Unit Healing rates

[*] In a slightly similar way, disease is far too all-or-nothing: you get no penalty if you're in the negative and few if you're in positive, but when you suddenly hit 100, you're crippled by new diseases buildings.
Also in the early game when you found a new city, you take 5 :yuck: from disease reaching 50 after just a few turns and there's literally nothing you can do to prevent that. If that's a way to limit city growth, I don't think it works well (compared to simply reducing base free :health:): it hampers early city (to the point that it makes early food irrelevant due to too many :yuck:) but can disappear later on, making it less relevant to later growth. If it wasn't designed to impact city growth, well, it's not very fun since you can't prevent it. Ditto with pests by the way (it's just a nuisance that happens at certain pop levels... seemingly for no real reason - it the goal is to make growth/happiness more difficult, there are much better and more understandable ways to do it).

The civilization series is partly a game and partly a simulation. You could define a game as anything that has goals, freedoms and barriers. Simulation is about accurately telling the story of history. Sometimes the game and the simulation align, sometimes they clash.

Diseases and plagues have only been somewhat under control for the last century or so. For most of human history, plagues killed more people than wars. For example, between 1347 A.D. and 1352 A.D. . the population of Europe dropped from 75 million to 50 million, mostly due to Bubonic Plague. Dying from Bubonic plague is painful and gruesome. I've seen some youtube documentaries on plagues and those were crazy times, especially when nobody knew for certain what caused disease so superstition ran rampant. And plagues tended to come back generation after generation for thousands of years.

Another example:after coming into contact with European settlers, some native American tribes had over 90% of their population die from new diseases.

If Civ is anything close to history, the story of lethal plagues must be included.

P.S. from the documentaries I've learned that 1) plagues get spread primarily through trade routes 2) for centuries, armies deliberately spread diseases to enemy cities by catapulting the corpses of disease victims into enemy cities as a form of biological warfare.
 
@Joe: I have personal narrow vision on the war side of the mod because I feel that the vast amount of work before me has been done on everything else, leaving a massive sense of imbalance. When you take a count of the amount of new wonders and then consider the amount of new promotions, which do you think has had a lot more added to the game structure? I could probably ask the same question regarding just about any other game element.

That's really funny. I played an RPG once where you could develope certain skills (like smithing, hunting...) and/or fight the hardest of monsters. One of the most impressive archievements was a cloak for that you needed to master all those skills, among other things. Then, one day, the developers added a requirement for that cloak that included killing each of these boss-monsters once. HEAPS of players who prefered the skilling side over fighting where complaining as hell about that, whilst none of the combat preferring people ever complained about spending hours and hours skilling to get it.

It's quite the same here: Those people who like the warfare part of the mod more never complained about how they have to micro manage more and more things, build much more buildings and aquire strange resources just to build some units and go conquer. But on the other hand, building-people seem to avoitd everything that has to do with combat. Both sites are part of the mod, IMO. If Hydro went the same way and added all his buildings and properties as options - or DH did it with the whole animal-related stuff - then C2C would be truely an absolutely unbalanceable mess.

You have to pick a certain options and use these as a base for further balancing. And then you have always someone complaining that he is never playing with for example Barbarians and how imbalanced the mod is since you won't get any science early on from animals etc. Of course that is an issue, but it's not an issue of an imbalanced mod but more of the option itself.

I see TB's combat additions more of an "you can switch it off if you want to" option rather than an "you can switch it on if you want to"option. It could be easily switched around by reversing the options effect and call it "no size matters" (or "size doesn't matter":p ).

To have it more diplomatic, maybe we should use a poll to determine which options are mostly picked by the players and then use these as a base / the core game. On the other hand I think that the votes of modders that made this stuff should matter more since they put a lot of work in it (unless it hurts the mod).
 
I've considered turning this modmod into a full fledged promotion rebalance modmod.

Here are my first thoughts: Promo_Rebalance.png

This would also include some reordering of what promos are required for specific promos.
First that comes to mind is:
-City raider I require Combat I
-City Raider III require Combat II
-City Raider V require Combat III


Edit: I've reconsidered hills defense for city garrison, should not be there
 
Actually, if you want to rework all promotions, I'd really suggest to limit promotion effects to two effects at most. Having 5 effects on city garrison is both too complex and a bit unrealistic. You want them to be excellent in fighting off enemies from outside the city. This won't make you better in avoiding revolts.

And I remember spending hours and hours in going through all promotions and apply both capture and capture resistence to all that seemed appropiate. In hinsight I overdone it IMO; while I still see a reason that a unit good at defending a city is less likely to be captured alive, I can see the excact opposite as well. And maybe then it should be dropped on this promotion altogether. I think having promotions with a very clear effect and reorder these so you have offensive and defensive and non-combat etc promotions that branch off is a very good approach.

And I have to disagree with TB here: If you have a line against Melee and a line for withdrawing, I don't really see the point in having promotions that increase withdrawing against Melee units :confused:
 
Actually, if you want to rework all promotions, I'd really suggest to limit promotion effects to two effects at most. Having 5 effects on city garrison is both too complex and a bit unrealistic. You want them to be excellent in fighting off enemies from outside the city. This won't make you better in avoiding revolts.
Noted.

