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Sirian
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Pennsylvania, USA
Dec 2001 time: 00:17
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I have questions for Soren, or anyone else at Firaxis in the know. Why the double change to whip/draft penalties?
The whip was being exploited due to lack of "negative happiness". That part's been corrected now, so wouldn't doubling the duration penalty push the whip over into "useless" for all but cities only able to muster 1 shield per turn? Is that the intent?
Did you guys test the Negative Happiness (at the same 20 duration penalty) and find it not strong enough of a new penalty to achieve the desired balance? I'm looking to understand the reasoning for adding two new penalties. From my perspective, that sounds like a bit of overkill.
The same goes for the draft. I found a way to exploit that one and discovered that it wrecked the game when I did, so I backed off using it. But that, too, is entirely corrected with the advent of Negative Happiness, as you can only get a couple of units out of a city before that city is permanently crippled, so why the extended time penalty? Isn't the duration automatically extended with each new whip/draft operation? I thought 20 turns was too long for the draft. The civilopedia claimed the penalty would only last 10 turns and it took me months to catch on to 20 turn penalty. I always wondered why even two or three units of conscription wrecked my cities, or why captured AI cities would take forever to calm down.
I'll tell you this much: 40 turns is such a SEVERE penalty for one conscript unit, I'll be shelving that option in my games. Not going to be worth using, even in desperate times -- and I've been one of the few players around to value the draft much at all with the current penalties. I ask again, was this the intent of this change? To make these two options so unappealing, they go from the extreme of exploitation to the other extreme of abandonment and gathering dust, unused? I could be wrong, but that's what it sounds like to me.
What I was hoping to see was just the Negative Happiness correction. I thought the rest was pretty fairly balanced, or perhaps lower the draft penalty duration to 15 or even 10. With Negative Happiness, the penalty would actually be felt. That the penalty was sometimes ignored was the exploit problem, not its duration. How do you even know what the true value of the old penalty duration was, when the overriding contentment concealed the effects of any heavy use? Wouldn't the auto mechanic's principle of "Tinker with One Thing at a Time" have been more prudent here? Or did you do that and find the results lacking?
Since the AI's tend to draft more than the typical human player, and whip more in the industrial era, won't these penalties further weaken the AI performance at that stage of the game?
In a separate question, what will happen to saved games from the last patch? If I load up a game in which I've whipped a city 18 turns ago, will its penalty still vanish in two more turns, or will it be extended to 22 more turns?
- Sirian
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smellymummy
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quote: Originally posted by Sirian
Since the AI's tend to draft more than the typical human player, and whip more in the industrial era, won't these penalties further weaken the AI performance at that stage of the game?
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I can see it already: Trying to take over an important city held by the AI, and the siege takes over 4 turns. During these 4 turns the AI drafts and drafts and drafts.... Then once the city is under your control and it repopulates, you have to handle "hell no we won't go!" sporadic civil disorder until the end of the game...
What about tech trading anyone? I actually enjoyed being able to trade techs on my turns when I was able to get the edge. Now that's gone, and I have to accept the first offer an AI gives me..... then that AI will trade it all over and pocket the change! Anyone else feel like that about techs trading? Raise your hands please!!
In 1.16f patch the tech trading was toned down, but now this is maybe too much. I think firaxis was listening way too much to the people who flooded there e-mail boxes with complaints resembling "your game is dumb i can exploit it like this! fix it or else i'll tell my mommy to get a refund!"
And what about city trading? That was such a cool thing, and the only fix firaxis could find was to lower the value of city trades to the equivalent of a diplomatic insult. Let me offer my great neighboor, my respected ally, a chance to buy one of my great cities. Forget it "this deal will probably insult him". Great fix, yeah. And don't flame me about city trading exploitation (which didn't always worked). The problem could of been fixed otherwise.
Whatever, I'm still playing, but the game is taking on a really weird route.
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Sirian
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Pennsylvania, USA
Dec 2001 time: 00:17
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Aeson: sharp observation. I guess the poprush loophole is still not quite closed yet. 
