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MrBaggins is offline MrBaggins
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May 1999
time: 05:32
  Old Post 28-12-2003 21:23
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DESIGN: A couple of thoughts about upkeep Support Apolyton buy from Amazon

Whilst the basis for upkeep in CtP2 is pretty flexible, there are still a couple of areas where it seems to be lacking.

The first is in upkeep costs for Tile Improvements. There are none. A massive rail network only needs the initial production from PW. It costs nothing to maintain.

It would be nice if there were options to have upkeep costs (food, production or income) for TI's. This would allow for costs not only in the absence of (for instance Mines meaning there is less growth, because its not a farm instead,) but actually less growth because of a food upkeep.

The CtP2 system, with its empire level production and upkeep is ideal for this.

The second thought I had was about Unit upkeep, and the associated GDP. In CTP2 if you have 25% of your upkeep going to military upkeep, its a slight drag on your production, but nothing significant. You produce 25% slower. Since warmongering usually gains production, its usually moot anyway.

In the real world, a 25% military GDP is significant... or massive even. Thats the kind of military GDP which tore the USSR apart (around 120-170 billion roubles or about 13-19%)

There is a definite disparity, here. You can't solve it by just increasing production costs. The societial effects of high military GDP's go beyond that.

A solution, I thought, would be to have comparitive food and income upkeep costs for units... 50%, say, of the production cost. Thus a nation spending 100 production on units would also have 50 less food and gold.

Having both growth and science penalties, as well as production, might serve to both more accurately describe military expenditure, and be a game balance also.

Last edited by MrBaggins on 28-12-2003 at 21:31

child of Thor is offline child of Thor
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Jan 2002
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  Old Post 29-12-2003 03:00
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Yes it seems like a nice idea to me, we could also add a population limit as well(i covered it briefly in another thread). I'm not sure exactly how many people a unit is meant to represent, but i always seem to think of it as being a thousand(well not for special units), so a twelve stack would be 12,000 individuals.
Anyway the point is that how big your army can be does depend on the amount of 'spare' people you can draw upon. So if we also added a population factor to the mix, we might be half way to stopping a warmonger strategy being the default way to play CTP2(it should still be possible, but the player would have to plan and configure his empire for that footing, as it is a very expensive undertaking).

MrBaggins is offline MrBaggins
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May 1999
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  Old Post 29-12-2003 04:42
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Having a food upkeep for units will simulate and abstract a wide range of effects, from the initial drafting, to reinforcements and general food rations. Its a simplistic yet effective solution, in my view.

For a "cruise missile" or something similar, you might wish to avoid a food upkeep, but include a much higher income upkeep, in addition to the production cost, to simulate the high currency cost of these units.

This reasonably simple change should improve the "guns or butter" choice in the game.

Maquiladora is offline Maquiladora
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Jun 2001
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  Old Post 29-12-2003 09:06 Visit Maquiladora's homepage!
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Why would it improve the 'guns or butter' choice in the game? It seems to me it will encourage even more the "overall" strategy.

Building units is necessary for any empire, whether your a 'butter' or 'guns' player. That needs to be treated closer to the problem, like increasing attacking units support 4 times as much as defensive ones (using Loc's combat idea), or really crippling civs happiness or crime for units outside their borders, not great ideas but just to illustrate.

MrBaggins is offline MrBaggins
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May 1999
time: 05:32
  Old Post 29-12-2003 17:13
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You're right... every empire needs to develop at least some defensive units... which should be cheaper, as has been said.

It doesn't change the basic premise though... if we implement food upkeep for units (primarily offensive ones) then that will make them more of a critical cost.

child of Thor is offline child of Thor
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Jan 2002
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  Old Post 29-12-2003 17:40
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Shouldn't the "overall" strategy by the default one? To encourage the player to play as broad a strategy as possible?
Then you would have the "Guns" strategy for those that wanted to craft a warmonger civ, with its costs and penalties to ensure it was risky venture(which it should be? or not?).
And the "Butter" strategy where the player sacrifices military might for the happiness and science of its people(this strategy really relies on a good diplomacy model to make it a really viable option).

IMHO at the momment it feels like we are locked into playing as a warmonger - even when we wish to be a builder. So I agree with Mr Baggins overall ideas to bring our attention to these issues.

MrBaggins is offline MrBaggins
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May 1999
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  Old Post 29-12-2003 17:56
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True, coT... you don't mind me calling you coT, do you?

A point I'd make is that there aren't "Guns", "Overall" and "Butter" switches in the game. You develop in certain ways and that "costs" you.