I did however reduce the amount of effects in the city garrison line by removing combat bonuses against gunpowder, mounted and melee units. thats three less effects.
 
Actually, if you want to rework all promotions, I'd really suggest to limit promotion effects to two effects at most. Having 5 effects on city garrison is both too complex and a bit unrealistic. You want them to be excellent in fighting off enemies from outside the city. This won't make you better in avoiding revolts.

And I remember spending hours and hours in going through all promotions and apply both capture and capture resistence to all that seemed appropiate. In hinsight I overdone it IMO; while I still see a reason that a unit good at defending a city is less likely to be captured alive, I can see the excact opposite as well. And maybe then it should be dropped on this promotion altogether. I think having promotions with a very clear effect and reorder these so you have offensive and defensive and non-combat etc promotions that branch off is a very good approach.

And I have to disagree with TB here: If you have a line against Melee and a line for withdrawing, I don't really see the point in having promotions that increase withdrawing against Melee units :confused:

I have a slightly different view here. Having several effects for a promos isn't necessarly bad if they are "logically together", such as those for City Garrison. Actually, it could even be very relevant for early promotions (so if you want to specialize a unit in city defense, you don't have to ponder too much whether it's better to increase its defense when in city, its bombard defense, its defense against collateral damage...), but as you continue gaining promos and specializing your unit, the effects become increasingly focused (so after some point you have to decide whether your already good unit in city defense should be even better against bombardment OR direct attack; for healing, after a first promo that increases your healing everywhere you could have one that increase it further but only in enemy+neutral, or neutral+ally, then a third one that increase it further but only in either enemy or neutral or ally).

I guess TB kind of had a relatively similar view when suggesting a promo that makes a unit better at withdrawing vs. melee: you start by getting better at relatively broad things, but as you get further in the tree, you're more and more specializing your unit.

That said, your approach with only 1-2 effects per promo doesn't sound bad either, so either way you go, I'm supportive ;)
 
That's really funny. I played an RPG once where you could develope certain skills (like smithing, hunting...) and/or fight the hardest of monsters. One of the most impressive archievements was a cloak for that you needed to master all those skills, among other things. Then, one day, the developers added a requirement for that cloak that included killing each of these boss-monsters once. HEAPS of players who prefered the skilling side over fighting where complaining as hell about that, whilst none of the combat preferring people ever complained about spending hours and hours skilling to get it.

It's quite the same here: Those people who like the warfare part of the mod more never complained about how they have to micro manage more and more things, build much more buildings and aquire strange resources just to build some units and go conquer. But on the other hand, building-people seem to avoitd everything that has to do with combat. Both sites are part of the mod, IMO. If Hydro went the same way and added all his buildings and properties as options - or DH did it with the whole animal-related stuff - then C2C would be truely an absolutely unbalanceable mess.

You have to pick a certain options and use these as a base for further balancing. And then you have always someone complaining that he is never playing with for example Barbarians and how imbalanced the mod is since you won't get any science early on from animals etc. Of course that is an issue, but it's not an issue of an imbalanced mod but more of the option itself.

I see TB's combat additions more of an "you can switch it off if you want to" option rather than an "you can switch it on if you want to"option. It could be easily switched around by reversing the options effect and call it "no size matters" (or "size doesn't matter":p ).

To have it more diplomatic, maybe we should use a poll to determine which options are mostly picked by the players and then use these as a base / the core game. On the other hand I think that the votes of modders that made this stuff should matter more since they put a lot of work in it (unless it hurts the mod).
Thanks and well put Mouse.

Another factor exists here too and that's that since the combat side was so under-developed, it was making us stretch to assign game values to many buildings that COULD have been far better purposed if strategy were a little deeper. As I saw this problem continue to worsen as more and more buildings were added, I also could see ways to address the issue. Not that the vision is more than about 5-10% complete of course...

As you say, both sides are important. One shouldn't be developed without the other. Had some predecessors spent more efforts on combat strategy then I'd probably have looked more towards civil matters.

I've considered turning this modmod into a full fledged promotion rebalance modmod.

Here are my first thoughts:View attachment 394601

This would also include some reordering of what promos are required for specific promos.
First that comes to mind is:
-City raider I require Combat I
-City Raider III require Combat II
-City Raider V require Combat III

Edit: I've reconsidered hills defense for city garrison, should not be there
You might not want to package it all together as it would make it harder to import what works as separated from what didn't. I suppose I say this because I think the adjustments you made to healing promos should be implemented immediately.

That said, I don't have any particular problem with that suggestion as long as city garrison follows similar lines of prerequisites. I tried something along these lines with the Sophistication promotion line. I'm not sure how I felt about it in play though. I felt a little frustrated with it tbh but perhaps that's because not everything else followed similar lines.

One thing you might run into when attempting this is the limitations of the promotion prerequisite xml itself. It's not particularly keen with OR prerequisites - it allows only one alternative. It also doesn't allow us to vary the prerequisites for a promotion by the CCs of the unit. On one hand this is good because it keeps it simple and from getting to be a nightmarish mess but on the other hand it's a little limiting when thinking about perfecting the prerequisite tree.

