefully, these 2 changes can bring early religion back into balance.
2. AI aggression (Vondraco): The AI adjustments in AWAW are the same as in WAW, so the level of aggressiveness should be similar in both mods. Perhaps test the game without that other mod that ups AI aggression? Or let me know what it is so I can look at it. It's possible that its changes overwrite the changes in this mod, but most likely AWAW overwrites its changes - do to the "mod load order" issue (where mods that are most-recently downloaded/updated perform their database changes last). Would need to compare the mods to know for sure.
But, this mod is intended to have an aggressive, unreasonable AI to compete against (hence, the last "W" in the title). The large number of units you're seeing (I believe but don't know for sure) is simply related to the fact that the AI gets a few free Settlers at game start, so will usually have 4-5 cities by the time you get your second. The just have more ability to generate combat power, unless you go heavy on "guns" in the "guns vs. butter" debate when managing your civ.
3. AI Social Policy Success (Vondraco): I suspect the AI is getting too much of the "free culture" if they're cleaning out the social policies in pace with each Era. I'll look at these numbers again, but I suspect the key problem is that the AI "free stuff" bonuses should not simply happen every 5 turns. Frequency should be tied to game speed, with perhaps AI civs getting the bonuses something like every 5 turns on Quick, 10 on Standard, 20 on Epic, and 30 on Marathon. Perhaps that will still help the AI, but not too ridiculously on slower game speeds. This will definitely slow down the benefits, but I'm a bit concerned it goes too far. This will take a lot of testing over time to get right.
Appreciate the feedback. I've added several things to Hotfix #3 to hopefully smooth out some of the rough points you've reported. Thanks!
Greetings, everyone. Have had some comments lately on the Steam forum for AWAW (https://steamcommunity.com/sharedfiles/filedetails/comments/2422701461), but due to the irritating character limit there, I've decided to answer them here. Just too hard to express anything deep with such a limit. Here are some thoughts about recent comments:
General Comment: One of the key design criterion in AWAW is its use of an "adaptive difficulty" level - which generates periodic free bonuses to AI civs, especially if they're in the bottom half of the score table. The goal was to increase AI competitiveness against human players -especially since AWAW has so many inter-connecting features that there's no good way to make the AI understand how to exploit. Since this makes many AWAW features a potentially massive human player advantage, certain compensatory approaches are required, lest we make the game much more easy than it already is. The fact that I'm starting to get feedback about increase difficulty combating AI tends to make me believe I'm on the right track. However, it looks like there is still plenty of room for improvement...
1. Concerning AI Progress with Religion in AWAW (mikepalmer71): With the addition of so many buildings in the Ancient Era, I wanted to make sure that they didn't offer too many "meaningful" yields that somehow impact latter game balance. It's one of the reasons you see so many of these new things add Faith as a bonus. However, AWAW puts lots of limits on constructing buildings, which at times take a bit of planning the AI just cannot do. So, they tend to take a simple approach to deciding what to build, and in very early game, these choices center on Faith.
I'll admit I haven't tested too many Marathon speed games, but in the many, many Quick and Standard games I have played, I've noticed that if I don't really focus on Faith from the beginning (buildings and improvements), the AI will almost always beat me to founding religions. In these games, I'll put the Cairns everywhere I can even if it damages my civ's economic health, and once a religion is founded, I'll quickly build more useful improvements over the Cairns. The old argument about choices/priorities was "guns vs. butter" - but in early AWAW it's "faith vs. butter". This is exacerbated against human players, as AI civs start with a few extra free cities to get their economies rolling sooner.
All of this is as intended. I've doubled the cost of pantheons (of the first, and cost for subsequent), but I haven't adjusted the first/subsequent prophet costs yet. Also, I haven't adjusted the number of religions (in Worlds table, MaxActiveReligions) at all. If that number has changed, some other mod must have adjusted it. Hotifx #2 did buff the periodic AI free yields bonus function. I'll look at the new numbers and see if they need nerfing - or restrict Faith bonuses in the very early game (perhaps limiting it until all religions have already been founded).
