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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:32
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Catt, maybe the fact that I'm getting better at manipulating prebuilds is prejudicing me, but I view the prebuild issue as a lot bigger deal than just a more convenient and a little bit more efficient way of transporting shields (which can be done perfectly well with conventional units) or one extra culture point per turn (two factoring in the Pentegon if the player builds three armies to make it available). I think you're trying to trivialize the issue.
There are at least three times after Metallurgy when having two prebuilds going at once can be very useful. The most important is the early modern era, where the techs for SETI and the Internet are back to back and the United Nations is on the same tier of the tech tree as SETI. Consider the implications of that in a close game (and especially one where the player is just a little behind) where early modern wonder cascades are a real threat. Losing SETI is unlikely to be a game-breaker, but losing the Internet could be in a closely contested space race (especially if the player's closest space race rival gets it instead), and losing the United Nations could fairly easily cost a player the game if the AIs don't like him. So on admittedly very rare occasions, the stakes involved in that second prebuild can be surprisingly high.
Another place where multiple prebuilds can be useful is around the ToE/Hoover time frame. Under the standard rules, using one prebuild for ToE and a second to get Hoover sooner is essentially just a matter of a few extra turns of power-plant-enhanced production (for every city on the continent that doesn't already have a coal plant). But if we move Longevity to Sanitation and leave ToE where it is, the ability to have two prebuilds at once in that timeframe would get a lot more important to reduce the risk of losing either ToE or Longevity. Again, that's especially an issue in a close game.
Finally, depending on a player's research path, some optional wonder-enabling medieval techs may not have been discovered as the medieval era winds down and Universal Suffrage approaches. In my current game (the one that sparked my rethinking), I have a palace prebuild left over from not getting as many medieval wonders as I wanted and there are enough shields in it that using it for Universal Suffrage is the only option that would not involve a serious waste of shields. But that means I have nothing available as a prebuild for Shakespeare's Theater (on the assumption that one of the AIs will research the necessary tech in time for a prebuild to be useful). Losing that wonder wouldn't be a huge deal (aside from the fact that it produces four times the culture of the Military Academy and Pentegon combined), but what if it were Smith's Trading Company that hung in the balance?
The idea of players' potentially losing wonder races without the ability to build the Military Academy or armies where they could have won with that ability rubs me very seriously the wrong way. Granted, it probably wouldn't happen all that often, but the times when it could happen are also the times when losing a wonder race would be the biggest deal for the player.
Also note one other thing. A palace prebuild cannot be used in a nation's capital, while a Military Academy prebuild can. (Army prebuilds, of course, depend on where the Military Academy is ultimately located.) The implications of that are especially serious if a player wants to go after a one-city cultural victory in the capital (admittedly rare in epic games, but I finally did it once recently). And, for that matter, it can make a difference on a personal level if a player just wants his capital to be a leading cultural center.
Nathan
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Catt
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California - SF Bay Area
May 2002 time: 21:32
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quote: Originally posted by ducki
While the AI may not be able to use the army as a pre-build, wouldn't it be an awfully handy way for them to not get screwed over so badly on a cascade? As consolation prizes go, that one isn't too shabby. Or does the AI even have logic to minimize shield-loss in a cascade? |
I can't be certain, but my impression is that the AI will start wonder builds when enabling techs become available. A wonder cascade will never dislodge an AI Military Academy build because the MA is a small wonder and therefore not lost if another civ completes it first. Same thing for an army. A wonder cascade does however seem to cause the AI to change the wonder-building city to the new wonder or improvement (i.e., not implicating the MA or an army build unless no other wonders are available and then the MA might be the "switched to" improvement). Whether or not the AI would switch a failed wonder build ("broken cascade") to an army is open to question as far as I am concerned, but it would obviously require, at the very least, that the wonder build had been happening in the MA city. I'd be willing to venture that the incidence of an AI civ being able and willing to switch to an army build (or MA build), with a lots of saved shields, following a broken cascade is very rare, and certainly rare enough to make the possibility less compelling a reason to contemplate a change to the MA than the pre-build ability enabled by the MA.
Catt 
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Catt
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California - SF Bay Area
May 2002 time: 21:32
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quote: Originally posted by nbarclay
I think you're trying to trivialize the issue. |
I'm not (consciously) trying to trivialize it at all. If the real value of the MA, or a substantial but subordinate value of the MA, is as a pre-build, I'd argue that something should be done about either (1) pre-building in general; or (2) the timing of the available pre-build and how the timing and availability might be made available to MA-owners and non-owners alike. My own view is that the pre-build value of the MA is very small (present, yes, but very small).
