VP second phase goals

tu_79

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VP is feature complete, no new (hard) coding is to be added. No more things like new units, buildings, projects, vassallages, events or corporations. Chapter closed.

This means we are in the phase where we can only work with existing mechanics. Even then, a previously existing mechanic like trade routes has been modified so only one trade route can be send to the same city from the same civ. So. Mechanics can be modified if it does not require a lot of coding.
I must say, I've enjoyed quite a lot those years of development, as every new (beta) release felt like a new game, even when the changes were small, they were usually noticeable. And sometimes those changes were huge.

We all know, and accept, that every new change comes with rough edges, sometimes so rough that it makes the game... hard to play to the end. I'd like to compile a list of the most enjoyable releases so far (normally those that were balanced just before a new mechanic), but that's for another post.

So far, this last release (2018-01-14) seems quite complete to me. I'm not saying balanced, fine tuned and ready for consumption. I'm saying complete in that every mechanic seems to be working properly, and everything is fitting together.

So, the same as Community Patch had a discussions and goals thread, over what this mod wanted to be, I'd like to open discussion on where should we go now. Or in other words, what mechanics could get a more bit of love, to make VP a whole, well integrated, beast. Not how much should an airplane cost in comparison to a tank, or how strong religious pressure should be in a pagoda, those are minor quibles, easy to tweak, easy to test, eventually getting better.

Probably some issues are already solved in the last release. Those rough edges I'm talking about are:

1. Science late game. Research goes too fast, ending before turn 300, or too slow. But still little time to play with planes, submarines and giant robots. I blame spaceship parts, they are too fast to build.

2. Policies too focused in something. I'm pointing Imperialism (what's good in for it when not going to war often?) and Freedom (all too focused with great people and specialists). I think being so focused on something hurts diversity, as you know what you have to pick to get the best from your play style.

3. Economy improving techs too close together. In the early game, one side improves science and gold, the other improves production. Later, there's culture in one side, gold and production in the other. But in renaissance, all economy is in one side, all military units in the other. This causes a big imbalance later, in my opinion. And the trend continues later.

4. Optional buildings feel good: stables, herbalist, bath. Chained buildings too: they are chained by some logic. And then, there are circus, zoo, stadium. They feel weird. They were happiness buildings before, with some extra effect.

5. Some of the new mechanics are not well integrated. Distance modifiers on trade routes. Covert actions (spy).

6. Map sizes, specially tiny and duel, imbalance too much towards domination. Game speed is already been addressed, but still work to do.


Any other things you think are worth addressing?
 
6. Map sizes, specially tiny and duel, imbalance too much towards domination. Game speed is already been addressed, but still work to do.
This is unsolvable. Spearman change helped a bit to even the odds, but Tiny and Duel will always be about domination unless war is outright disabled. (And even then it'll be super gimmicky.) Fortunately they only make up 0.1% of games played, so I don't think it's an issue worth solving.
 
I would like to see some extra tuning done for non-Standard speed games. XP change was great. Tourism being multiplied twice is still bad.
 
I think it's great to focus on VP's end game, although it's what I had assumed we've been doing for quite a while, already. In terms of process, I see one major obstacle: the whack-a-mole factor.

"Fixing" one thing creates an imbalance elsewhere, and the cycle never ends. This is particularly problematic because VP is so complicated. The only way I see this being addressed expeditiously is by 99% locking certain aspects as the process moves along, and by leaving other aspects -- balancing civs and units, for example -- for the end, when the environment they will inhabit is set. I'd suggest picking areas like policies, trading, pantheons, etc., to start. I'd also be careful about prematurely framing an issue -- for example, "research goes too fast, ending before turn 300, or too slow." In my games, the AI doesn't launch until close to t400. Is that too slow? That should only be answered relative to other VCs.
 
You don’t have to spam this everywhere. Patience, padowan.

G

Senpai noticed me. *blush*

Anyway it wasn't shade or anything. I'm actively thinking of propositions for Marathon tuning so I brought it up as an example.
 
