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Travathian
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Chandler, AZ, USA
May 1999 time: 21:19
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Keep in mind, a lot of the late game units require strategic resources to be built. Maybe as a compromise to some of these ideas, these units could be built without the strategic resource, if a certain building is available.
Heck this could be used throughout the game. A laboratory in a city means it doesnt need saltpeter, a coal plant means it doesnt need oil, etc etc.
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cracker
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Colorado, USA
May 2002 time: 22:19
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I posted this basic topic for discussion back on April 24th over on CIVFanatics.
Here is the link to the original topic post:
http://forums.civfanatics.com/showt...&threadid=21122
And since I did not post that info over here on Poly I have repeated the text here for the convenience of those who have not cross registered.
The key points are that the ability to limit units to only being built in a city with a specific improvement/wonder and the ability to limit the number of units that can be built in ratio to the number of cities already exists in the game and has been "well tested" with armies. These features are currently had coded to armies only and should just be converted to being unit setting features that may not be used for most units that have already been released.
-------------- April 24 message text ------
This is an open letter to the Firaxis development team, Sid (the Game God), and all the game players and mod makers who can focus on what we like about Civ3 and how to get the next level of enjoyment with the minimum programming changes and time lag.
I think that most of the key tools and code features are already in the game, it is just that the game is handicapped by lack of a big picture approach to implementation.
Much of this is found in hard-coded “kluges” to problems instead of implementing the same solution with a broader approach that will allow for flexibility, adjustment, and adaptation without each increment commanding programming resources in each subsequent patch.
The best “Worst Example” in the current game is probably found in the implementation of Armies.
Armies are a unique unit in that they are currently the only unit that is limited to the number of cities AND Armies are also unique in that they are the only unit that can be limited to being built in a city that has a specific small wonder or improvement already built.
FLASHING LIGHTBULB AND CLANGING GONG.
Why would someone spend the effort to write these coding constraints and then hardcode the restrictions into the general settings for the game that limits the use of the programming to only one specific unit???
Why not set these choices as options on the units dialog and then make Armies the only current choice where this dialog applies to the unit released in the standard Civ3 product?
Expanding the usefulness of this programming would only require adding a drop down menu to the units dialog page that would let the editor restrict building of units to a city where a specific wonder or improvement has been built. FLASHING GOLD STAR and CASH REGISTER DING.
You would also add a check box to engage a ratio restriction on the units that would let you restrict the number of units that can be maintained relative to the number of cities, or number of improvements, or number of another type of units. For simplicity this Ratio should be implemented per 100 items of the restricting prerequisite. ANOTHER FLASHING GOLD STAR and CASH REGISTER DING.
Implementing these army like features to be potentially applicable to any or all units will give you a set of tools that can be used by the game play balancing Nazis to help control balance without just simply making the units worthless, ineffective, technically and financially inaccessible.
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Other simple unit features that should be implemented along the same philosophical approach should include:
A unit support cost multiplier and a transport utilization factor. Both of these factors should be implemented based on a 100 factor being the 100 to 100 ratio.
An “obsolete by upgrade” flag that allows units to be built and then upgraded without eliminating the ability to build the first unit as is the current default implementation.
Units “upgrade cost multiplier” that allows the upgrade costs to be defined as more or less than the standard calculated shield to gold ratio of 100%. This feature will allow units to be built in some towns and cities and then “sent to school” in other cities for the upgrade without making it impossible for towns to build the lower units.
A “targeted unit” selection box and factor that allows each unit to have a defined other unit where its major attack or defense strength is most effective. This last item will have significant impact on letting the game play balance advocates control specific results without creating universal destroyer or universally worthless units. Examples of implementing this set of choices would be perhaps an A10 Warthog against tanks or a machine gun against infantry. These selective choices would avoid the seemingly silly scenarios where a longbow man kills a tank or where galleys can sink privateers 60% of the time.
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Note that most of these simple drop down box restrictions and other ratio restrictions already exist and have been tested in the game code for units and for improvements/wonders (witness Armies, Wall Street, Battlefield Medicine, and SDI). Just take the coding and tie it to the appropriate drop down boxes and ratio boxes on the units pages and improvement/wonder pages and the result will be 15 orders of magnitude closer to a rave reviewed product by the core group of users that will drive all the market expansion.
This open letter really is meant to focus on encouraging the philosophical shift to make the features of the game more accessible for simple adjustment because we need to recognize that the hundreds of creative minds in the game play and modification community will use features in new and creative ways that may go well beyond anything that the original creators can envision.
Also, this letter should emphasize a need for an approach to game play balancing that does not simply focus on rendering the included unit incapable of reasonable and cost effective functioning. There ought to be a winning game strategy that includes valid reasons for building and using each unit in the game instead of a philosophy that actively tries to prevent the units from being any advantage to the human player if the unit are built and utilized in an appropriate strategy.