Actually, if you want to rework all promotions, I'd really suggest to limit promotion effects to two effects at most. Having 5 effects on city garrison is both too complex and a bit unrealistic. You want them to be excellent in fighting off enemies from outside the city. This won't make you better in avoiding revolts.

And I remember spending hours and hours in going through all promotions and apply both capture and capture resistence to all that seemed appropiate. In hinsight I overdone it IMO; while I still see a reason that a unit good at defending a city is less likely to be captured alive, I can see the excact opposite as well. And maybe then it should be dropped on this promotion altogether. I think having promotions with a very clear effect and reorder these so you have offensive and defensive and non-combat etc promotions that branch off is a very good approach.
I'm going to go on a limb and for the most part agree here. It depends of course, but yes, I do generally support a more pure and simple promotion definition. Let that not disturb the balance between promotion values though.

And I have to disagree with TB here: If you have a line against Melee and a line for withdrawing, I don't really see the point in having promotions that increase withdrawing against Melee units :confused:
It was just a conceptual point that depending on how you try to structure and limit the promotion tree, these kinds of concepts start becoming obvious next steps.

Honestly, the thing that makes me a little uncomfortable with the whole narrow tree concept (which I have considered myself previously too until I looked closely enough at it) is that it really limits the player when they try to specialize units for their various functions.

For example, although the proposed concept for city raider above might seem like a way to enforce that the greater benefits are awarded for greater earnings, it also makes combat promos feel like nothing more than road bumps. Now, instead of having a unit be able to get 75% City Defense, you'll be forcing the unit to have +30% general combat skill on top of that to get there.

It starts making the generic Combat choice a requirement for greater real improvement rather than a default choice one would make for a unit they want to be more generically combat valuable but at the cost of not being quite as valuable in a specific situation. It begins to erode the concept of 'interesting choices'. But I suppose the whole proposal generally stems from players expressing frustration over having too many choices so I dunno... maybe it would be better.

One could just as easily increase the XP cost for leveling and apply some generic combat modifier to city garrison, like taking 5 away from City Defense and adding +5% combat modifier to each one and effectively you're doing much the same thing except this way you're not taking away the generic vs specific combat modifier choice in which promotion to select.

I'm just thinking aloud here with much of this, expressing some game theory from having looked at this stuff so long.

Another concept would be to level limit. This would mean that you stop making Combat the prerequisite 'must pick' and start making it so that say, City Raider II, with a level prerequisite of 3, cannot simply be taken right on the heels of the first City Raider I effect, with a level prerequisite of 1. Now, instead of HAVING to select Combat in between them, you could have to simply select something OTHER than City Raider II, forcing a side specialization choice onto each unit we're trying to specialize into a city attacker.

Does this help with complexity though? No... it makes it more complex.


@Joe: Given how many options we have to adjust and address things, perhaps you can see why getting to the heart of a complaint, the real essence of the frustration in play experience, is what becomes important.

You want to remove the Self-Heal promos... is this because you don't want new ideas adjusting how the game plays? Or is this because you feel they imbalance the promotion selections? Or is it too frustrating to tell which is obviously the BEST selection? Does it make you feel like you can never truly perfect any given unit because there's simply too many ways to improve a unit? Is it just frustrating that you can't remember the details of all the promotions you have available when you go to make selections? Is it that it introduces a set of numeric benefits that you find impossible to compare against normal combat modifiers (apples and oranges syndrome?) I simply have not been able to get a clear concept of what it is that really frustrates you there. And I fear our race to try to address the 'underlying issue' is an attempt to do so without really understanding what the underlying issue IS.

Just to prod into a better understanding a bit, if we were to suddenly graphically relabel, rename, redefine, and rebuild the entire promotion structure, but with half of the promotions in play, would you be just as frustrated because now NOTHING is familiar? Do you think your irritation stems more from unfamiliarity with the new things being added and how they may have unforseen strategic consequences to take or ignore?

Would you prefer a game that didn't have promotions at all?

(Actually that's a serious question - I remember the days of Civ I - III. Unit TYPE was all you needed to know about a unit and there was never the unsettling sensation that the individual people in a unit would be dead or retired with each round given the amount of time that a round represents, which would, if we were truly modelling things, mean that the unit would never truly be specialized as new recruits would always be bringing in new green inexperienced fighters.)

Noted.

I did however reduce the amount of effects in the city garrison line by removing combat bonuses against gunpowder, mounted and melee units. thats three less effects.
The more I looked at this aspect of the city garrison line, the more I felt that those bonuses should be removed as well. Because it's very era appropriate perhaps but not too useful in the later game and to try to update it for the later game makes it just start getting stupid complicated. Definitely agree with this move. You could also thus remove the combat class specific bonuses on the street fighter line that were only there to balance against those being removed from city garrison.

One problem with these 'side benefits' is the same thing we just found with the healing benefits on Combat promos... it can really silently upset a game balance and a perception of what's taking place. We ignore the modifiers in our heads but they do actually add into things and makes a given combat situation harder to predict - and not in a good way. I mean, has anyone ever been swayed to select City Garrison because of the anti-melee effect?

The idea of just adding more side benefits to existing promotions came into play before I started working with the promos here and I'm all for purifying promos more. Again, to an extent though... there are some that still need generic bonuses to still make them somewhat valuable.

