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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:30
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I think this is definitely something that needs tested to see what happens before we make a decision.
By the way, this is not a change that would work entirely in AIs' favor. Under the standard rules, I'm reluctant to build radar towers of my own (in what few games last that long) because doing so costs workers. But if my pollution clean-up crews could build radar towers in their spare time, I would very likely build them all along my borders in peacetime, and I'd also look for opportunities where cultural borders are shallow enough to use them to support offensive operations when I'm at war.
Last edited by nbarclay on 20-01-2005 at 14:48
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The pirate
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if a change means the AI is not as heavily penalised (might build radar rather than something else?), it is not much of a penalty if it encourages us to use something which is underused.
There will be a benefit to us, but I would imagine the use of artillery is significantly greater, both in defence and of course in offence.
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Modo44
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in western Poland
Jul 2004 time: 06:30
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quote: Originally posted by nbarclay
By the way, this is not a change that would work entirely in AIs' favor. Under the standard rules, I'm reluctant to build radar towers of my own (in what few games last thatt long) because doing so costs workers. But if my pollution clean-up crews could build radar towers in their spare time, I would very likely build them all along my borders in peacetime, and I'd also look for opportunities where cultural borders are shallow enough to use them to support offensive operations when I'm at war. |
Yes, this would give the player a new option, that wasn't really there when Radar Towers cost Workers. Well, it was, but in games already won. But the thing is, the AI has very static defenses, so Radar Towers mean much more to them, than to a human. So overall, I would see this change as one favoring the AI, even if not by a large margin.
And I agree it needs testing. We don't really know what the AI will do, if presented with something very different than what it was programmed for.
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Pfeffersack
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I like the idea.The lack of workers is a serious AI flaw and radar towers consuming workers makes it worse.
It surely will make the human players build radar towers, too...but I view that as positive (balance to decrease costs of a structure which is currently neclected by the human player) and in the "worst" case (in terms of helping the human player), we will end up with both sides having a net of radar towers (for me the AI is not so bad in placing its towers).
Of course testing is needed to see if it alters AI behaviour; I will mod this in my next game and post my observations here.
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Pfeffersack
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quote: Originally posted by joncnunn
I really think this Radar Tower issue has been mute since 1.22.
Sure, in 1.0, Radar Towers were in the required Radio tech.
But now it's in the Advanced Flight tech, why bother ever reseraching that tech. |
Yes, that might be true, but IMO it would be another reason to include this change - if the human player still don't build them, it will just help the AI with its worker problem.
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TimHobbit
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Phoenix,AZ,USA
Nov 2000 time: 05:30
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quote: Originally posted by Pfeffersack
Yes, that might be true, but IMO it would be another reason to include this change - if the human player still don't build them, it will just help the AI with its worker problem. |
Well, I like Helicopters, for one thing. With the AU changes to allow lots of other units to be air lifted, I have used them a lot. Since I'm one of those "builder" types, most of my games have some major wars in the late industrial and early modern eras.
Tim
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Modo44
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in western Poland
Jul 2004 time: 06:30
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quote: Originally posted by alexman
Right, you need one but you lose him. Some players don't want to make that sacrifice. |
In the late Industrial Age (or, more often, early Modern Age), when Airports come by, most players will have that one spare Worker to get the Airfield on the receiving side of the invasion. So making the cost high instead, seems better to me.
If you are concerned about Airfields at home, then make the cost very high. This will not solve the problem entirely, but will make it less exploitative.
quote: Originally posted by alexman
Outposts do have more visibility on high elevation, IIRC. |
I just checked - they do. See attached pic. One is on a hill, the better one on a Mountain. Both provide increased visibility.
Attachment: outpost test.jpg
This has been downloaded 166 time(s).
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Cryptor
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I say just get rid of airfields entirely. Worker built airfields are too much cheaper than city built airports and are not used by the AI.
I've modded games to play without airfields and railroads, and it works fine. You actually have to think about defence in the modern age when there isn't unlimited movement, and the discovery of steam power doesn't give a huge exaguated production bonus.
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Cryptor
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Looking at the current votes, airfields, an overpowered cheap airport for humans, are not even going to consume a population point now. If anything they should consume 5 workers if it was possible, not none. I'm against these changes, if anything airfields should be taken out of the game. They reduce strategic depth, because its a no brainer to build lots of airfields and no city based airports.
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Sabre2th
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quote: Originally posted by nbarclay
Am I remembering correctly that outposts block amphibious landings by units without amphibious assault capability on tiles that contain them? |
Until this is confirmed, I'm all for the proposals for outposts and radar towers. I can barely remember ever using them myself and I'm sure I've never seen the AI build them. Even if the AI doesn't build these, it adds some depth to human strategy.
As Theseus said, something better can be thought up for airfields.
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:30
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I think the cost of chopping forests in C3C is balanced very nicely. Under the old rules, until a civ had some spare workers available, chopping forests was rarely worth the delay in everything else the workers needed to do. Under the new rules, chopping forests is almost always an option worth considering, but about the only time it's ever a no-brainer for me is when I really need the underlying grassland or plains tile or when a resource is involved.
Regarding Saberwolf's first and third reasons (the two that are in terms of gameplay):
quote: - it makes it worth building a road first and then bring in other workers to chop it down (like currently still with jungles) |
My own view has always been that unless I'm in a big hurry to build a road for strategic reasons, I'd rather chop or clear first in order to take advantage of the lower road-building cost after the tile is chopped or cleared. For me, increasing the cost of chopping would almost never cause me to build roads through unchopped forest, just as I almost never build roads through uncleared jungle or marsh and just as I almost never built roads through unchopped forests prior to C3C.
quote: 10 shields can be a lot in the early game and also in corrupt cities further out. they should not be gifted with simple 4 worker turns. |
In my view, the only time four worker turns are anything resembling "simple" is when a civ is clearly ahead in its worker jobs. What you get for those four worker turns is ten shields, but the same ten shilds would be available for later use if you didn't go ahead and chop to get them. So the question is, is it worth delaying everything else workers need to do in order to get those ten shields sooner rather than later, or would it be better to have the workers concentrate on other things for the time being and leave the ten shields from the forest until later? For me, tha lower cost of chopping in C3C makes that question more interesting than it was in previous versions where the cost of chopping was higher and chopping was interesting less often.
The one aspect of Saberwolf's post where I strongly sympathize is in regard to how high the cost of building roads through forests is, although my reasons differ somewhat from his. In my view, the real problem is that building roads through forests is too expensive, not that chopping is too cheap.
I have an idea that might be worth considering if it would work, but I'm not sure whether it would work or not. If I understand things correctly, the time it takes workers to do things on different types of terrain is tied to movement cost. That suggests the possibility that having workers ignore the movement cost for forest might bring the cost to road forests down to that of roading flatlands. But would that be a worthwhile thing to do if it would work? And could it be done without nasty side effects?
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Pfeffersack
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Bad news...unless I have oversight something in my setting (has anyone tested this, too?), the entire thing does not work.RT, Airfields and Outpost seem to comsume workers regardless of the assigned number of worker turns.It isn't possible the other way round, too - mines, irrigations etc. don't start to consume workers when you decrease w.t. to 1. Seems to be completly hardcoded.
The questions of AI behaviour seems pointless with this new information; however, I don't think it would change their behaviour (haven't test it though).
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