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Evil_Eric_4
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Glad to hear that they realise their mistake, Arrian, but when they get to the point where they have to fix their fixes I have to wonder.
I mean it seems there is a lack of commitment.
It has been taking a LONG time between patches and even then the patches break as many things as they fix.
It seems they are sending out the patches with as little playtesting as the original game itself!
How many people are working on this I wonder?
Two retards and a chimp?
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MiloMilo
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Most everything about this game now looks good to me, except for some SERIOUS AI propblems. Here's what I'd like to see fixed in 1.18, or in a mod maybe (thought I don't know if it's possible to tweak the AI in mods):
1) Cancel this terrible AI tech-trading nonsense. I like this game in large part because I'm playing against seven (or fifteen) different opponents. The other nations should be as wary of each other as they are of me. Militarily this is well-implemented. Now I'd like to see the same good implementation with scientific advancment.
2) Pop-rushing is an exploit, and if Firaxis wants to limit players' ability to do it, fine. But at least program the AI to not hamstring itself under communism. If it makes citizens unhappy for 40 turns, just program the AI to only do it once per five citizens in a city, per 40 turns. Or something. You want the AI to be flexible like a human player, but you also want it to be smart, and smart means eliminating some options that are available to flexible but dumb people.
3) Yes, I want the AI to be aggressively expansionist, but it annoys me when they always build cities in that last little pocket of land on the other side of my borders. When this city flips to me ten turns later due to culture, it's gratifying but still annoying that an opponent would be so wasteful with their resources. Can't there be a guidline such that for the first eight or ten cities, the AI will attempt to place new cities to be contiguous with their existing border, and then branch out? (This would reflect their ability to now build the Forbidden Palace - even if they never build it. Which brings me to the last one--)
4) The AI should build more improvements, and fewer military units. Just shift this balance a little bit. In peacetime the AI should not have more units than it can handle; cities should build either improvements or wealth. In wartime, make this limit arbitrarily higher: say, +2 units per city. Then for each one unit that dies, increase this limit by 2, showing the need to muster more soldiers if the nation gets put on the defensive. When peace is declared go back the peacetime limits, possibly recycling extra units.
I know much of seems like it would restrict the AI and make it easier for humans to outwit it. But in the end that's how these games should be played anyway. Consider casino backjack. The dealer must always play the same way, while the players can strategize creatively. This gives them an advantage, but it's still a fun game and people still lose quite often.
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jackshot
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Sorry, no sympathy from me. These are but some of the problems, and Firaxis put them there. Perhaps instead of being aware of the problems they should be aware of the need to put out a finished product in the first place.
Six months later and the game is still a pile of mistakes upon mistakes. Six months later and all we can say is that they haven't quit yet - sometimes I wish they would go and leave the field to someone who actually wants to do something interesting and exciting with the franchise. I've read their comments too, and they all have this "making up as we go" quality - they have no plan that shows in any work to date. If you were a publisher, would you accept this title without Sid's name on it?
Let's face it, at this rate Firaxis is going to have problems having a finshed, quality product version of what was released last Christmas in place by this Christmas.
For any price.
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kimmygibler
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Does this seem logical to anyone...
Make it so that you and the ai have some incentive to research tech rather than trade for it. The obvious thing would be a culture bonus for development of your own tech. No bonus if you acquire it through trade.
Would this be too hard for firaxis? Is it a good idea? Would it solve the problem?
In the current game it is unrealistic as well. Once the zulus develop writing, next turn zulu is the universal language. Every other civ simply uses the zulu writing due to trading. I know the game currently has no concept of this idea, but it might solve the problem if the ai had some reason to avoid trading for at least some techs.
I can see things like gunpowder really make no difference culturally. But alphabet, literature, philosophy, writing, monarchy, republic, music theory, free artistry, even contruction....
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kimmygibler
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Thanks, but could this be done in a patch???
Or rather, is there a hope in hell that it will be done?
Also, I wouldn't say that you can't trade techs, just that you don't get any culture bonus unless you research them yourself.
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Capt Dizle
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I used to think that the game was poorly designed but its more than that. It's also a lack of time and testing.
Heck the game was a beta on release and the patches were rushed to boot. I'd say let them work on it till Christmas. Which is when the developement cycle should have ended in the first place.
I know I won't test another patch. Been there, done that.
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Capt Dizle
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And I agree with Cooper in his reaction to Egyptian's statement that the patch DESTROYED the game. I think DESTROYED is too harsh and a bit inaccurate considering the sorry state the game was in with v1.16.
Clearly, in v1.17f the combination of zero value tech and AI self induced starvation BROKE the game, but only in the sense that a zombie, run over by a fleet of trucks would be messier looking than when first untombed, but still dead in either case.