Take the To the Death promotionline for an example. This is one that many players have said they would like to see out of the game. I get that. I get it because despite the promotionline being there to setup units as being just about immune to being captured, most players would feel that the best way to keep a unit from being captured is to make sure the unit wins or withdraws and never to PLAN for the unit's death. However, once a unit has been fully specialized in other ways, would it not be a prudent decision for a unit to get a LITTLE generic combat benefit while also making the unit heavily resistant to capture? Particularly with units you're wanting to specialize towards generic combat - those pinch hitters that are good in just about any situation but not great in any specific situation? Therefore, giving these promotions a +5% combat modifier becomes important to make the promotion valid for selection in some situations. I can't see how it would ever be worthwhile to take this promotion without it unless we made the promotion ridiculously OP with capture resistance.

Just saying there are times when side benefits actually serve a purpose. So it's not about a 'count' of how many benefits there are on a promotion (look at the terrain ones - most of the benefits there do matter even though its more than 2 types) but an evaluation of necessity for the promotion's purpose.
 
The civilization series is partly a game and partly a simulation. You could define a game as anything that has goals, freedoms and barriers. Simulation is about accurately telling the story of history. Sometimes the game and the simulation align, sometimes they clash.

Diseases and plagues have only been somewhat under control for the last century or so. For most of human history, plagues killed more people than wars. For example, between 1347 A.D. and 1352 A.D. . the population of Europe dropped from 75 million to 50 million, mostly due to Bubonic Plague. Dying from Bubonic plague is painful and gruesome. I've seen some youtube documentaries on plagues and those were crazy times, especially when nobody knew for certain what caused disease so superstition ran rampant. And plagues tended to come back generation after generation for thousands of years.

Another example:after coming into contact with European settlers, some native American tribes had over 90% of their population die from new diseases.

If Civ is anything close to history, the story of lethal plagues must be included.

P.S. from the documentaries I've learned that 1) plagues get spread primarily through trade routes 2) for centuries, armies deliberately spread diseases to enemy cities by catapulting the corpses of disease victims into enemy cities as a form of biological warfare.

(this is slightly OT so if this discussion continues I'll move to another topic)
I don't have anything against diseases being implemented, on the contrary, but I'm a bit disappointed at how they are implemented now, that's all ;) Actually, having diseases diffuse more easily through routes could probably be implemented, and having a way to catapult corpses to increase disease property would actually be fun - though one would need to think first what would be the purpose of this from a gameplay perspective and why a player would or would not want to do it (maybe disease on a plot or a city could help lowering the strength/health of units there? At the risk of the disease actually spreading outside the city and also damaging your own units if your siege last for too long?).
 
T-Brd wrote:
@Joe: Given how many options we have to adjust and address things, perhaps you can see why getting to the heart of a complaint, the real essence of the frustration in play experience, is what becomes important.

You want to remove the Self-Heal promos... is this because you don't want new ideas adjusting how the game plays? Or is this because you feel they imbalance the promotion selections? Or is it too frustrating to tell which is obviously the BEST selection? Does it make you feel like you can never truly perfect any given unit because there's simply too many ways to improve a unit? Is it just frustrating that you can't remember the details of all the promotions you have available when you go to make selections? Is it that it introduces a set of numeric benefits that you find impossible to compare against normal combat modifiers (apples and oranges syndrome?) I simply have not been able to get a clear concept of what it is that really frustrates you there. And I fear our race to try to address the 'underlying issue' is an attempt to do so without really understanding what the underlying issue IS.

Just to prod into a better understanding a bit, if we were to suddenly graphically relabel, rename, redefine, and rebuild the entire promotion structure, but with half of the promotions in play, would you be just as frustrated because now NOTHING is familiar? Do you think your irritation stems more from unfamiliarity with the new things being added and how they may have unforseen strategic consequences to take or ignore?

Would you prefer a game that didn't have promotions at all?

How would you respond if you witnessed this in your game?
Background 1st:
You've had war declared on you and in the ensuing war you approach a size 8 city, Uxmal, that the Enemy Pacal plopped down several centuries before to try and split your border. It's the 1st and closest city to Attack from your viewpoint. So you assemble an army of ~100 units lead by Elephant, Horse men, and Tlax Warriors (National Limits On so you can only have 15). You have Obsidian axe and regular Archers too. You bring 7 rams to break down the walls. Inside is ~15 units. (the count varied but was pretty consistently around this number). 5 of the units were healers. Several Obsidian axe and spear and several Javelineers and 5-8 Composite bow. Every unit inside has at a minimum of 4-5 promotions.

Your units have the basic Combat 1 and 2 with Melee 1/ archer 1 and/or Throwing 1. The units from the Capital have 1 more promo while those from border cities may only have 3 or 4. You also bring several healers with your army.