Even so, it's been improved upon. You could only build workers in two turns with a city that has 5 surplus food and five shields per turn, and a granary. That's only going to happen in a few cases, I think. More likely, to have workers coming every four or five turns, perhaps alternating with cheap units. And that would only work with your core cities, something within close range of the capital, so any distant poprushing of spread out empires should be held in check.
I've played one game now, and Right of Passage seems to have been taken entirely off the table, it's been rendered quite expensive. This is another move I do not understand. What is this aimed at rebalancing? If they are trying to make RoP betrayals impossible by making RoP agreements impossible, would that not be throwing the baby out with the bath water?? RoP had a strong position in the diplomatic/peaceful arsenal, and now it appears to be off the table. Who can afford to keep these things going if the AI's want your firstborn every 20 turns? Getting more cash for RoP agreements from the AI's was practically the ONLY real in-game benefit (other than score) to spread out widely and embrace higher corruption. I don't know what to make of this.
- Sirian
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DrFell
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'Now we have to push for monarchy or republic a.s.a.p because Despotism is inferior in every way. Expansion will be slower so we have to spend longer in an Ancient Era which has less features. Where's the fun in that?'
Well despo was crap in Civ2 as well, it's still a better government than it was in 2. Anyway it makes things more difficult and makes the game more viable for MP, because pop rush as it was before was so slow.
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Andrew Cory
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SF bay Area
Jan 2002 time: 21:17
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quote: Originally posted by Feephi
I think city trading is totally unrealistic and detracts from the game. When has such a thing ever happened in history? I think they should just take it out. It is a huge advantage to the player and the AI does not even city trade amongst themselves. |
Well, in the US, the (um, I think it was called) Galvastan Purchas was made from mexico, just a bit of land that the US wanted to possibly build a transconinental railroad on. The US also bought the whole of Alaska from Russia, about 1/3 of the country from the French (although technical all that was purchased was Frances _claim_ on that territory.), not to mention about 90% of a continent was bought from various native tribes.
It is true that none of these represented actual cities (can you immagine what would happen if Russia tried to sell Kiev?!?! Of course, the Chinese might be happy to purchase Vlaidivostok) but in Civ, territory is represented by cities. And if they were straped enough for cash, any government might just do that...
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paulmagusnet
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Boulder Creek,CA,USA
Nov 2000 time: 05:17
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quote: Originally posted by Feephi
I think city trading is totally unrealistic and detracts from the game. When has such a thing ever happened in history? I think they should just take it out. It is a huge advantage to the player and the AI does not even city trade amongst themselves. |
I strongly disagree. Go read history, city trading has been quite popular. Ever hear of the Luisiana Purchase or the Alaska Purhase? The Dutch sold S Africa to the British who so bungled integration that they had the Boer War.
The only question is proper valuation of cities and AI goals.
America's relationship with France actually improved, as both Napolean and Jefferson got what they wanted.
THERE SHOULD BE NO ARTIFICIAL RESTRICTIONS ON TRADE, SIMPLY BETTER AI BEHAVIOR.
We SHOULD have sove quantitative idea of the value of what we are asking for and offering beyond cryptic comments from the paper clip person. It's really annoying the way it is currently set up.
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smellymummy
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quote: Originally posted by Andrew Cory
The US also bought the whole of Alaska from Russia, about 1/3 of the country from the French (although technical all that was purchased was Frances _claim_ on that territory.), not to mention about 90% of a continent was bought from various native tribes.
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about the french *claim*... there were actually some settlements the french had established over the years. If i remember my lessons correctly, the english did not settle that far out west from the atlantic until much later in the colonial days... That left the french easy access (they came in from the st-laurent, to the great lakes, then all the way south).
besides ever notice all those cities with french names all through the middle part of where france had claims. And all the french family names of these regions. These can't all be homages to lafayette, right? Sure the french did not have the numbers, but they sure went out far...
and ever played colonization? So many of the french cities I think it was, were really american citie names, or was that vice versa.. Speaking about colonization, wasnt the guy responsible for that the missing key in civ3 (brian reynolds? a genius imo)? Shame he had to leave.
