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Venger
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Keeper of the Can-O'Whoopass
Jan 1970 time: 23:20
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(Note - I am official coiner of that phrase)
I'm doing some light modding and spicing up of Civ3 to see if it can capture enough interest for me to actually finish a game of it...
Anyways, the one thing that still bothers me about Civ, from Civ2 to now, is tech avalanche. I've reduced the research rates so it takes longer to discover techs. BUT...
The AI still tech whores between each other, meaning that, by, 40 turns into the game, the human player is behind everyone else by about 5 techs.
Is there a way to either eliminate or reduce tech whoring between the AI? Maybe disallow trading more than one consecutice tech? Buy one, you have to research the next one...or somesuch? Hell, I'd just as soon do AWAY with tech trading and have a slider that controls AI research bonus, so the AI can be competitive in tech without snowballing the player...
Additionally, any other advice on reducing tech avalanche? Nothing is worse than finally being able to build a new unit, only to discover a new tech that obsoletes the unit before you can build them! I'd like to lengthen the time period out, actually get a more historical feel for having early tanks, bronze swordsmen, knights templar, etc.
Thanks,
Venger
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Venger
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Keeper of the Can-O'Whoopass
Jan 1970 time: 23:20
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Thank you! Can't believe I missed that one!
Has anyone played with this and found the right balance between allowing trade and crushing tech whoring?
Thanks,
Venger
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Soren Johnson Firaxis
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Hunt Valley, MD
May 2001 time: 00:20
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quote: Originally posted by SpencerH
I'm playing the GOTM IX. Its at emperor. What I've noticed is the same old bug that we all saw with CIV and CIV2. The AI galleys didnt sink! I watched many, many cross open waters where some of them should have sank, not one did. It meant that the AI could trade while I could not since I couldnt afford a fleet of galleys to find the other civs. Therefore, the AI civs got a big tech lead. I think this kind of AI behaviour is the root of the tech advantage that the AI gets. |
If you see the AI moving its galleys over water, it is because they have the techs which allow them to do so (like Navigation or Magnetism). Works the same for the human.
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Venger
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Keeper of the Can-O'Whoopass
Jan 1970 time: 23:20
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quote: Originally posted by ALPHA WOLF 64
are you playing the current patch? i've noticed that tech whoring is reduced somewhat in 1.21. Also, I eliminated communications trading until the middle ages, therefore, the AIs cant trade wildly with each other until they've actually made contact. |
How did you eliminate contact trading until the middle ages? I don't see where that is in the editor...
Venger
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Venger
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Keeper of the Can-O'Whoopass
Jan 1970 time: 23:20
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I lowered the AI trading rates to increment only by five after chieftain, and also reduced some of the ridiculous AI bonuses at the highest three levels (8 defensive and 4 offensive start units per AI on Deity? Give me an f'in break, I'd rather not get conquered before I start my first city). So on Deity, the AI-AI rate is only 125.
Not sure if it's working, the AI is still tech-whore quite a bit, I mean it's clear it discounts it against the AI - tiny Civs are getting far more advanced techs than their size allows due to limited rate. But I'm at least almost caught up in the industrial age. It's nearly impossible to get a lead early without extensively buying tech - which I'm sure is the strategy most use. But to me, that's dull - what's the point in researching when it's so easy to buy them? I'm trying to make your research and your research choices sort of matter.
Any other tips? I'm actually playing Civ3 and enjoying it (mostly) for the first time (enjoying it that is). Have doubled hit points and adjusted some A/D values (still work to do, but combat is far more palatable with the changes, less flukey man bites dog results), added resources (spices up the game alot), reduced corruption to a level that allows you to enjoy the game but still have to put in barracks, courthouses, and police stations to truly eliminate it, and added units that don't require resources (Swordsman is 2/2, no resources, Iron Swordsman is 3/2 with iron, there are now FOUR tanks - Tank, Improved Tank, Main Battle Tank, and Modern Armor, Infantry is 8/8, Heavy Infantry requires rubber and is 10/10, etc etc.). Adding the units that don't require resources as slightly weaker variants REALLY changes the aspect of the game and resources, turning them resources from gamebreakers (I mean come on, you have to have RUBBER to make infantry?) into what they really should be - something that can give you a slight but important advantage.
Still alot more tweaking to go, but I think I've fixed Civ3!!! May consider releasing YET ANOTHER mod pack, probably won't because figuring out how to do it will be way too hard to figure out...
Venger
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Venger
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Keeper of the Can-O'Whoopass
Jan 1970 time: 23:20
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quote: Originally posted by SpencerH
Venger,
The only problem with making all these mods is we expect the next patch to be out soon which usually renders the exisiting mods useless and all the changes to the editor have to be redone. |
I know, but I kept waiting for the patch - and I'm still waiting! I finally got a bug to play a Civ game, and I needed to take advantage of it before I threw Civ3 in the dustbin for good. I'm glad I didn't, because it's STARTING to improve (with alot of hard work).
I figure I can cut my teeth on 1.21f, and then transfer the units and concepts to the new (and hopefully last) patch.
quote: BTW it wasnt the lighthouse allowing the galleys to travel the ocean. The aztecs have the lighthouse while everyone elses galleys also travel the ocean. Could it be an edited mod that would be included in the bic file? |
I've been able to get almost across the ocean before in a galley before it sank - I want to say it sunk at the end of it's third turn at sea.
I'd understand adding one to every sea craft in the game to enhance the very weak naval game.
Venger
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Venger
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Keeper of the Can-O'Whoopass
Jan 1970 time: 23:20
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quote: Originally posted by reefer addict
if i want to watch the ai gangbang me
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Giggle.
quote: on tech i just play a regular emperor game. its fun to see the ai have to research what they want instead of getting everything for a useless worldmap while they try to charge me an arm and a leg. |
I concur - it's ridiculous. The point of having multiple civilizations is to have the feel of playing against 12 other distinct civilizations, not to simply add another participant to the gang rape of the human player... I'll give the AI a bonus to help it succeed as an INDIVIDUAL civilization - but not empower it to congeal into the AI as 'all non-human Civs', which Civ3 tends to do...
Venger
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Soren Johnson Firaxis
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Hunt Valley, MD
May 2001 time: 00:20
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quote: Originally posted by SpencerH
Venger,
The only problem with making all these mods is we expect the next patch to be out soon which usually renders the exisiting mods useless and all the changes to the editor have to be redone.
BTW it wasnt the lighthouse allowing the galleys to travel the ocean. The aztecs have the lighthouse while everyone elses galleys also travel the ocean. Could it be an edited mod that would be included in the bic file? |
I can only assume it is the mod because the game code for sinking ships makes no distinction between the AI and the human. Indeed, this gives an advantage to the human as the AI won't even try to sail across the ocean unless it will be safe whereas the human can make a specific choice to take that risk.
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Soren Johnson Firaxis
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Hunt Valley, MD
May 2001 time: 00:20
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quote: Originally posted by Solver
Soren - are you saying the AI never tries to pass squares if it's at the risk of sinking? I'm almost sure I saw the AI pass Sea squares with Galleys... |
well, the AI will certainly go through sea squares if it can get to a safe square by the end of its turn...
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