Certain things cost too little, or not at all. The "Guns or Butter" statement was meant to imply not that I see only the "Butter" strategy... just that there should be some kind of cost that needs to be dealt with to signficantly build armies.

I did read your post towards the end of the DESIGN: End Game thread.. although I wasn't thinking of that thread when I was composing this. I was thinking about rise and fall of empires, then I got to thinking about the USSR economic collapse, then I checked some figures, and noticed the military GDP which in large part caused the collapse, then put 2 and 2 together. Ironically, the relatively simple implementation I've put forth should do what you've suggested, if in an abstract (but obvious) way.

Maquiladora is offline Maquiladora
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Jun 2001
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  Old Post 30-12-2003 00:39 Visit Maquiladora's homepage!
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quote:

Shouldn't the "overall" strategy by the default one? To encourage the player to play as broad a strategy as possible?


But i thought we were trying to eradicate the ''overall'' strategy?

The ''overall'' strategy gets boring, because its the most efficient so why deviate from it? and will be all the more efficient with food, gold and prod. supporting units, you will NEED to cover all bases with this kind of support structure.

quote:

The "Guns or Butter" statement was meant to imply not that I see only the "Butter" strategy... just that there should be some kind of cost that needs to be dealt with to signficantly build armies.


They already is a cost, in production, it just needs balancing better, why overcomplicate things (IMO) with other resources? It seems like a step forward in realism for a step backward in gameplay to me thats all.

I should add that i speak so negatively to partly defend the beauty of the unmodded game and to fire up some debate too.

MrBaggins is offline MrBaggins
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May 1999
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  Old Post 30-12-2003 01:26
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As I've mentioned the cost of production isn't significant.

All changing the shield upkeep will do is alter the number of units built (just deflate the overall number if the shield value is increased,) and maybe alter the general build speeds in the game. That might affect PW a bit.. but thats pretty much all.

If, as I'm suggesting, we (optionally) include food, then growth can be effected (which also abstracts manpower, rations and reinforcements,) and currency costs for high tech units, with income upkeep. These growth and science effects would be less about deflation/and inflation and more about reduced pop size and research, both significant issues a warmonger will need to consider.

This makes building a large offensive army a choice with a downside, rather than a choice with a marginal/no downside.

Of course, you can benefit from having the army... it allows you to invade and conquer...

Its not removing the option at all... merely increasing the options and strategies that can be meaningfully used by a player.

Maquiladora is offline Maquiladora
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Jun 2001
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  Old Post 30-12-2003 01:42 Visit Maquiladora's homepage!
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Its still making the "overall" strategy even more important, which i thought we wanted to avoid...

MrBaggins is offline MrBaggins
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May 1999
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  Old Post 30-12-2003 01:56
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Not really...

There are more components to the game than just this in isolation...

It discourages the "bigger is always better" argument, at least for offensive armies, by creating a meaningful downside.

Thus... you might chose to go expansionist builder, and concentrate on defense instead of the default strategy of warmonger at the moment.

You DO agree that warmonger is the best strategy at the moment, and the others are basically inferior, don't you?

Maquiladora is offline Maquiladora
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Jun 2001
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  Old Post 30-12-2003 02:13 Visit Maquiladora's homepage!
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quote:

It discourages the "bigger is always better" argument, at least for offensive armies, by creating a meaningful downside.


Why does it? I will just strive even more to support more units so i can keep on building/growing/researching, while maintaining a good army.

quote:

You DO agree that warmonger is the best strategy at the moment, and the others are basically inferior, don't you?


No. I have tried many different strategies and ive stuck with one finally, not because it suits me specifically but because ive learnt by getting beat a thousand times in MP.

The "defensive-tile-imp-builder" attacking only when he has a military tech lead.

child of Thor is offline child of Thor
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Jan 2002
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  Old Post 30-12-2003 02:41
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quote:
Originally posted by MrBaggins
True, coT... you don't mind me calling you coT, do you?


Not at all cot,Cot,cOt and all variations are fine by me

Well i was using the guns and butter terms very losely anyway, but i see that maybe people favour having to play as a warmonger, which is fair enough i guess.
Just that IMHO we should at least have an option to play as a diplomat or builder as well.

At the momment i feel the game(or Mods) are too heavily weighted to the warmonger strategy. Diplomacy leaves me no room to actually be diplomatic - every AI nation will be my enemy no matter how much gold or favours i do them. It encourages a very one dimensional game style. Ok the AI does attack you now which is great, but i'm feeling we need to balance this up a bit(which i'm sure is what we are all aiming for in the Diplomacy side of things). Still compared to the vanila game the Mods offer a vast improvement in terms of a challenging game.

