Suggestions to improve balance

Hi Zombie,
I haven't played any archipelago games, but I do like Washington.
I would find it hard to believe that Deity would be 'easy' if some of your AIs are also financial, but maybe AI simply doesn't know how to play this type of map?

I've only completed a handful games on Emperor/Immortal since I got the latest patch few weeks ago, because the AI often doesn't even let me get a good start and I lose pretty fast. And I'd class myself as a pretty good player, certainly no greenhorn.

So what you and Roland are complaining about will not affect 99.9% of the people that play Civ4, and perhaps you are right to find yourself a mod to make it more interesting for you.

But reality is that most people will never win on Immortal, let alone Deity, even if playing with starting conditions that the AIs aren't good with.
That is how it should be.

Cheers
 
The combination of financial (+50% commerce on all coastal tiles, which account for 90% of your empire's commerce) plus organized (reduced upkeep) that Washington has allows you to REX at a difficulty level where there's normally no place to do so, in an environment (Archipelago) where there are more good spots than anyone can handle. Starting with fishing is also great on those maps. Starting your game with a couple of workboats lets you develop a city that can churn out settlers and workers in no time. Also, organized lets you get lighthouses are half price, which is crucial on an Archipelago map. It also lets you get courthouses at half price, further helping REX. All this put together lets you become too powerful, too soon for anyone to be able to compete with, even with all the bonuses the AIs are given.
 
Bone Crusher said:
So what you and Roland are complaining about will not affect 99.9% of the people that play Civ4, and perhaps you are right to find yourself a mod to make it more interesting for you.

But reality is that most people will never win on Immortal, let alone Deity, even if playing with starting conditions that the AIs aren't good with.
That is how it should be.

Cheers

The point of the mod isn't to make high difficulty levels harder. That's only a side effect. The point is to curb down strategies that are so good that you're practically forced to use them every game, in order to make other strategies viable, which makes for more variety and more strategy. This will affect 100% of people who play Civ 4 (or at least those who read the forums and know which strategies are the most powerful), forcing them to think and adopt the strategy that best fits their current situation, rather than applying the same proven and mathematically stronger strategy every game.
 
I think you're missing the point, Bone Crusher. The goal of this thread is not to make the game more challenging at the higher difficulties. It is to balance the strategies available to the player against one-another. If, in doing so, it makes the AI better at the game, that is a tangential bonus. It doesn't matter if Roland, Zombie, or you can beat such-and-such a difficulty setting. What matters is the options at your disposal to do so and their relative merit against one-another.

It sucks that certain strategies, that should probably be viable, are simply sub-optimal choices given the game's current settings. Right now, choosing to limit the amount of chopping I do, or choosing to not build many cottages, is essentially a self-imposed handicap. Most of us believe that these should not be handicaps, but viable alternatives. If it means reducing the value of cottages, and that has the tangential effect of making the AI harder on Deity, then so be it. Just start playing on Immortal instead.

Personally, I really like Washington. I have a tendancy to dominate the AI when I play the Americans and choose him. My first win on Emperor a couple months ago was as Washington and it wasn't even close. Since, I still haven't achieved the same level of dominance with any other leader. My play-style may be slanted toward his traits, or maybe the game is just slanted toward his traits as well. I believe it's more of the latter.
 
Isn't the idea of the game to find the best leader for you? I've used a lot of them myself, all except the aggressive.
Maybe you could tell me what are the strategies that you find disadvantaged in the current format and why?

I still think better balance would be with more flexible AIs.
There are many easier ways to win in Civ4 than by Space Race. I have all victory conditions opened, but I choose to go for space, as I know the AI will give me a mighty run. If the AIs were programmed to go for other wins (how easy should it be for Isabella to get a culture win!) then your own strategies would also have to change.

I suspect that if the AIs were indeed programmed to go for domination (Monty on a full on rampage), culture (Isabella with couple of early religions under her belt) etc - we humans would struggle big time on the higher levels.
Besides the UN, I doubt that the AIs are even programmed to be aware of the other victory conditions.
This way you can sit and wait for a culture win, with your cities still guarded by longbowmen or riflemen, while the AIs are going for a Space win, with modern armour sitting idly by.
Try that with a fellow human, and see if he lets you win.....

