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alexman
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Hunt Valley, MD
Jan 1970 time: 00:18
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Continuing the discussion from the corruption FAQ thread:
quote: Originally posted by player1
Original: 100% (chief), 95%, 90% (regent), 85%, 80%, 70% (deity)
Proposed: 200% (chief), 150%, 100% (regent), 90%, 80%, 70% (deity) |
The only thing I would change would be to leave Monarch at 85%. OTOH you're the mod god, you decide! 
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:18
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It's a pain to test, but it might not be necessary. I think the AI has the Regent OCN%.
quote: Originally posted by Soren Johnson Firaxis
Just to clairfy once more... if you play on Prince or lower, the AI receives no gameplay bonuses whatsoever. No growth bonus, no production bonus, no science bonus, no combat bonus, no support bonus, no goodie hut bonus, no bonus against barbarians, no wonder-building bons, no corruption bonus, no waste bonus. |
[he means Regent]
The fact that he mentions corruption means that under higher difficulty levels, the AI gets corruption bonuses, but on Regent it does not. The percentage of OCN is the only place where corruption is affected by difficulty level.
So the AI can't be always using 100% (otherwise it would be a bonus at Regent), and it can't be using the value that the human player uses (otherwise he would not be mentioning corruption in the list of AI bonuses).
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lockstep
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Vienna, Austria
Aug 2001 time: 06:18
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quote: Originally posted by player1
Original: 100% (chief), 95%, 90% (regent), 85%, 80%, 70% (deity)
Proposed: 200% (chief), 150%, 100% (regent), 90%, 80%, 70% (deity) |
200% on chieftain makes the game too easy IMO. Even a novice player should run into corruption due to no. of cities at SOME point, and I seriously doubt that a lot of people like to build empires with 32+ cities on chieftain. What about 150% for chieftain, 125% for warlord?
I agree with the rest of your proposal, especially with the 100% for regent. (Firaxis, what were you thinking?)
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lockstep
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Vienna, Austria
Aug 2001 time: 06:18
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While we're at tweaking corruption: IMO, the optimal numbers of cities are badly distorted with regard to mapsizes since Civ3 v1.16.- Originally (that is, in v1.07), the nos. were 8/12/16/24/32 for tiny/small/standard/large/huge maps.
- After a lot of complaints about unmanagable corruption on tiny maps, Firaxis changed it to 12/14/16/24/32 in v1.16. (IMO, the nos. should have been increased for all map sizes or - if they really wanted to keep the '16 cities' for a standard map - decreased for large and huge maps.)
- In v1.21, Firaxis actually reduced the size of large and huge maps, but didn't change the nos. of optimal cities accordingly, making the distortion between tiny/standard and standard/huge even worse.
IMO, there are two ways to smooth out the numbers (always in combination with the changes suggested to the no.-of-cities-percentages for difficulty levels):- Add 4 to the nos. used in v1.07, so that the new scale is 12/16/20/28/32. On Regent, this would result in a reduction of corruption (due to no. of cities) for all map sizes, but more noticable on standard/large/huge maps.
- If you want to keep the '16 cities' for a standard map (so that the Forbidden Palace is available with your 8th city): Use a scale of 10/13/16/22/28. On Regent, this would result in an increase in corruption for tiny and huge maps, no noticeable change for small and large maps and a decrease for standard maps.
Comments?
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lockstep
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Vienna, Austria
Aug 2001 time: 06:18
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If I had to choose between, say, an OCN of 18 cities/100% and another one of 20 cities/90% (which yields the same result), I'd rather choose the former than the latter. (Maybe 'flawed' for the latter is too harsh, I should have used 'unelegant' instead.)
BTW, the same applies IMO for the current defense bonus of 10% for desert, plains, grassland, tundra etc. What's the point of a defense bonus if every other terrain type has at least the same bonus? (The 'elegant' way, IMO, would be to tweak unit defense values instead of terrain defense values.)
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lockstep
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Vienna, Austria
Aug 2001 time: 06:18
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quote: Originally posted by Kloreep
But since you can always build Tanks if you can build Mech Infantry, and Tanks are stronger on the attack than Mech Inf., would there be a point to turning the offense flag on? |
You're right, I forgot that tanks and mech infantry have the same ressource requirements. The only 'advantage' of mech infantry over tanks is that the former can be drafted, but I wouldn't want the AI to attack with conscript mech infantry.
So yes, the offense flag for mech infantry should stay turned off (and be turned off in future standard versions of Civ3/PtW).
quote: Originally posted by kettyo
player 1,
shouldn't you turn airlift on for workers too?
Even modern armor can airlift, why not workers?
(settlers definitively shouldn't though) |
Interesting idea. Yes, settler shouldn't airlift, but for workers it's debatable.
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