As for the player he/she may need some incentives to not play only as a warmonger - we should provide some, which is what all these discussions are about. How to go about it in a way everyone feels is going to work. The single player game is where we need to concentrate most as in MP its easy for the player to pick a style of play, and the whole game outlook is very different anyway.

Maquiladora is offline Maquiladora
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Jun 2001
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  Old Post 30-12-2003 03:17 Visit Maquiladora's homepage!
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quote:

The single player game is where we need to concentrate most as in MP its easy for the player to pick a style of play, and the whole game outlook is very different anyway.


Single player can learn alot from Multiplayer games though IMO, because you cant predict your opponents strategy for definate, if i start on a map next to a diplomatic AI, i know what to do. Beating SP is about knowing the limitations of the AI, exploiting it in every way and building your whole strategy around those limitations, MP (it seems to me) is about being ready for anything, all of the time.

It should be an aim to make SP as random as MP but making the human vary his strategy too at any time. You can start with things like changing AI personalities in the middle of a game (i think this was mentioned before somewhere) anyway im off topic.

child of Thor is offline child of Thor
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Jan 2002
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  Old Post 30-12-2003 03:36
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Maq i forgot to add that its also the type of game most people are going to play(single player that is).
And yes MP is best - the only real way to play these kind of games, but still i feel MP could benefit from a much tighter logisitcal cost for armies as we've been discussing here.
Overcomplication is one thing but trying to get the player to play with a real strategy other than 'more is best' should be a good thing to try to look at. Wes did some good threads on this stuff ages ago i think.....

Maquiladora is offline Maquiladora
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Jun 2001
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  Old Post 30-12-2003 03:53 Visit Maquiladora's homepage!
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Hey im not saying make MP the first concern (as much as id want it to be) theres too many people here not interested in MP for that.

quote:

Overcomplication is one thing but trying to get the player to play with a real strategy other than 'more is best' should be a good thing to try to look at.


I agree, but im not convinced adding more complicated unit support is the best way.

MrBaggins is offline MrBaggins
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May 1999
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  Old Post 30-12-2003 03:57
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quote:
Originally posted by Maquiladora


Why does it? I will just strive even more to support more units so i can keep on building/growing/researching, while maintaining a good army.


Well... in what I'm suggesting...

Large Empire + Large Army grows and researches less than Large Empire + Small Army. Thus.. bigger is not always better... irrespective of support ability. An equivalent empire with a large army will have a large food upkeep that the same empire with a small (or non-upkeep) army did not have.

Whilst you might claim that a player just build more to support the additional upkeep... another player could grow and use those resources WITHOUT the upkeep penalty.

A player could maintain a defensive stance and go for a scientific or other victory type. An opponent might try to overwhelm him militarily, but with retarded growth and research would possibly face problems... or maybe not.

Thus we have an active choice, in military size... we do need, however, alternate victory conditions...

quote:

No. I have tried many different strategies and ive stuck with one finally, not because it suits me specifically but because ive learnt by getting beat a thousand times in MP.

The "defensive-tile-imp-builder" attacking only when he has a military tech lead.


So... you build up then go warmonger. It's *still* warmonger.

Maquiladora is offline Maquiladora
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Jun 2001
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  Old Post 30-12-2003 04:12 Visit Maquiladora's homepage!
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quote:

Whilst you might claim that a player just build more to support the additional upkeep... another player could grow and use those resources WITHOUT the upkeep penalty.


This already happens, so for this to work there would need to be big advantages for the defender, which is what was suggested already.

quote:

So... you build up then go warmonger. It's *still* warmonger.


Well this is in MP because its the only way to be sure, a failed long range invasion can mean the end of your civ sometimes, because of the build up time for units it *has* to work.

In SP i have built and defended all game and have the biggest empire by Republic, because my cities arent overlapping like the AI's. Would i rather have AI's slightly bigger overlapping (but less in number) cities or my own perfectly spaced but smaller (but greater in number) cities? Well the game i played last night with 2 humans and 5 AI's i didnt attack the AI until Fascism and only then because i ran out of good land.

MrBaggins is offline MrBaggins
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May 1999
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  Old Post 30-12-2003 04:20
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quote:
Originally posted by Maquiladora
I agree, but im not convinced adding more complicated unit support is the best way.


You say complicated unit support... but I really don't see that.

CTP2 has a decent interface for showing unit stats now. Adding an additional couple of columns isn't a big deal.

The player can very simply see what his army "costs"... the calculations are all taken care of, for him.

It seems to me that adding an additional food and income upkeep when there are already several cost factors for these, isn't a great hardship or any micromanagement at all. There is no way to add meaningful choices to the game without adding components.