Best is to go and play the game against other humans if you want to be flexible in your strategies. There will always be mathematically more advantageous ways to play versus the AI.
It's like chess, which I love. You have to follow certain paths when playing the machine, but can be more adventurous when playing over the board (v another person).

Civ4 should be programmed more as a chess machine, where after each turn (especially in the early game) the program analyses the victory conditions and decides what is mathematically more advantageous and what the threats are to it's own victory.

Cheers
 
Hi guys. I haven't posted a while in this thread that I started, but I see that it wasn't really needed to keep it going. I just got The Elder Scrolls IV Oblivion and wanted to check it out before anything else and there are only so many hours in a day. It's a great game, but I'm mostly a strategy game fan. But it's very nice to go into a very convincing fantasy world if you like that kind of thing (as I do). You need a very good computer to run it though.

Back on topic of the game of the year for me (Civ4) and its minor flaws.

First about a little discussion about the consequences for the difficulty of the game. Some people think that reducing the power of forest chopping will make the game more difficult because the human player can use forest chopping better than the AI.

First of all, the suggestion to reduce the strength of forest chopping is not proposed in order to strengthen the AI but in order to bring balance between the various strategies that can be used at the start of the game. Most people agree that forest chopping is the most important worker ability to obtain at the start of the game. The arguments for that are in my first post of this thread and are repeating and further explained in some other posts in this thread (fast development, wonder building, etc.). Also, forests are seldom preserved for their health bonuses and production bonuses to tiles because the value of 45 hammers now (epic speed) is much bigger than the value of 1 hammer per turn if you choose to use the tile in your city.

This balance between various strategies is what makes a strategy game great. If one approach dominates, then the others could just as well have been left out of the game, making it a poorer game.

Now, the additional effect is that the human loses part of the advantage it has over the AI in chop rushing. Thus if you can barely win immortal with the present rules, then you might have to go back to emperor level. Is that a bad thing? Now you have an AI that gives you a challenging game while it needs less bonuses to do so. I think that is an improvement because I want a game where I feel that the AI has (as much as possible) the same rules. There are many moments in a high level game where you notice that the AI has abilities that the human player does not have. It can maintain a higher production level while having less resources and less cities. It needs this to keep up with a good human player, but the less dependent the AI is on these bonuses, the more fun the AI is as an opponent to me. (I think that my opinion of this is exactly the same as Zombie69's opinion.)


A lot of discussion about the financial trait. And a good discussion. I like the examples that atreas used to make his point and I see the value of the objections made by Zombie69. Those guys really like to discuss with one another and often come up with really good points. They never seem to agree however.:lol:

I think that Zombie69 has a good point that the reduction in strength by moving the financial bonus from 2 commerce tiles to 3 commerce tiles is felt mainly in coastal tiles and at the very important early part of the game. But I also think that atreas has a point that the organized trait might still be seriously weaker than the financial trait. The change will clearly weaken it, but will it weaken it enough?

The civic upkeep cost of a city is about 2 + 0.5 * N where N is the size of the city (based on the strategy article about civic upkeep cost in the strategy articles section).
Because some cities lack tiles that have a commerce output of 2 or more (inland cities before cottages have been developed), the organized trait will be more powerful in the very early game.

The version of financial where the output of 3+ commerce tiles is increased by 1, will not surpass the organized trait for a while because it takes a while for cottages to reach an output of 3+. A few river cottages might help though. The normal financial trait will surpass the organized trait pretty quickly.
A city of size 6 will have a civic upkeep of around 5 and thus the organized trait reduces these costs by 2.5. At size 6, a city will generally have 3 or more tiles which produce 2 or more commerce and thus the financial trait is better. At size 6, the cottages might not have developed enough to produce 3 commerce for the reduced financial trait.

In the late game, a city of size 18 has a civic upkeep of around 11 and thus the organized trait reduces these costs by 5.5.
The city can easily have something like 12 tiles that have a commerce output of 2 or higher and thus commerce is increased by 12 for the financial trait. With a 100% bonus from banks, universities etc, this bonus of 12 becomes 24. Clearly better than the 5.5 from organized.
The city will probably also still have something like 8 tiles that have a commerce output of 3 or higher. So commerce is increased by 8 for the reduced commercial trait. This bonus is again doubled by the bonuses of banks/universities so that the reduced commercial trait stiill does a lot better at 16 compared to 5.5 for the organized trait.
Inflation increases the effect of the organized trait somewhat. Inflation will however not reach 100% until the very end of the game, so the effect of the organized trait of 5.5 will not be doubled to 11. Even if it would be doubled, then it would still be inferior to both financial as well as the reduced form of financial.
 