I think it's great to focus on VP's end game, although it's what I had assumed we've been doing for quite a while, already. In terms of process, I see one major obstacle: the whack-a-mole factor.

"Fixing" one thing creates an imbalance elsewhere, and the cycle never ends. This is particularly problematic because VP is so complicated. The only way I see this being addressed expeditiously is by 99% locking certain aspects as the process moves along, and by leaving other aspects -- balancing civs and units, for example -- for the end, when the environment they will inhabit is set. I'd suggest picking areas like policies, trading, pantheons, etc., to start. I'd also be careful about prematurely framing an issue -- for example, "research goes too fast, ending before turn 300, or too slow." In my games, the AI doesn't launch until close to t400. Is that too slow? That should only be answered relative to other VCs.
Numbers are from other players reports. I agree we are already addressing this for the end game, only wanted to make clear what the check points would be for the next phase. When all the above issues are solved, we can move to fine tuning.

I understand what you say of touching only one thing at a time, but you know Gazebo, he likes all his betas playable.
 
Numbers are from other players reports. I agree we are already addressing this for the end game, only wanted to make clear what the check points would be for the next phase. When all the above issues are solved, we can move to fine tuning.

I understand what you say of touching only one thing at a time, but you know Gazebo, he likes all his betas playable.

I found the list too specific, and therefore arbitrary. I'd prefer a more neutral approach, like "policies," as opposed to "Imperialism is flawed." But that's just me. Eventually we're likely to wind up at the same place.

To be clear, I'm not saying let's touch one thing at a time -- I'm saying to focus on locking or near-locking. This can be done while fiddling with other stuff, although it's obviously harder.
 
Tech tree imbalance is certainly one thing. The renaissance tech tree is half-composed of global buffs, with few units or buildings. There are a grand total of 4 buildings in renaissance. As a result the era has very few unique components appearing so a lot of the civs feel very similar at that stage.
 
The single biggest issue for me is that games tend to end too quickly in many cases. In other words - often lack of possibility to actually get to the late game. As a consequence, it [late game] is also not well balanced (could also be the reason, actually). Anyway, much work done on early game (almost perfection), mid game seems ok, but late game - problematic.
 
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I found the list too specific, and therefore arbitrary. I'd prefer a more neutral approach, like "policies," as opposed to "Imperialism is flawed." But that's just me. Eventually we're likely to wind up at the same place.

To be clear, I'm not saying let's touch one thing at a time -- I'm saying to focus on locking or near-locking. This can be done while fiddling with other stuff, although it's obviously harder.
Sorry, pointed at imperialism but only as example. What I really mean is that such kind of changes are still allowed.

The purpose of this post is acknowledging when we will be ready to move on and focus just on one more point here, one less point there.

If 6, map size, is a lost cause. Then let's open discussions on what is still subject to improvement. And what we are willing to sacrifice (everything has limits).
 
Regarding #1 - I have two thoughts.

First - The science in the late game is just too fast generally. I would think that a proper scientific victory should be happening at around turns 425-450...pushing the edge of a Time victory (if in fact the two shouldn't be the same thing and Science Victory to become something else).

Second - The spaceship parts bit can be curbed just by adding moreconditions. Like - the parts are more expensive, plus you need to have at least Future Tech 3 to launch (this is after all very much a future tech...). So you COULD build in advance, but you'd need a final condition to launch. Also gives the AI some kind of clear endpoint before which it can pin you down and stop you (and vice-versa). This would finally make things like Giant Death Robots a definite part of a late-game Science Victory because there would be some time elapsed between getting such a tech and the actual ship launch.
 
VP is feature complete, no new (hard) coding is to be added. No more things like new units, buildings, projects, vassallages, events or corporations. Chapter closed.
You can still add these new things. You can even add unique Corporations and Events.. there's a lot unexplored behind just the XML/SQL when you have Lua developed...
 
