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lockstep
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Vienna, Austria
Aug 2001 time: 06:32
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The problem
(Partially derived from earlier thoughts by Dominae and alexman)
Normally, Great Wonders do not require any kind of resource. The only exception in vanilla Civ3 as well as in PtW was the Manhattan Project (which requires uranium), but this wonder is a special case insofar as it yields its effect (allowing the construction of nuclear devices) to every civ, not only the one that builds it. The other Great Wonders were basically available to everyone. Strategies to secure a particular wonder (besides rushing it with a leader) included- being among the first civs that had access to the required tech,
- possessing a city with high shield production (at least 20 shields without the despotism tile penalty),
- as a human player, using a palace or other Great Wonders as a deliberate pre-build while waiting to research/trade for the required tech.
In C3C, the new Statue of Zeus wonder - which produces Ancient Cavalry, a powerful 3/2/2 unit with +1 hitpoint, every 5 turns - requires ivory. Because luxury resources (unlike strategic resources) are not spread over the map, but clumped in certain parts of it, any player lucky enough to start next to ivory (usually only one, given C3C's luxury scarcity) has an enormous advantage. Building the Statue of Zeus if you can do so becomes a no-brainer decision, and Civ3 effectively turns into a game of dice. This especially screws up multiplayer games. Furthermore, the AI does not understand the value of either ivory or mathematics (the prereq for the SoZ), i.e. it is likely to trade excess ivory before the SoZ is finished, something a human player never would do.
Possible solutions- Remove the ivory requirement from the Statue of Zeus.
- If you feel that the SoZ should require a resource at all costs, make it require horses, which are more evenly distributed on the map. (EDIT: This proposal is very unpopular because the SoZ is often regarded as 'a second chance if you don't get Horses'.)
- EDIT: Increase SoZ's shield cost from 200 to, say, 300.
- EDIT: Make the SoZ produce Ancient Cavalry only every 7 (instead of 5) turns.
- EDIT: Make Ancient Cavalry somewhat weaker, e.g. by removing the +1 hitpoint bonus.
What do you think?
Last edited by lockstep on 23-12-2003 at 21:39
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Nor Me
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As I've seen pointed out before, they are possibly too many ancient wonders for the AI. The AI frequently puts too many cities on wonder construction and if they are enough players, they won't be successful in some of them.
Taking away the ivory requirement from SoZ makes this worse. At the moment an AI building it has a good chance of actually getting it so the above doesn't apply.
Will it make the human get the SoZ any less frequently? The statue needing ivory gives the human an advantage if they're near it but it may be so good that we'd put extra effort into securing it a lot of the time.
Making it require horses would help the human more. I wouldn't count on all the AIs with horses hooking them up in time.
There would be less chance involved but I don't think that's a good thing especially in single player.
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Dominae
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I would like to see this change implemented in the AU mod (and in the stock version).
A Wonder as powerful as the Statue of Zeus should not be secured by a simple luck of the draw, before the game even begins. To put it bluntly: the stock version State of Zeus is strategically uninteresting, because you either can build it (i.e. your starting location is near Ivory), or you cannot. If you can, you do; if you cannot, you do not. In a majority of the "you can" cases, you will have no competition for it. Boring.
The main reason the designers had to include the Ivory requirement is that it's "realistic". IMO, good gameplay should win over realism every time.
Nor Me's argument about the AIs building too many Wonders is, I think, slightly off. It's true the AI spends too much time on Wonders in the Ancient era. But the behaviour that causes this is more or less hardcoded in the game, and there are already enough Wonders that it's unavoidable. Adding the Statue of Zeus will not compound the problem, and actually works to solve it: the Statue of Zeus is something more the AI can switch production to when it loses the race to another Wonder. Furthermore, it's not exactly a problem if each AI is competing for the State of Zeus (competing against each other and/or the human player), since it's a Wonder the AI uses exceptionally well.
I admit full well that removing the Ivory requirement from the Statue of Zeus is a "big" change; it would alter the character of the Ancient era significantly from stock. Although I'm usually against "big" changes, I would not at all mind seeing this implemented in the AU mod. On the other hand, I can live without it.
Dominae
Last edited by Dominae on 21-12-2003 at 05:14
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geniemalin
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IMHO part of the problem is that the number is fixed (1 per 5 turns) no matter what the map size. I often play on Tiny or Small maps and the SoZ can be overwhelmingly powerful. OTOH on a Huge map with the capacity for large armies and multiple productive cities it wouldn't be nearly as good.
I do also agree the 3/2/2 with +1 hp is insanely powerful - more comparable to Knights than Horsemen.
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Jeem
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Ayrshire, Scotland
Sep 2001 time: 05:32
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Too bad the editor can't make the lack of a resource an option. I think that would have been a pretty good game-balancing fix.
Making it require Ivory and Silks should not make it as rare as the IW - there will always be Ivory and Silks available somewhere, but the chances of Coal and Iron within the same radius are very small.
Good call on the extra HP. I knew I'd seen a few of the AI's 6 hp ancient cav running around.
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ducki
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No, no, no to horses.
If you ever have a game where you don't have and can't get to horses, you'll understand my stringence.
With C3C, I've had 3 games now where I had no horses and none within striking distance before mid-Middle Ages.
Making SoZ require horses would have meant an instant restart. As it is, all three of those times, I've had Ivory at least within striking distance. Also, you can trade for it.