Roland Johansen said:
Those guys really like to discuss with one another and often come up with really good points. They never seem to agree however.:lol:
I protest :D. This is called "biased statistics". When I agree with Zombie (which is more often than not, unless the discussion involves somehow the word "Financial" :)) I don't make a post just to say "I agree" - on the other hand, when I disagree I just say it. That creates impressions that aren't true :king:.

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Now about the financial trait: take also into account that even if a trait is overpowered, this doesn't necessarily distort IMO the balance of the game, since the player can always "self-restrict" himself by not playing the overpowered trait (or civ, for that matter). It's an entirely different story with general game strategies, like chopping, and so I consider them more important. On the other hand, I happen to agree with you and Zombie on that subject (see you are wrong?) and that's the reason I focus on other issues.

But I don't agree with you on the matter of chopping jungles - usually jungle areas are going either way to become very good cities, due to terrain, and I don't see the reason why you need to add some chopping value for these areas too.
 
atreas said:
...But I don't agree with you on the matter of chopping jungles - usually jungle areas are going either way to become very good cities, due to terrain, and I don't see the reason why you need to add some chopping value for these areas too.

I agree with this, cities where jungles were are going to be great cities when the jungle is finally gone.
 
Roland, please call me Zombie (or Zomb, or Z). The only reason i added the number at the end is because the nick was already taken.
 
I'm nowhere hear high difficulty levels and have never used in-depth analysis of the game, but here goes:

How will reducing the financial trait affect the financial AI when played by the AI? Obviously not as much as if a player is financial, but when compared to a non-financial AI. Will Mansa and Hauyna be able to compete with Caesar and Monty?
 
Chopping accelerates the production by a lot at the initial period of game. But so are improvements. More choices should be offered for the initial start.

How about:

Worker works at a slower speed (halved?) and/or gain from an improvement + chopping is lowered (halved?)
until
player gets a certain enabling tech and/or reaches a certain number of culture points.

Chopping will be slower. Players will have to make a decision at building worker or settler. Creative leaders will get an extra boost in addition to the faster cultural radius expansion (which is a bit weak in my opinion)

I haven't thought much about the effectiveness of financial trait. A more dull but easier to change ways for balancing financial trait can be:
Financial increases trade arrows by 20% (numbers to be determined) for each city. Financial trait will then allow gains only for cities with a reasonable number of trade.
 
Zombie69 said:
Again, why does that even matter? Wouldn't you rather get the same level of challenge against an AI with fewer bonuses? Or do you just play Immortal and Deity for the bragging rights? IMO, you should choose a difficulty level based on what you find challenging, and not what you can brag about. Personally, i'd much rather play a challenging game against an AI that doesn't get so many bonuses. The only reason i currently play at Immortal (and soon Deity since i'm dominating right now) is because i want a challenge. I'd much rather not have to give the AI such stupidly high bonuses just to get the challenge i want.

If you still want proof (even though it's totally irrelevant whether or not a Deity AI can be beat), ask Roland for a few saves of his. Maybe he'll feel like sharing them.

I agree on that. I would like to have (almost) the same start as the Deity AI (without it's bonus) and reduce chopping. So it's advantage would consist of faster production and faster teching. But 2 settlers, jeez. It would be nice if higher difficulty level would mean the 'AI becomes smarter' but that's prob. wishfull thinking.

Offtopic: the picture was so familiar... So now i am not a true civ fan, but i played every single civ game over and over again... :cry:
 
Cookerygod said:
Worker works at a slower speed (halved?) and/or gain from an improvement + chopping is lowered (halved?)
until
player gets a certain enabling tech and/or reaches a certain number of culture points.
I vote for this.
I already said so, but i think it would be good that chopping was half value (or even less) before metal casting.
Effect : lowering the early worker/settler chopping strat. Lowering the stonehenge chopping strat. Making chopped axemen come somewhat later (either because you need to research metal casting, or because you chop at low value) is also good (quite absurd that axemen get chopped anyway : you would need the axe to go chopping, wouldn't you?).
 