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Andrew Cory
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SF bay Area
Jan 2002 time: 21:17
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quote: Originally posted by smellymummy
about the french *claim*... there were actually some settlements the french had established over the years. If i remember my lessons correctly, the english did not settle that far out west from the atlantic until much later in the colonial days... That left the french easy access (they came in from the st-laurent, to the great lakes, then all the way south). |
I belive that you missed the point. Yes, the Americans purchased the French claim, and yes, with that came a lot of cities and settlements and whatnot, but in addition to that, there was a lot of territory the French claimed that various native American nations also claimed. One of the things that America bought with the territory was the right to dispute those native claims. Hence America had to fight the war of 1812 to keep the English from suplying said nations...
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smellymummy
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i dont think i missed the point. I was just trying to paint a nicer sounding picture about the french. Instead of just having a broad notion that the french only claimed the land, they did have people around.
and was that what the war of 1812 was all about? i thought there was more to it than that.
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Andrew Cory
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SF bay Area
Jan 2002 time: 21:17
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quote: Originally posted by smellymummy
i dont think i missed the point. I was just trying to paint a nicer sounding picture about the french. Instead of just having a broad notion that the french only claimed the land, they did have people around.
and was that what the war of 1812 was all about? i thought there was more to it than that. |
Ah, I got you. Yes, the French did have people there, and yes, we _did_ help pay for the Napolonic wars. Which came in handy for us a few years latter, when it was _just_ enough to distract the English from giving us the whipping they could have had they but the full use of their millitary. (potentialy offensive comments about Laura Secord have been deleted by the poster) *sigh*
But, from the American perspective, the War of 1812 had a few different objectives:
1) Make the British respect American Soveriengty.
2) Keep Europe from playing in the Americas
3) I am sure there was one, but I cannot think of it right now...
That stuff you learned in schools about boats and sailors was mostly BS, BTW...
Intersting side note: On any objective scale, the US lost that war, and yet still mannaged to achive all of their objectives. Seems some bright boy in England realized that it would be smart to have friends in N. America who were not Canucks. Sure does seem far-sided of them at this point, doesn't it?
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:17
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Soren, if you're listening (well, reading, but you know what I mean) please seriously consider removing or somehow toning down the unhappiness penalty you get when taking an opponent's city that has been abused. I'm currently trying to nurse several Greek cities back to health, but I fear that dear 'ole Alex did too much drafting.
It's just a little much, that's all. I think the patch has moved the game from one extreme to the other. The AI still seems to whip and draft like crazy, meaning there is little reason to actually keep their cities. I've yet to raze any in the game I'm now playing, as I like the new rules regarding suppression cultural reversion. I don't have to raze-n-rebuild all the time.... or so I thought. For the next war, I'm bringin' settlers along.
Drafting should probably go back to a 20-turn penalty, instead of 40. 40 is just brutal. Heck, a Roman city I got via culture flip early on couldn't go past size 1 (with a temple and the 1 citizen still had to be an entertainer) for quite some time, due to some whipping Mr. Caesar had done.
I think that many here would agree with me when I say that most players are VERY annoyed when they get punished for something the (insert putdown here [stupid, cheating, etc.]) AI did. It's not MY fault that Caesar was crackin' the whip. It's only partially my fault that Alex drafted (he attacked me, unprovoked, and lost).
I don't know what to do about what Aeson brought up (just turn one citizen into an entertainer, add captured workers and pump out units... disband later). Such a thing... never occurred to me. Aeson, you warmonger you. 
-Arrian
p.s. I haven't played enough yet to make an informed judgement regarding the new AI tech trading, but I can tell you that it's at once annoying and challenging. You do get more of a "all the AI's vs. me" feeling.
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Soapyfrog
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Montreal, QC, Canada
Nov 2001 time: 00:17
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Probably unhappiness due to draft/whip should be cancelled, in whole or in part, when the city changes hands, since the conqueror would be viewed as a "liberator".
Also, a city which has been subject to heavy whipping (or drafting) which changes hands would probably resist a lot less for the same reasons.
These would be nice additions.
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DrFell
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quote: Originally posted by Ribannah
Shouldn't the anger from pop-rushing wear off faster once the city grows beyond the original size? |
I think they should just cut it back to 20 turns, and leave it at that. The best way to pop rush as it is is to have the size one taxman city (not that I'm complaining about that, it adds some variety to the way I play).
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