... cracker .... (I have a real name and prewritten help files, just email me)
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Willem
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Canada
Dec 2001 time: 00:19
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quote: Originally posted by nato
How well the AI can handle something is always a major consideration, that is a good point. However, I'm not sure why this would be such a huge problem for the AI, at least compared to many things in Civ3. Maybe I'm missing something... |
Have a look around at some AI cities next time you play, especially in the Industrial/Modern eras. You'll see that in comparison to you, it's a really crappy builder. Better yet, play a entire game with the Governor in charge of all production, including structures. By the end of the game, you'll have a hodge-podge of buildings that don't always make sense to have. Tying units to a specific structure would be very detrimental to the AI.
I used to think the same way you do, but I began to realize that it wouldn't be practical. Maybe in Civ IV, after they've made some improvements in the AI.
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panag
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MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000 time: 07:19
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quote: Originally posted by Willem
Have a look around at some AI cities next time you play, especially in the Industrial/Modern eras. You'll see that in comparison to you, it's a really crappy builder. Better yet, play a entire game with the Governor in charge of all production, including structures. By the end of the game, you'll have a hodge-podge of buildings that don't always make sense to have. Tying units to a specific structure would be very detrimental to the AI.
I used to think the same way you do, but I began to realize that it wouldn't be practical. Maybe in Civ IV, after they've made some improvements in the AI. |
hi ,
Willem , there are also examples where the comp does not build factories , because the AI does not have the tech's against pollution , .....also , put the default level of the AI at deity , total different gameplay , ...
have a nice day
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playshogi
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Frankly, not only is the airport useless, but air units themselves are quite useless. I never build any. Artillery, with unlimited rail movement, are much more flexible.
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wrylachlan
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quote: Originally posted by Willem
Have a look around at some AI cities next time you play, especially in the Industrial/Modern eras. You'll see that in comparison to you, it's a really crappy builder. Better yet, play a entire game with the Governor in charge of all production, including structures. By the end of the game, you'll have a hodge-podge of buildings that don't always make sense to have. Tying units to a specific structure would be very detrimental to the AI.
I used to think the same way you do, but I began to realize that it wouldn't be practical. Maybe in Civ IV, after they've made some improvements in the AI. |
Has anyone seen the AI go for the small wonder to build armies? If so that would prove that the AI is capable of understanding the need to complete a building in order to get to a unit.
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Captain
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by Divine Right
May 2001 time: 00:19
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quote: Originally posted by Travathian
Keep in mind, a lot of the late game units require strategic resources to be built. Maybe as a compromise to some of these ideas, these units could be built without the strategic resource, if a certain building is available.
Heck this could be used throughout the game. A laboratory in a city means it doesnt need saltpeter, a coal plant means it doesnt need oil, etc etc. |
Hey! Now there's a new idea I haven't seen yet! Cool!  
Resources are still important since it takes time (which you might not have) to build the prereq buildings, and the prereq buildings might also have maintenance costs while resources don't.
All the more reason to put in the editor option of having building prereqs for units.
In my view, all Firaxis has to do is give us the tools. Put it in the editor and by trial and error with lots of playtesting, we can come up with something that's balanced. Or everyone can play with their own mod and be happy!
One last reason for adding this:
Create a series of Wonders that replace each other so that you can only have 1 at any time in your possession. (use replacement flag currently used for power/hydro/nuke plants)
Create UUs that have certain Wonders as their prereq building.
Thus, you can dynamically choose what UU you want - and change it in game as long as you're willing to lose the ability to produce your former UU. As a wonder, it will be costly to replace so you have to be sure.
Ex. Find you're on a tiny island early on? build the Maritime Navigation Wonder to get Longship, an early cheap and fast caravel. Later on, when you're in a protracted war with Japan (who built Samurai Tradition to get Samurais), you may find you need a powerful defender to protect your cities. You build the Mercenary Guards Wonder which gives you Halberdiers (stronger pikemen) but lose the Maritime Navigation Wonder. Later on, do you build "Avro Arrow" wonder to get super figher-bombers or build the "Jihad" to get Mujahadeen Anti-Air Rocket troops for that extra edge?
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candidgamera
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NW PA, USA
Feb 2002 time: 00:19
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Willem:
Was thinking some also about variable free units per city too after last post. Am I to understand Republic, Democracy are hardcoded to not allow free units? Looks like you can change that in the editor to me.
Went and changed monarchy way down too, like 1/1/1.
If so I'm going to try this:
Republic:
0/1/1 for freebies, unit cost 2
Democracy:
0/1/2 for freebies, unit cost 3
idea is that later on expansion costs more, promotes taking care of and building what you have. expansion has to be subsidized until it starts to pay off. Democracy in big cities produces enough revenue for some extra revenue.
I allow republic a 1 military police also, none still for demo.
How well does unit cost 2 keep the units down? how many units wandering around?
OT:
Almost done with a game now, can't wait to try this and my carriers as amphib assault ships (think have figured it out: aircraft only, foot only flags, fighters with foot flag, no bombers) Marines with para range 2, suspect they still wont para off a carrier, but will try.
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