If the stakes are very high related to any given wonder race -- meaning a pre-build would be materially valuable -- then it only highlights the choices made (and luck) earlier in the game. If one views the game as likely to depend on reaching Hoover's, the UN, or the Internet first, then I think one must take action, well before the moment arrives, to increase the odds -- that action might consist of any number of actions. In other words, I am having trouble acknowledging that a 400-shield pre-build is a game-breaker whether it comes in the mid-Medieval Age or the Modern Age (no matter how rarely the "gamebreaker" tag might be labeled on such a pre-build). If my view is not shared among AU Mod players, then it strikes me as more appropriate to institute some artificial pre-build small wonders -- somehting without value other than as a pre-build rather than something that might serve as a pre-build but might also serve to produce armies.
quote: Finally, depending on a player's research path, some optional wonder-enabling medieval techs may not have been discovered as the medieval era winds down and Universal Suffrage approaches. In my current game (the one that sparked my rethinking), I have a palace prebuild left over from not getting as many medieval wonders as I wanted and there are enough shields in it that using it for Universal Suffrage is the only option that would not involve a serious waste of shields. But that means I have nothing available as a prebuild for Shakespeare's Theater (on the assumption that one of the AIs will research the necessary tech in time for a prebuild to be useful). Losing that wonder wouldn't be a huge deal (aside from the fact that it produces four times the culture of the Military Academy and Pentegon combined), but what if it were Smith's Trading Company that hung in the balance? |
The above fact pattern would be something to consider when considering wheteher early warmongering, and an MA ability, was worthwhile. Whether it is Smith's, Shakespeare's, Sun Tzu's, Sistine's or any other, should the potential worth of an MA pre-build really drive the discussion of whether the MA, with its inate abilities, should be available to all? IMHO, the solution to the issue above is to enable one (or 2, or 5, or 9) artificial prebuilds available at the same time as the MA.
quote: The idea of players' potentially losing wonder races without the ability to build the Military Academy or armies where they could have won with that ability rubs me very seriously the wrong way. |
I'd still fallback on the view that if it is important enough to rub one the wrong way, it is important enough to alter one's play to avoid, or to argue for AU Mod changes which address that subset of the issues involved.
quote: The implications of that are especially serious if a player wants to go after a one-city cultural victory in the capital (admittedly rare in epic games, but I finally did it once recently). And, for that matter, it can make a difference on a personal level if a player just wants his capital to be a leading cultural center. |
Again, if one wants it, one must play for it.
All this is IMHO -- I recognize that there will be different views. I also recognize that my arguments might be worth discounting (I'll play stock more than the AU Mod). But I like the dsicussion of game mechanics, I like this discussion of the MA and its role and how its role might serve as a broader game view, and I like Nathan's rigorous and thoughtful arguments on the other side. 
Catt 
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pauli
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herndon, va, usa
Jan 2000 time: 00:32
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i'm waiting for a working c3c version of c3mt - then i'll be able to see how wars go stock, and compare it to results if i, say, give the ai two or three empty armies.
i've never seen an ai army. i'm quite curious.
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ducki
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quote: Originally posted by Theseus
Is it just me, or is no else really bothered by the lack of AI C3C Armies? Especially given the new bonuses, and the limitation of uses for MGLs, this seems to me a significant issue.
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You must have missed me making this point due to my blathering and rambling.
I think it may be heighted because in previous AUs, we implemented this change specifically to get more AI armies.
Now without it, I have yet to see one. Instead of fearing an AI army, it's a novelty. I'd actually even cheer the AI on if I actually saw one. But I haven't and I haven't seen many game reports suggesting it's common, or even just not very rare.
quote:
I'm actually starting to bend on the idea of a builder Mil Academy (i.e., Army-winning-less), but regardless, in the meantime, just as we are all fantastically pleased to see a fortified AI defensive unit in a fort on a chokepoint, shouldn't we also be clamoring for AI Armies? Hmmm... |
I'm already in a test game on this change, hopefully I'll see some armies. Even so, I realize that a sample of 1 isn't really worth much unless the results are astounding. We'll see.
The AI should definitely not have to jump through hoops to get armies and the human is far better at generating MGLs than the AI. (I also don't think peaceniks should be unable to build armies either, but that's a separate issue.)
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ducki
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That seems a bit far from stock(edit:referring to boingo's suggestion); I'd rather not start out there. If we end up there after trying less radical things, so be it.
Removing the Victorious Army is conservative, and we don't really have enough evidence to decide whether it will be effective of not.
I second alexman's suggestion.
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