social engineering in 1.57 |
I found a minor bug: Gene Splicing is lacking a 2nd prereq.
I'm going to take 3-Res armor away from the Aliens in the next version. They will finally be de-fanged and more comparable to other factions.
The Explore / ai-growth settings aren't working out as well as I thought they would. I'm adding Conquer to everyone. Except Zhakarov, who is just stomping everyone with his tech advantages, now that he doesn't have extra drones to hold him back anymore.
The Aliens were never supposed to be balanced.
When you play a game with an alien in it, you are signing up for a play style.
When you defang and declaw monster and paint it's nails it ceases to be a monster.
I'd say keep their 3-res armor and recycle tanks.
I am not wanting to post feedback or play test data I feel my suggestions would be cast aside or marginalized.
You say not to list changelogs.. just "try",
I am a patient man and will go through it with you if you if you would like..
Hell, the MOBA guys would tell you to asphyxiate yourself with a lap top cord...
As for the Democracy vs. "brutal police state" complaining, I have no idea. Unless there's an "accidental paste" error somewhere from fumbling my keyboard, I didn't change any dialog lines for that. I looked at the differences with a diff tool to make sure, and I found no dialog differences. What faction were you? Did you have a positive POLICE rating, say from building the Ascetic Virtues, or choosing Thought Control? Maybe the game just looks at your stats and decides what kind of society you're closest to.
I'm willing to credit you in the Changelog for having found this bug. Do you want to be credited as "Esper" or something else?
Minus the planet penalty which I always found stupid.
The Cyborgs are overpowered now though that crippling growth
penalty was the only thing that kept them balanced.
As far as the social engineering changes. Free Market penalties are a bit extreme
Power the Industry penalty is crippling.
I retained it for narrative flavor. The idea that they think it's Eden, and not what it actually is, appeals to me.By that logic they should get a plus to planet not a penalty. Its just the anti Christian bias again.
The only faction I'm wondering if it's really overpowered now, is the Spartans.Spartans always do well because they're aggressive and they bring rovers. Its more that than anything else.
In my mod they are less than the penalties of the original game.Free market economics penalties in the base game were just stupid. Your mod makes it better but I think the penalties are still too much.
Not as crippling as it was. It's only -1 now.
By that logic they should get a plus to planet not a penalty. Its just the anti Christian bias again.
Spartans always do well because they're aggressive and they bring rovers. Its more that than anything else.
I never liked the industry penalty. The problem is Power is actually quite good.
Unfortunately I could not get this mod to work.
Hello there! Very nice mod indeed! But any chance to make it compatible with Yitzi's unofficial SMAX patch?
The question is to what degree the Believers are completely delusional about what Planet actually is.
I'm in a major land war with Sparta. We started far enough apart that I was able to build a substantial empire before we made contact and Santiago became hostile.
impressive contempt for human life |
hands on buzzers doh |
that was quick |
aarg its nukes me hearties |
AAAARRRG! |
some like it hot |
Elvis like jelly doughnut |
but they are just little insects |
frying ants with a magnifying glass |
tough to train at high kelvin |
there was an earth shattering kaboom |
steaming magma tubes |
the Hive are eco weenies |
what Fundamentalist research looks like |
only time I ever liked this event |
that was a lot of mouseclicks |
Hmm, yes, a scripted merge probably would be better and easier. Shame I haven't a clue how to do that ;).
the lionesses' share of the work
It looks like you are now mostly fine tuning the faction balance,
Thank you for posting all the after-engagement reports and updates on what you are doing and how.
That's been a huge help in understanding, and been entertaining at times as well ;)
By the way, I've been using sea sensors/buoys for years now. Have had no idea if the defense bonus is being applied or not, but my focus has been on the early-warning aspect (fog-of-war always).
A couple extra spaces/time to get my picket ships on the intruder(s) is nice.
Your tactic of using the Alphax and faction texts to trick the existing AI into giving a better result may not be as elegant, but it's a heck of a lot more practical and likely to actually happen.