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Freezing: no major changes or modifications to functionality. Small numbers tweaks may apply, but nothing other than minor balance adjustments.

Things that are frozen as of the 1-14b patch:

1. Tech Tree - this has been frozen for quite some time, but - to reiterate - it is frozen.
2. Beliefs - yep, frozen. Small numbers changes, but otherwise frozen.
3. Buildings and Wonders - also frozen. Again, small tweaks possible, but no reinventions
4. Civs - all frozen except for Byzantium (she's performing middle-of-the-pack, but never better than that and often worse).
5. Units - CS/RCS tweaks, but nothing major here - including promotions
6. Policies - numbers tweaks, but no functionality changes
7. Espionage

Really, it is probably easier to list the things that remain unfrozen:

1. Trade Routes - still tweaking and testing systems
2. Ideologies - cleaning up, adjustments
3. WC Resolutions - some need cleaning up
4. Tech/policy costs, and city growth values
5. Tile yields from improvements and resources
6. Handicap yields and functionality, including resistance mechanics
7. Specialists

In general, these 7 things are what I'm looking at right now. And not much else. We've dramatically reduced our outstanding internal (and external) AI and code cleanup projects, so now we have a proper slate on which to work out the final balance concerns.

To note: 100% balance is impossible. Utterly, completely, donut-tastically impossible. I'm not working towards that. I'm not working towards any % of balance, other than making sure all game features have a role, and nothing stands out too far in extremis on the useful/useless spectrum. If you want 100% balance, go play Chess (and even then...).

G
 
I’ll list my general smaller tweaks after I’ve collected it, but I think the biggest remaining project.

Events.

Events are still pretty unpolished and imbalanced. I think there is some strong work to be done on these.
 
I’ll list my general smaller tweaks after I’ve collected it, but I think the biggest remaining project.

Events.

Events are still pretty unpolished and imbalanced. I think there is some strong work to be done on these.

The basic ones are fine. Anything else is a modmod.

G
 
Freezing: no major changes or modifications to functionality. Small numbers tweaks may apply, but nothing other than minor balance adjustments.

Things that are frozen as of the 1-14b patch:

1. Tech Tree - this has been frozen for quite some time, but - to reiterate - it is frozen.
2. Beliefs - yep, frozen. Small numbers changes, but otherwise frozen.
3. Buildings and Wonders - also frozen. Again, small tweaks possible, but no reinventions
4. Civs - all frozen except for Byzantium (she's performing middle-of-the-pack, but never better than that and often worse).
5. Units - CS/RCS tweaks, but nothing major here - including promotions
6. Policies - numbers tweaks, but no functionality changes
7. Espionage

Really, it is probably easier to list the things that remain unfrozen:

1. Trade Routes - still tweaking and testing systems
2. Ideologies - cleaning up, adjustments
3. WC Resolutions - some need cleaning up
4. Tech/policy costs, and city growth values
5. Tile yields from improvements and resources
6. Handicap yields and functionality, including resistance mechanics
7. Specialists

In general, these 7 things are what I'm looking at right now. And not much else. We've dramatically reduced our outstanding internal (and external) AI and code cleanup projects, so now we have a proper slate on which to work out the final balance concerns.

To note: 100% balance is impossible. Utterly, completely, donut-tastically impossible. I'm not working towards that. I'm not working towards any % of balance, other than making sure all game features have a role, and nothing stands out too far in extremis on the useful/useless spectrum. If you want 100% balance, go play Chess (and even then...).

G
Well, it does not fit my list, but it is your game after all. What matters is that here we're talking a finite list of mechanics that need tweaking. This means that after getting that list working, even mechanics are going to freeze. And then just the final touches.

Once all that is done, you can rest if you want (I doubt you would, but you sure have other projects), mod-modders can begin their work in a stable base.

Will it be the same fun when the game doesn't change from one week to the other? Without all that balancing, and mechanics discussions? Oh, well.
 
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