Your units approach the city's adjacent tiles and sustain bombardment damage from the city defenders (way too many wound from ~ 10 combat units yet you may have 20+ units that sustained damage)(does Composite archers/spear/javelin have a built in Collateral damage promo? Not that I'm aware of anyway). Next turn you send in the rams, you lose all but 1, but the cities defenses are now down enough that you can attack the defenders inside (your Archer bombardment has totally failed to inflict Any damage at all, zilch). Since the biggest contingent inside is composite bow you send in the Horse and Elephant 1st. You watch 8 horsemen die with No damage done to defenders, then you send in 8 elephants, same result. Now I'm getting pissed because there should've been at least 1 or 2 defenders killed by now but No not 1. I then send in 8 Tlax and these boys have been fighting before and have a few more promos that the rest. 7 of the 8 die and the composite bow sits there with 4.95/5.00 str. What!?? .05 damage? You've got to be kidding me right?! And also the Horseman and elephant almost all met the Javelineers and these 2 or 3 Javelins have 5.0/5.0 str after killing 16 mounted units??? In desperation and frustration I now send in 10 obsidian AXE. I should've stopped after the elephants died but I had to see if anything would make a dent in this city's defense. All axe die with No Damage done to defenders. I stop here because it's as plain as the nose on your face that something is totally out of balance with this scenario. It's so heavily weighted on the defenders side that losing 35 Veteran units and only causing 1 composite bow to lose .05 str to realize that something is terribly out of balance here.

When I attacked I did not recognize many of the defenders promo symbols. Turns out those were the SH line.

I pull back to a line of hills regroup and hope to hold off the counter attack. It does not come. Surprised about that. So I spend several turns pumping out new units all with archer and Throwing promos along with C1 and M1. 1/2 a dozen turns later my army is back to 100+ (actually closer to 140+) units. I've pulled down as many experienced units from my interior cities as I can.

I approach the city with this new army, of course by this time the cities defenses are back to full str. But what strikes me as odd is the number of promos the defenders now have. Some have as high as 8+ promos from 4 or 5! The javelineers have 10+ a piece (2 full lines of promos in the display, 2 Full Lines, Holy Cow! And almost everyone of them has 3 or 4 of these promos with a tiny red cross in the middle (yep the SH line). (hence my fury over the SH line). I later added SH to my units and placed the report (that no one understood) about how you could get multiple SH promos when you should be able to only get 1. ((I gave details on how this could be done yet was met with disbelieve)).

Again my attacks failed miserably. And then the CTD's started which lead to alberts2 fix and the SH promos were not being given out like candy at a carnival any more.

I don't hate the SH line I hated how it over protects city defenders. If I bring an army where I have 7 to 1 odds and I walk away with only a handful of units left and the defenders are now even stronger than before, then why even bother to take a city in the early game where all this occurs? (Walled cities for this time frame are over protected impo.)

Now shifting gears, T-brd this is not the 1st or 2nd or even the 3rd time I've protested over the Promos complexity. You state that the war side of the mod was lagging behind all the rest. I disagree. We had megafauna units added, hunters/trackers/ chasers added, we had Heroes, Great General, and great commanders too and National unique units as well. No way the war side was neglected. Absolutely not! C2C has made me to be a war monger instead of a builder before I started playing it. And the Builder side of this mod is now the "lagging" part because more and more modders and Vocal players play it for the war making. Your verbosity has been on full display for sometime and according to you not even 10% finished? Really??? Here is an observation about you, you are a very verbose person in both speech and as a modder. Your combat additions are way beyond even Hydro's buildings in complexity and expansiveness.

I'm Happy for you that many players love your additions, I know I disappointed you when I said I don't use your Options. Truthfully I wish all your Options would've stay as Modmods, Promos and all. Then when I feel the need to war monger or play Squad Leader (do you know of or have you ever played this game by Avalon Hill Tactics and Strategy Board games, I have along with many others) I could just added in the modmod. But I don't like the feel of the mod when your Options/modmods become core. They become overbearing for me. That's why I "fight" so hard about having the little man's voice heard, the opposing view point if you will.

Has this answered all your questions? Probably not. (And I've been interrupted 3 times during this long winded post, so I hope it even has a semblance of coherency). :p

And finally No I'm not ask for Promos to be eliminated, just reduced to manageable levels for the AVERAGE player.
a game that didn't have promotions at all?

JosEPh
 
How would you respond if you witnessed this in your game?
Background 1st:
You've had war declared on you and in the ensuing war you approach a size 8 city, Uxmal, that the Enemy Pacal plopped down several centuries before to try and split your border. It's the 1st and closest city to Attack from your viewpoint. So you assemble an army of ~100 units lead by Elephant, Horse men, and Tlax Warriors (National Limits On so you can only have 15). You have Obsidian axe and regular Archers too. You bring 7 rams to break down the walls. Inside is ~15 units. (the count varied but was pretty consistently around this number). 5 of the units were healers. Several Obsidian axe and spear and several Javelineers and 5-8 Composite bow. Every unit inside has at a minimum of 4-5 promotions.

Your units have the basic Combat 1 and 2 with Melee 1/ archer 1 and/or Throwing 1. The units from the Capital have 1 more promo while those from border cities may only have 3 or 4. You also bring several healers with your army.