By the way, I forget if you have mentioned it, but has your mod made any headway with the 'spamming-obsolete-garrison-troops-till-the-minerals-run-out' issue? It's one of my all time top peeves.
What's this about Interceptors crashing the game? That may have been happening to me now and then...if so, how do you go about identifying which one it is?
And yeh, the "Lion's Share" is such a myth. If some gluttonous sperm donor starts to starve the mommas and their kits, the ladies just gang up and kick him to the curb. The species would have gone extinct if they didn't.
The flags are just for the special abilities, in order of their appearance in alphax.txt.Ahh, thank you. Nice when something turns out to be semi-reasonable and understandable :)
:Voluntary advice from the AC II community welcome
Question for the general community here: If the game crashes when you click on the Production Queue or Change Current Production buttons, where in alphax.txt would the problem likely be?
@Bvanevery: In the Weapons section of your v. 1.17 alphax, did you intend for Tachyon Bolts to cost 2, or was that a typo for 12? I assumed the latter and edited it in the copies I'm working with.
Tachyon Bolt, Tachyon, 12, 1, 12, -1, Tachyon,
In my last test I found most of the gameplay to go well. Had the Angels, Hive, Drones, University, Cyborgs, and Cult with me playing a custom faction.
All the factions performed well, and in differing and interesting ways,
except the Cyborgs, who seemed handicapped by being both non-agressive and interested only in research. They had no motivation to build new cities or facilities and were lagging *way* behind everyone else.
However, that's from only two test runs with them in, so not exactly hard science. I'll try them again with a different starting location.
First, some facility costs. Several factions, including my own struggle with drones, even early on. Perhaps making the Recreation Commons a bit cheaper might be a plus? And in the same vein, reducing the maintainance cost of the Holo Theater?
Third, would making Recycling Tanks a bit cheaper affect anything negatively?
Second, since EFFIC is hard to obtain, reducing the cost of relocating the Headquarters might help a little bit?
Fourth, certain very potent facilities and Secret Projects seem a bit cheap, considering what they provide. Examples being: Command Nexus,
Empath Guild,
Maritime Center,
Cyborg Factory, Cloning Vats, and the Cloudbase.
And just as a jest: when's the full-color chart of your Tech tree coming out? Or should I make that my next project? ;lol
Oh, and insanity check, I was playing on Thinker level, because the first game I played on Trans the wildlife was brutal to several factions. I will tone down the critters a tad and go Trans from now on.
Also, long ago I found the Artifacts to be way too much of a crutch in getting Tech once you had Network nodes, and never thought of them as raw materials, hence my banning them from the pods.
A matter of playstyle, true, but do you think it affects the function of your mod as intended to eliminate them? If you don't go the Scenario route, I'm not sure you always get the opportunity to set what the pods puke out, either...
I don't see any reason to balk at your answers and reasoning, and I'm going to go with your conclusions, and the adjustments in your second post. <urk...more editing....><no, no, it's all good ;)>
Finally: who says you have to have the *whole* tech tree on one sheet?
Not that that bothers me, I'll still whup their butts. Probably....well, or die trying. If they can come back as a lone colony pod to settle in some godsforsaken wilderness, why can't we?
Meanwhile, I'll try to think up other things that'll make you reconsider whole chunks of the game :D
I know, deep in your heart, that you enjoy doing this more than making a few bucks to buy food.
(and of course, who of us wouldn't eat vacant lot weeds and rats before letting the electricity be cut off, eh? I hear even fig leaves are edible).
Btw, being an Archaeologist, among other things, I sorta love crass :)
At least when it means ancient tech and basic make-do cleverness. Actually, scotch tape seems disturbingly high tech to me, I fondly remember the days when glue was queen :P
sandslide640 |
Yeh, who'd have guessed the ancient Egyptians knew about "greasing the skids"? :D
I wonder who the twelve guys standing behind the statue are? Sidewalk supervisors? I'm sure the Egyptians had those as well.
I'd been wondering if you were coming up with all these great ideas on your own. Smart dog, eh?
