 |
|  |
 |
|
Dominae
|
|
quote: Originally posted by alexman
It balances this strong unit without really weakening the civ
|
It balances the unit both the human and the AI, but strengthens the civ for the human player only. So essentially the AI gets nothing out of the deal: its Enkidus cost more to build, and it's forced to build Warriors that may or may not be upgraded.
quote:
...it adds choice to the human...
|
True enough, but as I stated above I doubt Sumeria really needs all that much help.
In stock, the Enkidu can be used in two ways: as a deterrent, or as an offensive tool. It does both these things extremely well (better than the Greeks, for sure, and they're not even Agricultural). The price to pay for being offensive is a lost GA, but the gains are potentially drastic. Does Sumeria have game after Enkidus? Well, unlike the Zulus that have absolutely nothing to back up their Impi jump-start, Sumeria can benefit from cheap Libraries (and all the other Scientific freebies) and continue exploiting the Agricultural trait. So I'm not really seeing how Sumeria's available strategic options are so narrow that it needs the Warrior-Swordsmen upgrade. Nor do I see how it's available strategies options are not powerful enough as is.
Personally I do not feel that removing an ability granted by a standard unit in order to balance a UU is such a bad thing (like the Hittites, for instance).
quote:
...and it helps the AI compared to stock.
|
How?
quote:
The current change was voted in because it was more conservative. |
And because the stock version is not so broken (some would argue it's not broken at all) that it requires attention.
|
|
|  |
 |
|
Modo44
|
 |
in western Poland
Jul 2004 time: 06:35
|
|
I have succesfully used the Enkidus to form lines of defenders, whereas with any other civ, I'd have to make offensive units to keep the enemy at bay. This unit (along with the Swiss Mercenary) is the much needed exception to the rule, that offense is more efficient than defense in Civ3. If it would become more expensive, that strategic possibility would cease to exist. Granted it's only a choice when selecting the civ to play, but it's still an interesting one.
And, of course, the mass upgrade strategy is used only by humans, so taking it away doesn't hurt the AI at all. Even better, the AI is forced to build the better unit (Enkidu: 1/2/1, not Warrior: 1/1/1), while paying the same shield price. I think the current fix the AU Mod has (adding AI offense flag to the Enkidu) was the right way to go here. Why change it again?
Last edited by Modo44 on 20-01-2005 at 22:51
|
|
|  |
 |
|
alexman
|
 |
Hunt Valley, MD
Jan 1970 time: 00:35
|
|
quote: Originally posted by Dominae
It balances the unit both the human and the AI, but strengthens the civ for the human player only. So essentially the AI gets nothing out of the deal: its Enkidus cost more to build, and it's forced to build Warriors that may or may not be upgraded.
|
First of all, I don't agree that a human Sumerian civ is strengthened if you increase the cost of its UU by 50%. With the increased upgrade costs in C3C, the Swordsman upgrade path is not going to make up for it, IMO.
The AI does get a benefit compared to stock and compared to the human, because they get to start with a bunch of Warriors in the beginning of the game at the higher levels. In stock, Sumerians start with only defensive units, because they don't have an offensive unit.
Compared to the current version of the AU mod, the AI gets an advantage because it will not be building offensive units with a strength of 1 that cannot be upgraded until the Middle Ages.
|
|
|  |
 |
|
Dominae
|
|
quote: Originally posted by alexman
First of all, I don't agree that a human Sumerian civ is strengthened if you increase the cost of its UU by 50%. With the increased upgrade costs in C3C, the Swordsman upgrade path is not going to make up for it, IMO.
|
That's why I said that the unit is balanced (i.e. weakened) for both civs, but that the added advantage is only really available to the human player. We may have very different playstyles, but the Swordsmen upgrade is much more important in my games that the cost of early explorers (which I only build a couple of, anyway). Contrast this to the AI that does not make use of the upgrade chain all that effectively, and that does take into account upgrades when selecting units to build. I would rather the AI be stuck with a bunch of Enkidus if it lacks Iron than a smattering of both Warriors and Enkidus.
quote:
The AI does get a benefit compared to stock and compared to the human, because they get to start with a bunch of Warriors in the beginning of the game at the higher levels. In stock, Sumerians start with only defensive units, because they don't have an offensive unit.