Your units approach the city's adjacent tiles and sustain bombardment damage from the city defenders (way too many wound from ~ 10 combat units yet you may have 20+ units that sustained damage)(does Composite archers/spear/javelin have a built in Collateral damage promo? Not that I'm aware of anyway). Next turn you send in the rams, you lose all but 1, but the cities defenses are now down enough that you can attack the defenders inside (your Archer bombardment has totally failed to inflict Any damage at all, zilch). Since the biggest contingent inside is composite bow you send in the Horse and Elephant 1st. You watch 8 horsemen die with No damage done to defenders, then you send in 8 elephants, same result. Now I'm getting pissed because there should've been at least 1 or 2 defenders killed by now but No not 1. I then send in 8 Tlax and these boys have been fighting before and have a few more promos that the rest. 7 of the 8 die and the composite bow sits there with 4.95/5.00 str. What!?? .05 damage? You've got to be kidding me right?! And also the Horseman and elephant almost all met the Javelineers and these 2 or 3 Javelins have 5.0/5.0 str after killing 16 mounted units??? In desperation and frustration I now send in 10 obsidian AXE. I should've stopped after the elephants died but I had to see if anything would make a dent in this city's defense. All axe die with No Damage done to defenders. I stop here because it's as plain as the nose on your face that something is totally out of balance with this scenario. It's so heavily weighted on the defenders side that losing 35 Veteran units and only causing 1 composite bow to lose .05 str to realize that something is terribly out of balance here.

When I attacked I did not recognize many of the defenders promo symbols. Turns out those were the SH line.

I pull back to a line of hills regroup and hope to hold off the counter attack. It does not come. Surprised about that. So I spend several turns pumping out new units all with archer and Throwing promos along with C1 and M1. 1/2 a dozen turns later my army is back to 100+ (actually closer to 140+) units. I've pulled down as many experienced units from my interior cities as I can.

I approach the city with this new army, of course by this time the cities defenses are back to full str. But what strikes me as odd is the number of promos the defenders now have. Some have as high as 8+ promos from 4 or 5! The javelineers have 10+ a piece (2 full lines of promos in the display, 2 Full Lines, Holy Cow! And almost everyone of them has 3 or 4 of these promos with a tiny red cross in the middle (yep the SH line). (hence my fury over the SH line). I later added SH to my units and placed the report (that no one understood) about how you could get multiple SH promos when you should be able to only get 1. ((I gave details on how this could be done yet was met with disbelieve)).

Again my attacks failed miserably. And then the CTD's started which lead to alberts2 fix and the SH promos were not being given out like candy at a carnival any more.

I don't hate the SH line I hated how it over protects city defenders. If I bring an army where I have 7 to 1 odds and I walk away with only a handful of units left and the defenders are now even stronger than before, then why even bother to take a city in the early game where all this occurs? (Walled cities for this time frame are over protected impo.)
Then your anger is leveled at the wrong subject. Self-Heal has little to no combat benefit at all. The city defenders were so un-injured that they would have been healing the next round if they had no healing support or promos to back them. So SH had nothing to do with what was frustrating you.

Interesting about the bug and that it appears solved. My disbelief is a matter of knowing it had been working properly and wondering when it might have suddenly not been. There's certainly nothing on those promos that would make it happen by intent. I admit to having been a bit snarky because I felt I was being accused of having been a big enough idiot to have made it this way by design. It would be a pretty stupid effect.

Another note, it is bad strategy to promote attack units with anti-combat class promos unless you expect to catch units outside of a stack - it tends to just make a better defender come up against your unit and negate the whole value of the promotion entirely. Not saying this is the whole reason for frustration... just saying that's one flaw in approach that could've led to a severe cutting off of your forces' effectiveness. City attack promos and generic combat promos are about all that will help a city attack force (and this goes back to vanilla.)

It sounds like first strikes were getting a severe jump on you and your units were too damaged by the time they reached the enemy that they weren't fighting effectively enough.

Out of curiosity, you DO check your combat odds before you make an attack right? If you're looking at less than 10% odds, you're probably not going to do any damage or very little if at all. Don't take the odds to mean the chance of success.. take it to mean the chance of landing a hit each round of battle. And it will decrease within the span of the battle as your unit gets weakened by their hits on yours. 10% means 90% for them. If your unit doesn't have an even chance (50%) or better, you're probably going to be attacking VERY ineffectively. A well defended position can go through a nearly infinite number of units. You can NOT consider just a count of units vs a count of units. The quality of the units against the particular units they fight means everything.

(Haven't you ever had a hunter attacked by 30+ animals in a round only to walk away with hardly any damage and wondered how this could happen?)

I suspect your enemy city was on a hill. From the description of events, it sounds like it had defenses that damaged your units for being next to the city (every round) AND defense buildings that damaged units as they attacked, which would've weakened them before the battle began, throwing off odds you may have seen. If you could've gotten a spy in there to throw it into anarchy the round you attacked it might've put you on more equivalent battle circumstances.

However, I agree that shouldn't be necessary. Perhaps the 'damage as you attack' effects from buildings are making things too difficult and again, some defense base bonuses for archers and javelineers may be too weighted towards defense of the city - certainly the first strikes they are getting add to that. I warned when we made those tags for buildings that would inflict damage to attacking units that it was going to greatly throw off odds evals and could lead to some enraging situations.

Again, not enough strength is possible to give to an attacking force at this point, which I believe is the biggest issue at hand if not needing to nerf some defensive factors.

But still, Self-Heal wouldn't have had a factor unless you were leaving units JUST barely alive after your attacks.

