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lockstep
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Vienna, Austria
Aug 2001 time: 06:35
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The problem
When going for a space victory, the human player basically needs to do two things: a) be the first to research most of the techs needed as a prereq for spaceship parts (so that the AI won't start them first) and b) have some cities with decent production (40-80 shields) to churn out SS parts (so that the AI won't finish them first). To be precise, you need to research 12 modern techs out of 17 for a space vicory (this was only 10 in PTW, but C3C introduced the Minitaturization/Robotics line as an SS prereq) and to invest 3200 shields (4*160 + 4*320 + 2*640) to actually build the 10 SS parts (same as in PTW).
Normally, going for a specific kind of victory involves some opportunity costs, e.g. if I'm aiming for early domination, my culture often will be inferior. The main opportunity costs of a space victory are obviously the shields that I can't invest in, say, a bunch of Modern Armor to cripple one of the surviving AI's, e.g. the one that is most likely to compete in a space victory.
The problem, as I see it, is that the actual no. of SS part shields isn't much of a sacrifice. I assert that a human player that has made it to the modern age has at least 15 cities (assuming a pure 'builder' style of play) and an empire-wide production of about 400 shields per turn (after waste). (This assumes one city with about 80 shields per turn, 2 cities with about 40 shields pt and 12 cities with about 20 shields pt.) In other words, the empire production of about eight turns equals the shields needed for a space vicory. As the typical research time for the needed modern techs is at least 30-40 turns (even if you get some techs by trading with your main AI rival), the human player basically has the freedom to build SS parts and a bunch of Modern Armor at the same time. That's not much of an interesting choice.
Possible solution
Increase the shield costs of SS parts by about 50% (from 160/320/640 to 250/500/1000). This forces the 'builder' player to sacrifice about a third of his/her shield production when going for a space victory, and makes waging offensive war in parallel more difficult. Also, now there's the viable option to save cash, go for Robotics ASAP and rush some Manufacturing Plants to speed up building SS parts. As for the AI - it should still go for a space victory with +50% shield costs (at least it did in PTW, as tested by myself).
(A drawback of this suggestion is that OCC and 5CC space victories will be much harder, but while I admire the skills needed to win under these self-imposed restrictions, I don't think that OCC and the like should affect the adoption of a specific rule change.)
Note: The suggested change was part of former versions of the AU mod (vanilla Civ3 and PTW).
What do you think?
Last edited by lockstep on 02-05-2004 at 16:32
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:35
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I'm all for extending the length of the game for this type of victory. If you want an easy way out, and you're a builder, you can always try to get the UN. As it is now, the toys of the modern age are rarely used, because launches come too soon.
However, from my PTW games under the AU mod rules, the proposed change does not result in a delayed launch for the human player. As lockstep says, the SS launch date for human players is usually limited by the tech pace. We use the Palace, other Wonders, and the least expensive SS parts as prebuilds, so we will still be limited by the tech pace, not by shield cost, even at a 50% higher cost.
The AI, on the other hand, does not use prebuilds, so it will not start building these expensive components before it already has the required technology. The AI SS launch is basically limited by the shield cost of the SS component belonging to the last technology it gets. So this change will usually affect the AI launch date, but not the human launch date.
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Aqualung71
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Lord Desolator of the Desolation Row, C3CDG
Oct 2002 time: 12:35
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While I've suggested one alternative, we're probably fighting a losing battle on this one. Realistically, once you've reached the Modern Age with at least tech parity, there is little the AI can do to prevent a human player reach a SS victory. The only potential risk factor is a prolonged war in Democracy that results in a revolution.
By the time you've got there, you just want to finish the game off and probably are putting most of your cities on wealth to boost your research pace after making sure you've got a strong enough defensive force to withstand any invasions. Stretching it out probably just serves to prolong the agony and increase the annoyance factor, which is hardly a good thing.
So while there are things we can do to make it a little harder, as Nathan says it doesn't really change strategic choice nor provide a new avenue of opportunity for the AI to catch up. More expensive parts? Oh well, build a couple of Nuclear and/or Manufacturing Plants just to make sure. More parts? Add a few more turns, no additional enjoyment.
Most times I'll opt for the SS victory even though domination would be more satisfying to the ego, simply because I've had enough and want to move on. The goal I'm continuing to strive for is the ability to achieve domination before the SS victory is within reach.
If you really want to make it harder, then decrease the occurrence of Uranium and Aluminium. But that will also just annoy people, since we will have to conquer more islands.
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