Jet
No, no, please. Please.
- Joined
- Mar 16, 2006
- Messages
- 2,381
I'm new to Civ 5 and started with some short test games to learn the game.
Then I played China, then Babylon, hoping for science victories, and both collapsed around 1000 AD. Babylon looked like it would be very strong, China too but less so.
The one other thing I noticed was that in some games there was no sign of the Huns spawning or having any effect, but I didn't look closely.
But about the collapses, when I saw that recaptured cities lost half their population and most of their buildings, I wasn't enthusiastic about playing with the expectation that a collapse would necessarily happen, and I would just have to deal with it. If you know the city will be trashed anyway, what buildings do you build? The play style didn't seem like it would be much fun.
There was not enough information in-game to understand what I could do differently to avoid the collapses, but they both had large negative economic stability at 1000 AD (-100, -150), so I read some of the stability code. Here's a summary of the economic stability code.
Two things I noticed:
1. Of interest to players, economic stability includes a large penalty that accumulates every turn independently of anything the civ does. It looks like the penalty should be -0.055 * 40 = -2.2 per turn, although from the economic stability values I saw (e.g -150 at turn 300), I'm not sure how the penalty could be that high - I'm not sure how the growth terms could be large enough to cancel it. Nonetheless I think it's larger than anything the civ can do to counteract it. Over time, every civ is going accumulate a large economic stability penalty because of that fixed per-turn penalty.
2. Of interest to developers and very careful players, EconomyModifier seems to have the flaw that it rewards unsteady growth. For example you could double your GNP in 13 turns by growing 5.5% per turn, and accumulate a net EconomyModifier of 0. Or you could do it by growing 100% in one turn and 0% in 12 other turns, and accumulate a net EconomyModifier of 40 - (2.2 * 13) = 11.4. It follows from the same reason an elongated rectangle has a larger perimeter than a square of the same area. (Perimeter is analogous to a civ's accumulated EconomyModifier and area is analogous to its GNP.) I'm not sure how it works when some turns reduce GNP rather than increasing it, though.
I wasn't sure how to tweak the economic stability code to make it possible to play the long games I was trying to play - not while preserving any kind of challenge in economic stability, in the spirit of how the economic stability code was written.
I tried an Iroqouis game and got 3 units to start, which seemed like too little. It was fun to kill disembarked settlers before they could found cities, though.
I tried a Russia game and collapsed around 1000 AD again. I didn't read the logic for collapses closely, so I don't know exactly why it collapsed, but I saw the civ had problems with happiness (no problem, I can play to control that) and again economic stability.
I think to really change economic stability intelligently I'd have to understand GNP growth concretely: in some autorun games, log GNP, number of cities, and population, for every civ, every turn; then analyze it. For now, I think I'll try reducing the fixed per-turn penalty in EconomyModifier to 20% of its current value, and the GNP growth term in EconomyModifier to 40% of its current value. So the per-turn penalty will be both less consequential, and easier to counteract.
Then I played China, then Babylon, hoping for science victories, and both collapsed around 1000 AD. Babylon looked like it would be very strong, China too but less so.
The one other thing I noticed was that in some games there was no sign of the Huns spawning or having any effect, but I didn't look closely.
But about the collapses, when I saw that recaptured cities lost half their population and most of their buildings, I wasn't enthusiastic about playing with the expectation that a collapse would necessarily happen, and I would just have to deal with it. If you know the city will be trashed anyway, what buildings do you build? The play style didn't seem like it would be much fun.
There was not enough information in-game to understand what I could do differently to avoid the collapses, but they both had large negative economic stability at 1000 AD (-100, -150), so I read some of the stability code. Here's a summary of the economic stability code.
The economic stability score is the sum of two parts, EconomyBaseScore and EconomyModifier.
The calculations refer to
GNP = (total food) + (total production) + (gross gold) + (number of trade routes * 10).
EconomyBaseScore is recalculated from scratch every turn. It replaces last turn's EconomyBaseScore. It equals
(GNP * 5 / population)
+ (net gold, limited to range from -10 to 10)
- (2 * number of unstable civs you know)
- (number of turns your civ has been alive)/8, penalty limited to -35 (280 turns)
+ 20 if you're in a golden age
+ 10.
EconomyModifier is accumulated every turn. It is added to last turn's cumulative EconomyModifier.
It uses gnpChange, this turn's change in GNP as a fraction of the current GNP.
gnpChange = ((current GNP) - (previous GNP)) / (current GNP).
E.g. if gnpChange is 0.1, last turn GNP was 90% of the current GNP.
EconomyModifier = (gnpChange - 0.055) * 40.
Two things I noticed:
1. Of interest to players, economic stability includes a large penalty that accumulates every turn independently of anything the civ does. It looks like the penalty should be -0.055 * 40 = -2.2 per turn, although from the economic stability values I saw (e.g -150 at turn 300), I'm not sure how the penalty could be that high - I'm not sure how the growth terms could be large enough to cancel it. Nonetheless I think it's larger than anything the civ can do to counteract it. Over time, every civ is going accumulate a large economic stability penalty because of that fixed per-turn penalty.
2. Of interest to developers and very careful players, EconomyModifier seems to have the flaw that it rewards unsteady growth. For example you could double your GNP in 13 turns by growing 5.5% per turn, and accumulate a net EconomyModifier of 0. Or you could do it by growing 100% in one turn and 0% in 12 other turns, and accumulate a net EconomyModifier of 40 - (2.2 * 13) = 11.4. It follows from the same reason an elongated rectangle has a larger perimeter than a square of the same area. (Perimeter is analogous to a civ's accumulated EconomyModifier and area is analogous to its GNP.) I'm not sure how it works when some turns reduce GNP rather than increasing it, though.
I wasn't sure how to tweak the economic stability code to make it possible to play the long games I was trying to play - not while preserving any kind of challenge in economic stability, in the spirit of how the economic stability code was written.
I tried an Iroqouis game and got 3 units to start, which seemed like too little. It was fun to kill disembarked settlers before they could found cities, though.
I tried a Russia game and collapsed around 1000 AD again. I didn't read the logic for collapses closely, so I don't know exactly why it collapsed, but I saw the civ had problems with happiness (no problem, I can play to control that) and again economic stability.
I think to really change economic stability intelligently I'd have to understand GNP growth concretely: in some autorun games, log GNP, number of cities, and population, for every civ, every turn; then analyze it. For now, I think I'll try reducing the fixed per-turn penalty in EconomyModifier to 20% of its current value, and the GNP growth term in EconomyModifier to 40% of its current value. So the per-turn penalty will be both less consequential, and easier to counteract.
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