Now shifting gears, T-brd this is not the 1st or 2nd or even the 3rd time I've protested over the Promos complexity. You state that the war side of the mod was lagging behind all the rest. I disagree. We had megafauna units added, hunters/trackers/ chasers added, we had Heroes, Great General, and great commanders too and National unique units as well. No way the war side was neglected. Absolutely not!
I agree there were a great many units being added, and they were all failing to bring more to the game because there was no further strategic depth they could provide since there was not a deepening of the base rules. Therefore, those new units SCREAMED out for more resolution on the strategy level itself. They were lacking for unique specialization capabilities.

C2C has made me to be a war monger instead of a builder before I started playing it. And the Builder side of this mod is now the "lagging" part because more and more modders and Vocal players play it for the war making. Your verbosity has been on full display for sometime and according to you not even 10% finished? Really??? Here is an observation about you, you are a very verbose person in both speech and as a modder. Your combat additions are way beyond even Hydro's buildings in complexity and expansiveness.
And yet I'm still finding war to be an afterthought compared to Vanilla because there's so many buildings to build, wonders to capture and properties to manage that there's hardly time to put a competent fighting force together. Not that the challenge this presents is bad, mind you. Just that I wanted to see a more complex game, not just one with more stuff.

I'm Happy for you that many players love your additions, I know I disappointed you when I said I don't use your Options. Truthfully I wish all your Options would've stay as Modmods, Promos and all. Then when I feel the need to war monger or play Squad Leader (do you know of or have you ever played this game by Avalon Hill Tactics and Strategy Board games, I have along with many others) I could just added in the modmod. But I don't like the feel of the mod when your Options/modmods become core. They become overbearing for me. That's why I "fight" so hard about having the little man's voice heard, the opposing view point if you will.
modmod or option matters not to me... I'd rather they all be options so that modmods actually get an opportunity to be played without messing with the SVN version of the file set.

I'm not disappointed so much as curious why you would make up your mind on something before you try it. That's like a kid that looks at his peas and says they look bad so he doesn't like them - without eating one. If you had pointed feedback on how the game experience went and you found it unenjoyable, that would be one thing. But to say something sucks without experiencing it is something I think should be retained for obvious observations of pain to be included in the experience. I don't need to be shot to know I don't want to be. But I wouldn't judge an option without playing it (except perhaps for limited religions since all it does is simply takes away something I like.)

Again, though, I'm past being personally offended about it. From your feedback on other experiences, I can see why you would assume you wouldn't appreciate them.

Has this answered all your questions? Probably not. (And I've been interrupted 3 times during this long winded post, so I hope it even has a semblance of coherency). :p

And finally No I'm not ask for Promos to be eliminated, just reduced to manageable levels for the AVERAGE player.

JosEPh
I really was asking all of those questions to be individually answered so we could get AWAY from a summary that was intended for the answers to be inferred from. But I think you expressed the answer I was looking for despite it all. <Snarky comment removed out of respect - if read, my apologies.>
 
v0.1.1 - Hotfix
EDIT:
v0.1.2 - Hotfix


-Fixed the obvious glaring mistakes I found after playing with it for 10 minutes.

EDIT2: v0.2

Made changes to: "To the Death" "Sophistication" "Entrapment" "Daring Escape" "Take Prisoners" "Non-Lethal Force"
"Sophistication" is now the third starting point and is required for "non-lethal force"
"Entrapment" requires "Hunter I" and gives 1 first strike chance at lv. II & III
Most values have been changed in these promos.
"Daring Escape" requires "Survival II"
"Take Prisoners" requires "City Raider I"

EDIT2: v0.2.1
"Take Prisoners" requires "City Raider I" & "Sophistication I"
"Forward Observers" requires "Sentry"

EDIT2: v0.2.2
"Camouflage" changes.
Requires Sophistication & (Survival II OR Combat II)
changed it from 8-12 effects to 3

EDIT2: v0.2.3
Stall and Cautious have been nerfed and given promo requirements. See OP.

EDIT2: v0.2.3.1
Tweaked Survival effects.

Now I would say that it is quite ready for testing and feedback by you out there.

EDIT2: v0.2.3.2
Removed Hillsman & Forestry and made some changes to Patrol promo see OP.
 
I like the RI doctrines and traditions because you have to decide to use a Great General to get access to those single promotions for traditions or lines of promotions for Doctrines. Perhaps that needs to be considered here. For example the Self Heal line can only be opened by using a Great Doctor.

(this is slightly OT so if this discussion continues I'll move to another topic)
I don't have anything against diseases being implemented, on the contrary, but I'm a bit disappointed at how they are implemented now, that's all ;) Actually, having diseases diffuse more easily through routes could probably be implemented, and having a way to catapult corpses to increase disease property would actually be fun - though one would need to think first what would be the purpose of this from a gameplay perspective and why a player would or would not want to do it (maybe disease on a plot or a city could help lowering the strength/health of units there? At the risk of the disease actually spreading outside the city and also damaging your own units if your siege last for too long?).