Yes, SoZ is strong, but I don't think it should be changed. Free units should require a resource - doesn't KT require Iron?
My vote is to leave it as is. Maybe we should have a future AU game where there's no horses within range before Chemistry, but put Ivory in striking/superREXing distance and see if folks think it needs a change. Personally, I think it's one of those Resource-scarcity-sucks-but-at-least-I-got-SoZ/KT-so-I-was-able-to-stay-in-the-game Wonders.
YMMV.
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sabrewolf

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turicum, helvetistan
Jun 2002 time: 06:32
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different map sizes always makes a problem for balance.
- on gigantic maps, you can outREX even at deity.
- pyramis, ToA, GW, sun tzu's, hoover, etc. are more powerful the larger the land is.
- expansionist, commercial and scientific gain power on larger maps overproportionally.
- unit-spawning wonders (SoZ, KT) in fact are more powerful on smaller maps.
so i don't think we should tamper with different appearance ratios for different world sizes.... and if we do, then everything should be balanced out.
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Arnelos
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of the Free World
Sep 2002 time: 00:32
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Just played a game at emperor level before I left on my trip where I had NO horse, NO iron, and the GREEKS next to me had the only sources of ivory. I knew I was sunk unless I took over the Greeks (who didn't have iron or horses, either, btw...) and got their sources of ivory to build the SoZ.
Playing Carthage (thank god!) I built up a force of Numidian Mercenaries and a very tall stack of catapults (without which NMs versus Hoplites would have been horribly ugly) and took over the Greeks. They finished the SoZ in Athens while I was invading, but I was lucky to take the city ONE TURN before they produced their first Ancient Cav. I started pumping out ancient cav myself. When I then took over the Egyptians and Romans, both with iron and horses, the game was well in hand.
Starting on the same continent with Greece and Rome and no sources of iron, horses, or ivory, even playing Carthage I would have had a rather significant problem by mid-game if I didn't claim that Greek ivory and the SoZ.
As others have argued, the ivory-based SoZ can offer a second chance when you realize there's no iron and no horses anywhere in sight, but at least ivory is.
Playing Carthage certainly helped in my game (even hoplites don't stand against stacks of 18 NMs and 12 catapults ), but the long-term situation might still have looked bleak if I didn't have the SoZ to then keep my military strong while the Romans and their iron were conquering everything else on the continent.
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Dominae
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quote: Originally posted by Arnelos
As others have argued, the ivory-based SoZ can offer a second chance when you realize there's no iron and no horses anywhere in sight, but at least ivory is.
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You guys make it sound like the purpose of the Statue of Zeus is to offer Iron-less and Horse-less civs a chance to keep up in military. This is simply not the right way to look at it.
The chances that: 1) you do not have Iron, AND 2) you do not have Horses, AND 3) you start close to Ivory, are certainly very low. Actually, the chances that you do not get Iron or Horses are very low to begin with, and Ivory (being one of eight Luxury resouces) is not likely to save you that often on average.
Sure, it makes for a great story when the stars align in this way, but then it also makes for a great story when you get a SGL upon researching Mysticism, and use it to rush the Pyramids thirty turns into the game.
What is far more likely is that: 1) you and your opponents have Iron, AND 2) you and your opponents have Horses. Then the addition of Ivory throws the balance of power way out of whack, because suddenly one civ can build a strong military Wonder and the others cannot. What decides this is the RNG when it places the starting locations and assigns them to various civs.
IMO such a power shift should not be up to the RNG, but to good gameplay.
Dominae
Last edited by Dominae on 23-12-2003 at 02:42
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:32
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The fact that fewer instances of each luxury are available in C3C than were in PtW means that it tends to be a bit harder to trade for a luxury, and probably also that fewer civs tend to have a given luxury within their borders on multi-civ continents. Still, it seems by no means rare for at least two civs to have access to a luxury. For example, in the Emperor game Mountain sage posted, the Sumerians and I both had ivory available. In Dominae's Chasqui Scout game, the Dutch and Mongols both had access (and a sufficiently ambitious human player could have "obtained" the Mongols' source without a major war). In my current game, England and Russia (two AIs) both had access to ivory. Thus, with ivory required, the race is always limited but often not just a matter of if you have ivory, you are guaranteed the wonder whenever you get around to building it.
Are there strategic factors involved in the ivory requirement? Definitely.
1) How does the need for ivory to build the Statue of Zeus affect the priority of scouting? If ivory is available but you don't findi it in time, an AI might beat you to it.
2) If ivory is available but not near your core, how early do you send a settler to the high-corruption area where the ivory is located to try to claim it?
3) If an AI has ivory and you don't, do you try to trade for it, fight for it, let the AI build the wonder and try to steal it, or leave matters alone and hope the AI doesn't attack you during the time when Ancient Cavalry are at their most potent?
And so on. The fact that ivory is required can add a number of strategic dimensions that would not exist if it were not required or if a more widely available resource were substituted, dimensions that are perhaps most notable in that they are different from the issues created by other wonders. With no more than we've played C3C thus far, it is far too early to write off the strategic dimensions of that requirement as uninteresting.
I'm not saying I think the ivory requirement for the Statue of Zeus (or the Statue of Zeus itself, for that matter), was a good idea. But I find the current design sufficiently interesting that I do not think eliminating the ivory requirement is justified in the AU Mod.
Nathan
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