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jabroni154
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Just to add a few more comments to the thread. I just finished another game last night and here would be my short list of things that I would like to see fixed which are mentioned above:
1. Stop the AI tech-whoring! (one suggestion)
Change the techs to add in a few extra parameters (best if the option exists to change them in the editor)
- Min/max sell value - This could simply be a number from 0.05 to 10 or so that dictates the min/max value for a tech when trading. Scale the change 100%, 90%, 80% in between the costs. For example:
If Synthetic Fibers costs 500, with a min/max of 1.5/5.0, the 1st Civ to trade would only sell for 5*500 or 2500 gold. By the time it gets down to the last Civ, the minimum value to sell for is 1.5 * 500 or 750 gold. After 2 civs know it, it might drop to 90% or .9 * (5.0 - 1.5) + 1.5 = 4.65 * 500 or 2325 gold.
For the AIs tech bonus, simply divide the value by the research bonus, i.e. chieftain, 2325 / 0.75 = 2584
This is a simplified version as I am not sure of the exact numbers but hopefully my point is clear. For a base case, make any techs with wonders (1.0/4.0) and for techs that increase military strength (i.e. compare greatest non-bombard attack/non-naval attack) with current of civ, add in another modifier. For instance, if I just discover musketman, I sure as heck do not want to give this tech to everybody in the civilized world as that would make any assaults that much more difficult.
2. Lessen the whip-cracking penalty for the AI or make it not crack the whip as much
Once I reach the industrial age and get communism, it is to my advantage to give the tech to all of the AI, create some wars and watch them kill themselves. This is insane. The AI should not crack the whip as much as it does. Occasionally, yes, but not from cities of 12-15 down to cities of 2 or 3, that is just crazy!
Those are my two big gripes for the patch, as for other things, well, that is off-topic from the post but man, the 7/15 headed AI thing just makes the game intolerable. I want to give it a chance and I want to enjoy it. It is just a good thing MOO3 is not out because once that comes out, I don't think Civ3 will get much time after that. 
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kimmygibler
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When is the next patch?
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Barchan
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drifting across the sands of time....
Nov 2001 time: 05:18
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I do agree that the current devaluation equation is a bit harsh, but I ask you to mull over these concepts:
The Kingmaker:
You, the human, are clearly the best player at the board and the other players (AI) know this. If they try to take you on individually, they know they'll lose. So, in an effort to win, or at least ensure that you don't, they're willing to make rock bottom trades or even outright gifts to make sure that no fellow weak player (read AI) falls victim to the cunning abilities of the human. I'm sure that most of you have done this once or twice yourself in MP games; it's simply acting against your own self-interest to ensure the victory (or defeat) of another player. The thought usually is "hey, I might not be able to win, but I can effectively decide who will."
Fair Market Value:
I can appreciate the strategic value in having a tech advantage, but there is another school of thought that would say that if you don't get whatever the market will offer for discovered tech, you're not taking full advantage of it. Money, luxuries, resources, maps and agreements can all be brokered with technology; to simply sit on tech and refuse to trade it is both illogical and uneconomical. If you combine this with the Kingmaker concept above, why shouldn't you be free and easy with the technology you have, especially with the other weaker players? Even if it's just a map and some gold, it's better than the nothing you're getting by not making the trade. Sooner or later, that other Civ is either going to develop the tech itself or be destroyed by another Civ. Unless the conquering Civ is going to be you, you might as well make some profit from the technology and strengthen another bulkhead against the #1 player. If you're not the dominant player (which the AI isn't, remember), then this is a reasonable strategy to keep yourself in the game and possibly have a shot at winning.
Now, before you being flaming, please re-read the subject of this post. I'm not defending the current tech-whoring, but merely suggesting that it's not necessarily the product of bugs or designer insanity.
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John Paul Jones
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Agree with original post.
'Aggressive tech-trading'='swap you my 10 techs for your 1 gold piece and make sure if that human comes looking for them to screw him for everthing he's got'
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John Paul Jones
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quote: Originally posted by Barchan
to simply sit on tech and refuse to trade it is both illogical and uneconomical |
What if you're the only civ with Literature and building the Great Library - would you give it away ? Should the AI ?
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Barchan
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drifting across the sands of time....
Nov 2001 time: 05:18
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quote: Originally posted by John Paul Jones
What if you're the only civ with Literature and building the Great Library - would you give it away ? Should the AI ? |
Well, no, of course not. I did mention at the beginning of my point that *I* can appreciate the strategic value of tech. The AI, unfortunately, doesn't seem to. In the scenario above, I'd keep Literature until the GL was built. Once it is, though, the strategic value of holding it is greatly diminished.
As an aside, I'm rarely rational enough to operate on a purely economic basis. Hell, a lot of the time I won't make eminently reasonable trades simply because I've decided to have nothing to do with those [expletive deleted] lying, back-stabbing Aztecs, and they can cram their [expletive deleted] Spices where the [expletive deleted] sun don't shine! You'll get [even more expletives deleted] nothing and like it, Montezuma!
Sorry, but you get the idea. The point was in a truly rational, economic way of approaching things, even getting a few coins and a world map for a technology is better than nothing at all. A more sophisticated approach would have to account for the strategic values in withholding the tech, as well as the Goodwill values to be had for giving it away, but, economically speaking, there will always be a price at which it's going to be worth it to trade it away.
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