That is what I wanted to implement. There is a mod out there that does exactly that for the major plagues, recurring and otherwise. It even takes into account the immunity built up by previous outbreaks. However it is written for Warlords and uses some code I am unfamiliar with. It even had one disease that only affected armies when sieges went on too long and/or you had too many units in a stack or set of stacks too close together.
 
v0.2.3.3

Fixed boats not having access to back down and chase.

v0.2.4

Changed maneuvering a lot, it now gives bonus in battles on coral & reef as well as double movement over sea features (coral, etc.) at level II. It no longer make you faster on coast and ocean.

v0.2.4.1
-I had forgotten to change flanking in any way until now... It no longer makes you immune to first strikes but instead grants first strikes.
 
@SO/DH: What's your opinions on the healing rate changes I've proposed here. In my experience it makes units heal the way they did before size matters and healing buildings were introduced.
usually 2-5 turns but sometimes as much as 8-14 (usually many units merged into 1 for the latter).

I plan on commiting the changes to the Self Heal promotion in my next commit but I'm unsure about the global healing rate change....
 
Funny thing is, Joseph, that you probably would've less trouble if you'd played with size matters, Fight or Flight, SaD etc... ;)

Then also what TB said: If you want to take a city, you have to choose City Raider Promotions. And then maybe promotions against the number one defender.


Regarding the "Combat Promotions is just a stepping stone" issue, what about making actual stepping stone promotions?

At first, your units are generalists: Combat modifiers, maybe first strikes...
Then you have access to Specialization I set of Promotions: Offense, Defense, Survivability, Specialized Combat...
You can pick one of these OR stick to your basic promotions. Picking one of these will allow you stronger promotions, but you lose up one promotion so to say for the specialization. If you choose Offense I, you have access to "10% when attacking terrain X / city" kind of promotions; survivability gives Withdrawl, Line of sight, SH...

This can be done in multiple levels as well if desired.

Just a thought.
 
You can pick one of these OR stick to your basic promotions. Picking one of these will allow you stronger promotions, but you lose up one promotion so to say for the specialization. If you choose Offense I, you have access to "10% when attacking terrain X / city" kind of promotions; survivability gives Withdrawl, Line of sight, SH..
You are basically describing the goal of this modmod. it's not finished yet and I would appreciate any input that can be provided to me.

EDIT: My take on Promotions v0.2.4.2

-Integrated looter to the scheme of things. (requires Survival I)
-Tweaked mobility and speed.
-City Garrison now requires combat I just as City raider does (I struggled a bit on whether to put it in Survival or Combat; it didn't require either until now).
 
Out of curiosity, you DO check your combat odds before you make an attack right?

Please T-brd I'm not a beginner. Don't act like I don't know how to wage war in C2C. Look T-brd thru the MP games you've caught a glimpse of my play style. Why would my playstyle be any different here.

No the city of Uxmal was not built on a hill, floodplains desert, mouth of river.

No I've never had a Hunter attacked by 30 aniamls and walk away unharmed. What Options are You Using to get such unrealistic results?

My anger was directed at city defenders being 3 to 4 times stronger than they Ever should be. The SH was the newest promo I'd seen over used like it was.

I gave you a quick synopsis and you react and type a tome over it! And you made way too many assumptions about it and how I play. Every paragraph is over thought and over assumed on your end I'm afraid to tell you.

It would have taken me Hours to reply to every one of your questions and many did not need to be asked at all. It took me over an hour just to type my synopsis post. But all you really had to do was to take the savegame I posted and played a round or 2 attacking Uxmal. A picture is worth a 1,000 words and a round of play or 2 id worth 10,000. I can't write you a book over a subject that it is obvious to have many problems. And early game city attacking has Many many big problems. And has had them since right before April of 2014 when you made some coding changes that for me Broke this part of the game. From 2009 till early 2014 there was a fear of being attacked and having your city taken in the game. But after your changes in early 2014 there is No Longer any Fear left. Why? Because City defenses are Too strong thru multiple avenues of change. All made by your hands in the name of "depth and sophistication".



Edit: I attacked Uxmal 4 times with a continued expansion of promos given to my units. By that time it did Not matter any more all because the 1st attack failed. That is the key. That is when I laid waste to it' tiles and stationed units on every food or hammer producing tile it had. It eventually shrunk to size 4 from a peak of size 10. Uxmal did fall just several turns ago. It took getting Othobols(sp), Oxbelos, and Mounted infantry to crack it enough that the 200+ unit army surrounding it could finally start taking out it's defenders. Aided by multiple units that gave enough collateral damage to make a difference. Those defenders acquitted themselves very very well. For everyone one of them that died I lost 2 - 5 attackers


JosEPh
 
No I've never had a Hunter attacked by 30 aniamls and walk away unharmed. What Options are You Using to get such unrealistic results?

It's definitely possible with Size Matters (some animals are really wimpy, what hunter would be harmed by an attack of pidgeons, lizards and koalas?), but I guess it could also be the case without because of all the animals that have a "Harmless" promotions.
 
Size matters make a huge difference at least with barbarian animals. I would always lose multiple units even up to 4 strength without it. With size matters I have not lost 1 thing to them except for a split up stone thrower. Anything merged, even my stone thrower, has not come close to dying. They can even defend against neaderthals. I haven't played this game long enough to really see how size matters effects taking AI cities though.
 
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