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The pirate
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have always felt that this was 'cheating', 'cause we can use it but the AI cant - I am trying to put my thoughts together on this for the MA thread.
The 50% loss is an answer we are familiar with, and I would support.
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The pirate
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FP option - will benefit human over AI because it requires good placing
Reduce corruption - good option if it is free courthouses or police stations, in the vein of other GW - the benefit is open to all, admittedly at a slower pace.
SW - agree with Nathan on why not this option
Providing Hoovers with a weaken Hydro (I assume that the main hydro is left the same, for the reasons Nathan outlined above) appeals, but my problem sort of remains:
It is an avenue we go down (perhaps less often now), but the AI does not.
How about putting Hoovers (as existing or otherwise) at the end of a two 'not required' techs branch (that provide no other benefit):
you must research two useless techs, then build it, to get the benefit. ie the investment is significantly greater, minimum 8 turns research, plus 1000 odd sheilds. The techs could be ToE bonuses, but have little /no value in trading.
This provides a difficult choice for us on long term benefit, versus immediate tech and military race, but how will the AI cope? Hoovers may become an Iron Works equivilent - rarely built, which I can see the appeal of.
May only be researched & bulit once other techs further on are built, perhaps at the risk a trailing AI picking it up.
Re-reading my proposal it seems an 'over engineered' solution.
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ducki
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The research path has been explored, but vs. the human, it is almost always worth the AI's time to get Riflemen to stop the Cavalry advance ASAP, which then opens up government techs which the AI places a huge amount of stock in. At least, that's how I recall the explanation of why overweighting SciMeth wouldn't work well. I could be misremembering.
Edit: I never played any Civ before C3 1.29f.
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The pirate
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quote: Originally posted by nbarclay
Who is "we"? |
fair comment, a little lazy thinking there. and potentially and unintentially rude, sorry
quote: I think what's needed ideally is to eliminate deliberate prebuilds without messing up cascades. |
Agreed.
ducki - does the reduced attack of AU Mod cavalry not go some way to addressing the need for the AI to get riflemen so urgently?
I am working from memory here that it was reduced to 5, but in my current game seem to remeber seeing it at 6 still, which is an AU Mod (Many thanks to those involved).
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ducki
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quote: ducki - does the reduced attack of AU Mod cavalry not go some way to addressing the need for the AI to get riflemen so urgently? |
I'll have to yield to the more warmongerly among us on this one. I much prefer Chivalry Wars to Cavalry Wars, though that may just be my struggling with the tech-pace at Emperor.
To wildly speculate, though: If the AI is "ahead" in tech by a fair bit, I'd think Rifles are less pressing. If, however, the human is halfway to Infantry/Tanks, Rifles may be the only hope. Problem is, we can't tell the AI "If you are a branch leader or enter the age first, beeline for ToE."
Since it won't _always_ be best to forgo Nationalism for SciMeth, where do we draw the line on weighting defense against science for the AI?
I'd much rather hear more experienced Cavalry users pipe up with 5-3-3 vs Muskets and 5-3-3 vs Rifles anecdotes, though.
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Buckets
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quote: Originally posted by nbarclay
Under the default rules, coal plants are the earliest plants available, hydro plants give a chance for something that doesn't pollute a bit later but only for cities with rivers, and solar plants give all cities a non-polluting option even later still but at a relatively high price for non-agricultural civs. Nuclear plants work even better in terms of both production and pollution for cities with access to fresh water, but only as long as they don't suffer a meltdown. Thus, all four types of power plants have a useful niche in spite of the fact that a city can only have one type of power plant in operation at a time. I view that balance as very nice as it is and don't want to tamper with it. |
Except for Rycycling Stations sort of make non-polluting powerplants pointless. (say that 5 times fast) Why bother with either the hydro or solar plants when you're going to build the recycling station anyway?
quote:
I think what's needed ideally is to eliminate deliberate prebuilds without messing up cascades. |
Why not make the palace cheaper?