I hate the chop rush exploit. I feel it makes the game too easy.
I tried the green mod, which reduces the gain from chopping from 90 hammers to 30. It also takes longer.
There are other add ons to this mod which I like, such as 2nd UUs, new units and some other new additions. However the privateer unit is overpowered. You can also plant forest with a late tech.
However the best thing about it is the ending of the chop rush exploit which I really don't like.
 
2 things which need attention because they are unbalancing:

Chop rush
towns

In this thread there have been many suggestions to fix these items, but here are a couple of 'off the wall' ideas:

Make forests more attractive to keep by introducing a tile improvement before sawmills, charcoal burner say, which give +1h, sawmill +1h, railrd +1h
and/or an improvement like herbal remedies which could give +1f or +1health or +1happy (or all 3). These to be available early mid game.
Reasoning behind this is that the 'value' of a standing forest takes so long to become anything else, and a workshop then does the same job at the same time (excluding health). So my argument isn't that chopping is wrong, its that forests only have any significant value when chopped, and that's why we are happy to chop them down.

cottages becoming towns is overpowered because the value of a town is so high and flexible, but how about making a health and happy penalty for each town (village = -1happy, -1 health and town = -1 food, -2 happy, -2 health say) so that cottage spam became self limiting in that a city could not support only cottages without green fumes and red faces.
 
With the green mod, I only clear forest from grassland and hills. There is now really no point in clearing it from plains unless it is on a river and planting a cottage perhaps. Also I think the sawmill comes earlier, can't remember though.
As for towns, I don't feel these are overbalanced. They are powerful when you get them, but it is a big effort to get them. Often initially working an inferior tile to build the cottage up. Also the Ai uses towns, quite effectively too.
 
The fact that the AI uses towns isn't relevant. It's that fact that they are a dominant strategy on most maps for most traits for most civs. They beg the question "Why do anything else, nothing works better" That is why they are unbalanced.
 
aviator99_uk said:
Make forests more attractive to keep by introducing a tile improvement before sawmills, charcoal burner say, which give +1h, sawmill +1h, railrd +1h
and/or an improvement like herbal remedies which could give +1f or +1health or +1happy (or all 3). These to be available early mid game.

The point here is not to add anything new. We're trying to balance the game while keeping as close to vanilla civ as possible. Otherwise those are good ideas and might make for a good mod, for those who like those sorts of things (personally i hate mods).

aviator99_uk said:
cottages becoming towns is overpowered because the value of a town is so high and flexible, but how about making a health and happy penalty for each town (village = -1happy, -1 health and town = -1 food, -2 happy, -2 health say) so that cottage spam became self limiting in that a city could not support only cottages without green fumes and red faces.

If you did this, a hamlet upgrading to a village, and a village upgrading to a town, would actually be bad things. You'd actually want your enemy to pillage your land and bring everything back down to hamlet. You'd be cursing the game for not allowing you to pillage your own stuff. I think it's a very bad design.
 
I agree with Zombie, you guys are all suggesting things that would morph the game into your playing style. The topic here is balance. If you want something totally different go ahead and install a mod. There's a ton of them out there.
 
There are two ways to see things:

1. Financial trait alone is overpowered, so let's reduce it a bit to balance and everything is OK. Perhaps a proposal could be found for that case (I think I showed clearly that the proposal made isn't enough) and all would be well. Counterargument: if you don't choose a Financial civ this proposal has just made the game EASIER for you - you just reduced the weapons of your opponents. Zombie has made it repeatedly clear that he ONLY plays financial civs, so this proposal is definitely suitable and fair for him - but I doubt it's good for everybody (for example, it would be bad for me that I don't play Fin civs).

2. Financial trait is overpowered BECAUSE the cottage strategy is so predominant. If the cottage strategy was less predominant, then Financial trait wouldn't be overpowered - so you target on balancing the cottages instead and achieve the same result but at the same time create two possible gameplay strategies (seems better to me). IMO, this covers a wider range so it's more general.

EDIT: PS. One doesn't exclude the other - IMO, you may need to do both to achieve a well balanced game.
 
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