Compared to the current version of the AU mod, the AI gets an advantage because it will not be building offensive units with a strength of 1 that cannot be upgraded until the Middle Ages. |
I agree that adding the Offensive flag to Enkidus was a good idea. But I'm still not convinced that it's better for the AI to have 10 Warriors and 10 Enkidus rather than 20 Enkidus until the Ancient era, given that both cost the same amount but one is strictly superior to the other (some of the Warriors in the first case would actually be Archers, I presume). Again, the only reason Warriors are preferable is if the AI upgrades them, and so my question is: does it do so reliably? In my experience, definitely not.
|
|
|  |
 |
|
Dominae
|
|
quote: Originally posted by alexman
Compared to the current version of the AU mod, the AI gets an advantage because it will not be building offensive units with a strength of 1 that cannot be upgraded until the Middle Ages. |
1. Stock+Iron: AI builds Swordsmen and Enkidus until Medieval era
2. Stock+Nothing: AI builds Enkidus until Medieval era
3. Proposal+Iron: AI builds some Warriors, but mostly Swordsmen and Enkidus until Medieval era
4. Proposal+Nothing: AI builds (expensive) Enkidus and Warriors until Medieval era
IMO, both 1 and 2 are better than 3 and 4, respectively.
|
|
|  |
 |
|
Dominae
|
|
quote: Originally posted by alexman
The Sumerians don't need an uber UU. They are Agricultural. It's more than enough that you have a UU to trigger your GA, and thay it's better than the unit it replaces. |
So why give them the Swordsmen upgrade path? It seems you just want to raise the cost 15 Shields (a big point of contention during the beta, I might add - still not sure how I feel about it...you know, bad memories and all).
|
|
|  |
 |
|
Dominae
|
|
quote: Originally posted by nbarclay
I don't view it as the AU's Mod's proper role to go around saying, "This civ doesn't need an uber UU, so weakening its UU is fine," or, "That civ needs a good UU, so lets make its UU better." Once we go down that path, the feel of the stock game goes completely out the window |
Adding strategic options can take the form of making the weaker civs more attractive. This involves either making them better or by reducing the power of the stronger civs (yes, reducing the power of one thing can make another thing more attractive). There's no strategic decision in picking Agr. civs 19 times out of 20. When was the last time we saw someone post an example of a Mil. Archer-rush?
quote:
- not to mention all the time we'd have to spend trying to choose which civs "ought" to have how powerful UUs.
|
Civs with powerful traits ought not to have the most powerful UUs. Otherwise there are de facto most poweful civs, and that is bad for strategy/variety. Identifying these cases should not be too difficult because we can restrict our search to a subset of all the civs, namely the Agr. ones.
Last edited by Dominae on 20-01-2005 at 23:36
|
|
|  |
 |
|
Dominae
|
|
quote: Originally posted by nbarclay
Aren't you forgetting about archers??? |
It is my understanding that the AI would build Archers in all four cases. And IIRC its Archer production would cut into both its Warrior and Swordsmen production (in a proportion I'm admittedly not too familiar with). So I do not think that the fact the AI would build Archers undermines my point.
|
|
|  |
 |
|
nbarclay
|
 |
Huntsville, Alabama
Dec 1999 time: 23:35
|
|
quote: Originally posted by Dominae
Adding strategic options to the game involves making the weaker civs more attractive. This involves either making them better or by reducing the power of the stronger civs (yes, reducing the power of one thing can make another thing more attractive). There's no strategic decision in picking Agr. civs 19 times out of 20. When was the last time we saw someone post an example of a Mil. Archer-rush?
Civs with powerful traits ought not to have the most powerful UUs. Otherwise there are de facto most poweful civs, and that is bad for strategy/variety. Identifying these cases should not be too difficult, because we can restrict our search to a subset of all the civs, namely the Agr. ones. |
I could accept an argument that in MP games, the choice of civs can constitute a strategic option that needs to be balanced (at least within any given game). But in SP play, the choice of civs is a set-up option for determining the flavor of game a player wants, not an option of what strategy to use within the game. Players who want the power of an Agricultural/Commercial civ with Mounted Warriors can play the Iroquois, and players who view that combination as too powerful to be interesting can choose other civs. If we try to improve the balance, we actually reduce the range of choices players have available for what kind of game they want.
If we were the game's original designers, I would favor having the civs balanced against each other a bit better. But the advantages and disadvantages of such rebalancing are mixed enough that I don't think it's something the AU Mod should come in and do after the fact - especially since such changes would tend to undercut the desirability of using the Mod in the eyes of players who enjoy using powerful civs in their full glory.
|
|
|  |
 |
|
Dominae
|
|
quote: Originally posted by nbarclay
From my experience, I get the very strong impression that once archers are available, AIs would build very few warriors or Enkidus for offensive use. Players who don't recognize that fact (assuming it is indeed a fact) could easily come away from your post exaggerating the degree to which AIs would build warriors or Enkidus "until Medieval era." |
Players who don't recognize your very strong impression...?
Anyway, I understand what you mean. But the point you're making is tangential to mine; if the AI does not have Iron, I would think 10-Shield Enkidus and Archers would be a strong alternative to 20-Shield Spearmen and Archers (or, 15-Shield Enkidus, Archers, and the possibility of a few Warriors for unit variety).
|
|
|  |
 |
|
Dominae
|
|
quote: Originally posted by joncnunn The AI will upgrade units that are located in tiles with Baracks as money becomes adviable. What it won't do that a human would is rotate the military force around for upgrades. |
Nor aggressively take all the money out of the other civs' coffers in order to do mass upgrades.
|
|
|  |
All times are GMT. The time now is 05:35. Apolyton Time is 00:35. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|