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:32
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quote: Originally posted by Buckets
Except for Rycycling Stations sort of make non-polluting powerplants pointless. (say that 5 times fast) Why bother with either the hydro or solar plants when you're going to build the recycling station anyway? |
Recycling is an optional tech, and I'm not sure I've ever gone to the trouble of researching it just so I could build Recycling Centers in even a single game. If enough AIs are close enough that I can trade for it to someone other than the AI tech leaders, I might get it that way, and in the PtW version of the AU Mod, the space race was reconfigured to make Recycling mandatory for a space race victory. (We might want to bring that back, by the way.) But other than that, I don't build Recycling Centers at all. In any case, my impression was that Recycling Centers only reduced pollution that results from production rather than eliminating it, in which case having a non-polluting power plant would still make a difference.
quote: Why not make the palace cheaper? |
That would certainly go a long way toward undercutting prebuilds, and I also like the idea for other reasons. I've always considered it a bit absurd how hard it is to move the palace by building one when it is so easy with the "free palace jump" trick, with a leader, or when the city the palace is in gets captured or destroyed by an enemy. Not only is the palace's cost high, but the place a player wants to move it to is likely to have significant corruption.) Increasing the cost of the palace wouldn't be a complete solution, especially with the way small wonders can be used as prebuilds at certain stages of the game, but it would be a step in the right direction if the editor would let us do it.
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Ision
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I believe that the idea behind the TOE is a leap forward in scientific knowledge - could this not be reflected in a 'free university every city on continent' instead of the 2 free techs? The culture boost, savings in shields, and increased science output would still make this wonder quite a prize indeed. The peacefull human player that had already managed to secure a large number of Universities would probably research another branch - but for the player playing catch up or at parity - the wonder would still be invaluable.
Ision
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ducki
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Oh, when I recommended the free libs/unis for ToE, I didn't take culture into account. Damn.
Is there a way to give the ToE negative culture to compensate? Otherwise, if Jesse doesn't switch it to random techs, the doubles scientific research or +50% science may be the only non-culture affecting effect.
Maybe another way to get the effects of increased research would be to have the ToE give courthouses continentally/globally, but that doesn't strictly match the science flavor, has the side effect of increasing production in general(doesn't it?) and non-science income.
Coises, foiled again!
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ducki
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I thought the internet did Research Labs, not Unis, though I have trouble keeping tabs on the late wonders.
I actually think the 2 free techs in the Modern Era to be much less of a problem. Most of time I actually end up there, I'm usually in "good GOD can we please hurry this up?!?" mode.
I vaguely remember suggesting that since we moved Longevity to Industrial that we move ToE to Modern to keep the balance, as it were, but met resistance there.
I think that swapping the effects of, say, the Internet and ToE would be much less unbalancing while maintaining the flavor of stock. I don't, however, think it would make ToE less desirable for the human, although if the AI actually managed to get it, I think free Unis would be far more beneficial to the AI than 2 free techs that it's probably going to choose "incorrectly" anyways.
EDIT: quote: universities should disappear on researching computers to create some havoc later in the game. |
On the off-chance that the AI builds ToE, wouldn't this really hurt it? Would it waste a lot of time going back and building Unis so it could build Labs? Maybe that's such a slim possibilty that we shouldn't even bother thinkiing about the AI getting ToE, I dunno.
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ducki
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quote: But builders will have already built most of their universities by the time ToE becomes available, leading to a situation where warmongers can get a bunch of free universities as they conquer cities (and in cities they already conquered but haven't gotten around to building universities in yet) while builders get next to nothing. |
But what's the upkeep cost of a University per turn? Is that instant income increase significant? How much gold could you get (per university) for selling off the ones you built from scratch? What's the value of not having to build Unis in your corrupt towns? Would "Doubles Scientific Research" or "+50% Scientific Research" provide an equivalent increase in science funding for the "average" empire, builderly or warmonger? (I don't know the answers to any of these, just trying to find out the comparative benefits.)
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