It seems to me, in fact, that it would be a small leap of intuition to a CTP2 player, who already understands that there are food, shields and income, that there could be food, shield and income unit upkeep, rather than just shield upkeep.

MrBaggins is offline MrBaggins
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May 1999
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  Old Post 30-12-2003 04:25
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quote:
Originally posted by Maquiladora
This already happens, so for this to work there would need to be big advantages for the defender, which is what was suggested already.


I disagree that the shield penalty is significant in game terms. All it does is set the ratio of army units to production points, (which is the same for everyone,) and slow production by a small fraction.

If growth and science were included in the upkeep, then the cost would be meaningful, since a player with a large army grows and gains techs slower.

MrBaggins is offline MrBaggins
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May 1999
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  Old Post 30-12-2003 04:27
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Maq: Have you ever not gone for conquest victory in MP?

MrBaggins is offline MrBaggins
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May 1999
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  Old Post 30-12-2003 04:40
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* MrBaggins Does a little post count status dance, noticing "King" for the first time.

Maquiladora is offline Maquiladora
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Jun 2001
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  Old Post 30-12-2003 04:41 Visit Maquiladora's homepage!
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No, i prefer upto the modern age because i dont want to sit watching Fusion Tanks move 8 squares a turn all over the map to Gaia Controller.

quote:

I disagree that the shield penalty is significant in game terms. All it does is set the ratio of army units to production points, (which is the same for everyone,) and slow production by a small fraction.


This is a balancing issue, not something wrong with prod support only.

quote:

If growth and science were included in the upkeep, then the cost would be meaningful, since a player with a large army grows and gains techs slower.


It would mean being a bigger empire is even more important, even by a fraction, if a large empire build units to attack a medium empire, the medium empire can totally max its production and perhaps withhold in the current Production only support system, but it has no chance under the food/prod/gold system.

This is only about combat it seems to me, and the gold/food/prod. support would widen the gap further between medium and large empires even.

edit:

quote:

* MrBaggins Does a little post count status dance, noticing "King" for the first time.


Congrats, 4 years, not bad

MrBaggins is offline MrBaggins
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May 1999
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  Old Post 30-12-2003 07:32
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quote:
Originally posted by Maquiladora
This is a balancing issue, not something wrong with prod support only.


Balancing would merely make defense easier... by increasing the ratio of defensive troops to offensive troops.

There is an merely an obstacle, not a deterrant to offensive war.

A growth or science penalty of an offensive build up would provide an actual, tangible disincentive to offensive war, and thus an actual, tangible incentive for peaceful development (or more correctly non-offense,) if peaceful development can lead somewhere... I.E. alternate victory conditions.

quote:

It would mean being a bigger empire is even more important, even by a fraction, if a large empire build units to attack a medium empire, the medium empire can totally max its production and perhaps withhold in the current Production only support system, but it has no chance under the food/prod/gold system.

This is only about combat it seems to me, and the gold/food/prod. support would widen the gap further between medium and large empires even.


The larger the army the greater the growth penalty and science penalty.

If you, as you've assumed, consider that the larger empire will build more offensive units, and you seem to do, since you've considered that they'd be attacking the medium empire... then they'd be faced with a much larger growth and science penalty than the medium empire.

The penalty should be roughly proportionate to the empire size, but will be a larger actual number, thus the growth/science gap narrows, not widens.

Also, the medium empire wouldn't suffer any significant growth or science penalty for its defensive troops, and thus would be at a defensive advantage...

quote:
Congrats, 4 years, not bad


Yep.. done with almost zero spamming

child of Thor is offline child of Thor
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  Old Post 30-12-2003 17:20
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Good points Mr Baggins(can i call you frodo for short? ).

Maq i think its important that we all keep in mind that each topic we're discussing isnt in isolation, IMHO to get a "better" game of CTP2 we need to look at all aspects of the game and how they will all fit+work together- we now have the possibility(hopefully) of making, ultimately, all the changes that people have asked for or thought about over the years.

So i think what Mr.Baggins is trying to do is get a more focused idea of what and where the imperfections in the current CTP2 game are.

My biggy is Diplomacy, but that is tied into the fact that you are forced to play warmonger(unless on an archipiligo map setup - which i've used alot to try to offset the warmonger aspect, but still the AI civs will hate you).

Maybe it will just take a bit of better game balancing to get the 'feel' right, but i quite enjoy these discussions about adding or trying to look at different ways to solve some of the existing problems

E is offline E
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  Old Post 30-12-2003 21:44 Visit E's homepage!
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I like this idea as it introduces a limited logistics system as well.

