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E_T
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Orlando, Florida
Mar 2001 time: 00:32
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quote: Originally posted by dexters
I haven't tested if they changed this, but ore v.1.12 officers almost always add at most 1 corrupt shield and 1 corrupt commerce back into non-corruption when used. This is in a moderately corrupt city. In really corrupt cities, they have no effect. We'd almost always be better off using other specialists (taxman, civil engineer), giving either 2 tax or 2 shields in any city you use them. I feel officers need to be tweaked to make them more useful. There should be a diminishing returns algorithm where officers are more powerful on really corrupt cities and gets decreasingly so closer to your capital.
I personally prefer to have a second core, but the argument that this was changed for the AI's sake is a convincing argument. Still, I find corruption to be higher.
I loaded up my PTW game and the differences were starling. In v 1,12 c3c I'm running 20% plus of corruption to total income (not including wall street and foreign trade income) under democracy. |
F the GD AI..., I want to have a good game when I play PBEM and/or MP. I would rather play against another Human than the AI. I might use the AI/SP route to work on a possible strategy, but only to use it in an envirorment that I'm playing other Humans. If the AI can't place a decent FP, then too bad. I play against other people who DO know how to place an FP (amonst other things).
I'm currently in 2 C3C PBEM's and am looking to get into a couple of others, but I'm not going to do this beta patch, because they can't get it right.
FIX THIS SH*T!!!!     
E_T
Last edited by E_T on 26-12-2003 at 01:17
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Antrine
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I think you simply need to redefine these things folks.
Here is an excerpt from my Mod's Read Me files.
____________
Forbidden Palace
Cost - 35
EFFECTS
Reduces Corruption (kind of, mixes it up)
Increases Chance of Leader Appearance
Requires Heroic Epic
Creates "2" Unhappy in city that builds it
Creates "1" Unhappy all cities
Produces Leader every 6 turns
_________
Now choose your 'location' carefully as you can, but oh those 'Leaders' are sure nice!!!
Sincerely,
Working in a Wizard's Den
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Antrine
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I have no bones about it either way, in fact now that all the resources have been spent on making it (the FP) this way and that, please now just add a 'FP behavior slidder' in the game editor and I will take of it from there.
Now as far as 'bizarre' goes here is my discourse on that -
Yes, I am experimenting with what may be a new game concept:
Namely;
Large Maps, 360 by 306, very, very resource rich. An Earth set mythically 10,000 years ago replete with additional landmasses and a limited ice age impact. Warm places in the far north. Limit Eight very large empires, with names like Atlantians, Lemurians and Etruceans. A large network of roads already in place around the world. Movement rate jacked up to 5 on roads. Resource and terrain tiles all upped as well. What can keep the game feeling slow I think is ‘lack and limit’ scenarios, I have reversed this completely.
Noting what units the AI favors I beefed them up and extended their movement range. (Warriors and Berserkers) Berserkers are the default Barbarians with everyone set at no advantage over Barbarians.
Most Wonders are now 'Small Wonders' with no obsolesce and available for build based on other build requirements such as five coliseums, six universities etc.
The game is a wild ride! Many buildings and wonders also produce various units every so many turns. This way the AI's have a steady stream of belligerent forces to send my way. I have been hit with stacks of 22 repeatedly. Losing armies, cities and portions of my empire (I eventually retake them though). I also tweaked the tech-tree to accommodate building larger cities earlier on (having access to hospital). As well upped the city category sizes to 9 and 15 respectively. On some turns a city will produce 'four' different units at once.
All replete with a new government, 'Imperialism' that accommodates large force levels, low war weariness etc. I really like my 'barracks' concept;
to wit - BARRACKS, Cost 25
Resistant to Propaganda (establishes institutional conditioning)
Reduces Corruption (by increasing 'power of military over family')
Reduces War Weariness (double dido)
Produces Longbowman every 8 turns
Another unit adaptation is the Knight to Honor Guard and Escort. I changed police station to noble guard (house) available for building with Masonry and Imperial Government, also requires a barracks first be built.
It is somewhat expensive, 20 and sports high culture “5” even reducing corruption, however creates “2” unhappy citizens in any city that builds it. The Noble Guard House produces an Honor Guard (read Knight) every 3 turns.
These Honor Guard also have increased movement of 3 which is 15 spaces on the roads and also can carry (have load capacity) of one other unit. I have been experimenting with this for a while and it is really nice. You can carry a slower moving unit such as a Longbowman or a siege unit right up and through enemy infested regions almost safely. If attacked and destroyed, the loaded unit simply activated and may act according to its own characteristics. At the end of the Honor Guard movement you can manually activate the loaded unit and have it move, attack, unload fortify etc. This really extends the use variables during game play (well at least for the human for I have yet no verification that the AI has caught on to these advantages). I like loading settlers for to ‘really escort them’ to where ever I am sending them.
I am still play testing of course the underlying concepts seem sound and are working. I especially like the coloseums producing Legionary every 3 turns. In addition, the game is always fast and fun. I am on to about version fifteen, the Conquest game editor really allows for something interesting dynamics. I also put most of bombard back to lethal. For it is very important to at least destroy an enemy cities improvements since they are so dangerous with abilities and spitting out units. Each empire starts out with 20 or so cities or settlers so that by turn 5 or 6 each empire is already 20 city or so strong.
Rock and Roll and field 50 units in a blink of eye… and get them to a ‘front’ (there are usually four fronts at any one time) well maybe in ten turns.
For more dynamic balance equations, some improvements and wonders reverse culture and produce unhappy citizens. You just have to juggle priorities accordantly. I have a lot more ideas; it just takes time (play testing them).
Sincerely,
Adroit working out the ‘bizarre’
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Mattaba
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I think it really sucks, it makes the game more difficult and there are already extra difficulty levels added.
In my current emperor game I possess 30 percent of the world's suface and pop and my palace and FP are both well placed, with PTW in this case I should have easily be able to get a huge tech lead and now I'm struggling.
With PTW I was considering to move up to deity, but I think I'm gonna stuck with emperor for awhile now.
My point: The extra difficulty levels already give the option to the die hards for an even harder game and they shouldn't be making the other things more difficult.
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ducki
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quote: Why can't we just return corruption to how it worked in PtW? |
There's a lot of this sentiment, myself included.
The problem, as I see it, is it's awfully late in C3's lifecycle to go "fixing" something of this magnitude. If it really was a bug, why wasn't it patched in one of the many other patches to Vanilla or PtW?
That's really my main gripe. If you let it go this long, so as to become a "feature", it's a bit too late to "fix" it and call it a "bug".
Had it been changed before PtW, I doubt anyone would have had a problem, but how old is C3? Isn't that a bit long to wait for this sort of fix?
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ducki
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I realize it's because the AI can't compete.
That still doesn't mean that a couple of years after release is a good time to nerf part of the game because the AI isn't using the improvement as well as a human.
Things like the irrigation vs. mining fix that Soren put in the PtW patch - good, even if a couple of years late.
Things like RCP(don't even get me started) and FP fixes this late - bad, especially after it's been reported that C4 is in the works.
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Capt Dizle
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The *******s at Firaxis could at least tell the community how it is now designed to work. Assuming some of them have finally learned to communicate in English.
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