If you think about it, you could start a Marathon game, with the focus on Faith until the first prophet spawns. See if it's at all possible, then let me know. I can always look at adding a free prophet spawn chance for human players once the next-to-last religion is founded, with the chances adjusted based on game difficulty (e.g. Prince = 50%, Deity = 25%, or something like that). Wouldn't guarantee a spawn, but at least provides a chance. Still, give the Faith-focus a chance first and let me know.
For Vondraco's/james.triggs comments on religion - it's a fair report. I designed AWAW so it would force players out of their comfort zone, and adjust play styles due to strange things happening all over the map. The "events" feature (The Black Swan) was supposed to play a large part in this as well, adding many catastrophes/opportunities that players would have to completely rewrite the game plans. It also means the gaming experience would be different - sometimes slightly, sometimes dramatically - requiring human players to stay on their toes. I split the Black Swan out as I noticed that as it evolved, it really could alter game dynamics in a way that might irritate as many players as it pleased. If it's now a companion mod, players interested in such unpredictable behavior from the game engine can have it, players uninterested never need experience it at all.
But back to religion - it might be over-tuned at the moment. I'll look at nerfing the "free faith" bonuses the AI gets in early game, and limit it until after all religions are founded. I may also look at spawning a free Great Prophet to human players one the next-to-last religion is founded (randomly, based on game difficulty). Hopefully, these 2 changes can bring early religion back into balance.
2. AI aggression (Vondraco): The AI adjustments in AWAW are the same as in WAW, so the level of aggressiveness should be similar in both mods. Perhaps test the game without that other mod that ups AI aggression? Or let me know what it is so I can look at it. It's possible that its changes overwrite the changes in this mod, but most likely AWAW overwrites its changes - do to the "mod load order" issue (where mods that are most-recently downloaded/updated perform their database changes last). Would need to compare the mods to know for sure.
But, this mod is intended to have an aggressive, unreasonable AI to compete against (hence, the last "W" in the title). The large number of units you're seeing (I believe but don't know for sure) is simply related to the fact that the AI gets a few free Settlers at game start, so will usually have 4-5 cities by the time you get your second. The just have more ability to generate combat power, unless you go heavy on "guns" in the "guns vs. butter" debate when managing your civ.
3. AI Social Policy Success (Vondraco): I suspect the AI is getting too much of the "free culture" if they're cleaning out the social policies in pace with each Era. I'll look at these numbers again, but I suspect the key problem is that the AI "free stuff" bonuses should not simply happen every 5 turns. Frequency should be tied to game speed, with perhaps AI civs getting the bonuses something like every 5 turns on Quick, 10 on Standard, 20 on Epic, and 30 on Marathon. Perhaps that will still help the AI, but not too ridiculously on slower game speeds. This will definitely slow down the benefits, but I'm a bit concerned it goes too far. This will take a lot of testing over time to get right.
Appreciate the feedback. I've added several things to Hotfix #3 to hopefully smooth out some of the rough points you've reported. Thanks!
A quick update of the "planned" scenarios for AWAW. I'm sketching out the plans for the "Scenario Management Engine - Simplified" with should allow for a quicker, better quality development of these scenarios.
If anyone has any suggestions on other battles/wars/campaigns that occurred before the Industrial Era, please let me know. Thanks!
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Hello S-MAN, thank you for your answer on steam about my question on the customs civs on AWAW. I take a look at your AWAW scenarios and it's very impressive. If you want, i can help you and find battles,wars,campaigns and custom leaders about the planned scenarios (punic wars; Caesar in Gaul..) and I have suggestions like :A quick update of the "planned" scenarios for AWAW. I'm sketching out the plans for the "Scenario Management Engine - Simplified" with should allow for a quicker, better quality development of these scenarios.
If anyone has any suggestions on other battles/wars/campaigns that occurred before the Industrial Era, please let me know. Thanks!
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