However, I feel eventually the human will figure out what the ideal ratio is (say 15%) and stick to it and still get bigger. Unless the costs are exponential. I also think that the types of units should having varying costs like offensiive and defensive. Mechanized and light or airpower and a navy. So it requires more decision on are you going to be defensive or offensive? a navalpower or land power? and of course with an exponential cost, upgrading should be costlier so when the bigger empire doesnt also get the big military tech breakthroughs.

Maquiladora is offline Maquiladora
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  Old Post 31-12-2003 02:24 Visit Maquiladora's homepage!
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Ill admit i like the current upkeep system because its simple and it abstracts things for me, like less PW/city builds = less farms/mines/ports... granaries/academies/mills.... in a way i like alot, and doesnt draw me away from other areas of the game for too long.

The new idea is more realistic, but i dont know at what cost to ease of play. Id rather see the current system balanced perfectly before we dig a new hole.

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  Old Post 03-01-2004 15:33
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quote:
Originally posted by Maquiladora
Ill admit i like the current upkeep system because its simple and it abstracts things for me, like less PW/city builds = less farms/mines/ports... granaries/academies/mills.... in a way i like alot, and doesnt draw me away from other areas of the game for too long.

The new idea is more realistic, but i dont know at what cost to ease of play. Id rather see the current system balanced perfectly before we dig a new hole.


I agree with Maquiladora, I like the current system because it is a simple and efficient one. I would not be bothered by a food upkeep cost but once again I find the current system good enough.

I am not a warmonger but since I am playing at the higher level of difficulty I have discovered that I have to attack the first AI Civ I spot on the map because the AI nations have such important advantages that conquering some cities is the best way to grow quickly and catch up with them. Once you have built a big army to conquer the closest nation, the temptation is great to use it to attack the next one.

This is the game itself that is encouraging me to act like a warmonger (at least at the beginnning of the game) not the upkeep system. Even with a more limitating system like yours I would have to attack the first nation met and the temptation to attack the next ones and clean the continent would be encouraged by the need to lower the upkeep cost in the future. If there are no more ennemies on the continent you can build a token army... unless the AI has been taught how to launch an amphibious invasion.

But I am an awful conservative... as far as CtP2 is concerned.

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quote:
Originally posted by Tamerlin
edit.......

This is the game itself that is encouraging me to act like a warmonger (at least at the beginnning of the game) not the upkeep system. Even with a more limitating system like yours I would have to attack the first nation met


But wouldn't it be nice if you had a choice to open up a real and lasting diplomatic/trade treaty instead?

quote:

.....and the temptation to attack the next ones and clean the continent would be encouraged by the need to lower the upkeep cost in the future. If there are no more ennemies on the continent you can build a token army... unless the AI has been taught how to launch an amphibious invasion.

But I am an awful conservative... as far as CtP2 is concerned.


I dont see why this would be the case? We could make any changes as simple to opperate as they are now - the computer would take care of it.

I think over all the design threads that Mr.Baggins has started, for my part i've been exploring possibilities to make the game have more depth than being a simple expand and conqour game.
I would like to see it possible to play(and win) as a diplomatic leader(playing one enemy of against the other for example), or maybe as a peaceful trader(e.g using my vast wealth to hire mercenaries when threatend), or maybe as a small but technologically advanced civ with a small but awe inspiring army?

At the momment we are forced to play(mostly) with a one dimensional strategy. Get Big + crush your neighbours. You can play a little at the other strategies but ultimately it ends the same, you need more and bigger/better cities than your largest opponent to win.

Its fun to play this way, but IMHO it could be so much more so.

So the more we look at the way CTP2 works, and the things that have occured to us while playing it, the better our discussion and idea's of what to do with it in the long run

Tamerlin is offline Tamerlin
King
Toulouse (South-western France)
Apr 2002
time: 06:32
  Old Post 03-01-2004 23:24
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Lose 30 kilos (of popups)

quote:
Originally posted by child of Thor
But wouldn't it be nice if you had a choice to open up a real and lasting diplomatic/trade treaty instead?


Of course it would be great, but you can't reach an agreement with the CtP2 AI Civs... at the best of their regard they almost refuse to talk to you.

And when you sign a generous treaty the AI civs betray you at the first opportunity for a miserable gain.

quote:
I would like to see it possible to play(and win) as a diplomatic leader(playing one enemy of against the other for example), or maybe as a peaceful trader(e.g using my vast wealth to hire mercenaries when threatend), or maybe as a small but technologically advanced civ with a small but awe inspiring army?


I agree but I don't think you can achieve this through changes in the upkeep system, a major alteration of the AI is needed.

 
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