I'll try to get the recipe for the absolutely scrumptious fried crickets that I had in Cambodia. Crickets are much less crunchy than grasshoppers.
AI is growing FAST! In 2 different tests AI had outpaced my population despite my efforts to maximize my growth.
AI hasn't been aggressive even to the point of defending itself. Morganites spawned next to me and I took out all 3 cities without seeing a defensive unit built, or active aggression.
Enjoying the new map sizes immensely.
I like the Advanced hydro mechanics mod, used it years ago, found this forum hunting it down once again.
For visibility, make "Gigantic" the "Bvanevery size", they'll see you at the start of "Bevery" new game.
Also, check out the BotF forums and the repackager Thunderchero uses for packing all mods into a single download.
It might not work for EVERY mod in the community, but would be a neat way to install/ uninstall YOUR mods from a single left click.
The funny thing is that no attempt of a remake comes even close to this original and probably never will.
Back in the good old days one could really make a great game in a package less than 1 gigabyte, compared to the modern approach of gigantic bloatware packages and bugfests.
Strategy games is still a niche game and is often driven more out of passion than big money and it`s obvious that Firaxis had the right people on the job back in the day.
I remember even the game packaging was a real treat with a fold-out on the front cover with descriptions of the factions. AAHhhhh... nostaaalgia
Looking forward to zip 1.19 into the game directory and get going:)
I sometimes wish I had more knowledge of how to deal with programming but I`m probably a too lazy person.
New happy wealthy militant Believers |
I'll look over your tech tree and see if there is a choice that doesn't have negative impact.
On the "killer formers" or "wall of formers" issue,
They still attack with light weapon ("hand weapons") strength, but that isn't terribly unrealistic.
1. No, there's no instability inherent to these two technologies. I've enabled them on my games and never had any problem. The key is to make sure the tech tree is set up correctly...and, because the icons for those texts are duplicates of used icons, I've created my own. They're uploaded on this site and you are welcome to them.
2. The biggest problem with Gravship Formers is that the AI treats them like land based formers: the AI never develops sea squares with them, despite their being capable of both land and sea modifications.
Same with Supply Gravships etc.
Now if only Probe Gravships were possible...
Also, one other I just remembered...have you tried giving the AI Needlejet Colony Pods? That's fun :)
I thought it made sense for that one to be paired with Inertial Damping but that was in the vanilla tech tree.
For Global Energy Theory I usually gave an energy production bonus, but again, that may only make sense in vanilla.
Thanks, as before, for your hard work on this!
;Unfortunately the AI won't build the following units even when enabled,
;and even when given earlier in the tech tree. Left here for reference.
;Rover Former, Speeder, Formers, Scout, 9, 0, 0, Magnets, -1, 00000000000000000000000000
;Cruiser Former, Cruiser, Formers, Scout, 9, 0, 0, Orbital, -1, 00000000000000000000000010
;Cruiser Probe Team, Cruiser, Probe Team, Scout, 11, 0, 0, Orbital, -1, 00000000000000000000000010
;Hover Former, Hovertank, Formers, Scout, 9, 0, 0, NanoMin, -1, 00000000000000000000000000
;Hover Probe Team, Hovertank, Probe Team, Scout, 11, 0, 0, NanoMin, -1, 00000000000000000000000000
proposed happy wealthy militant Believers |
Oh crap. Just realized I said I gave the Believers +1 GROWTH in version 1.15, but didn't! That's a flat out bug. I even changed their Help entry to say they get the bonus, and they don't. Well I guess there will be a 1.22 release.Yes, +1 Grouth is not added. We are waiting for version 1.22.
Make them a growth and defense powerhouse.
The game is significantly harder, at least it seems to be.
The Moraganites are now a very powerful faction.
Probe teams are very annoying and the AI seems to be better with their use.
The early game actually feels early and feels like I'm going something other than waiting
to the same old techs. Overall I like the changes so far its a new fresh take on an old game.
I stopped playing on non custom maps because I got sick of seeing factions with three bases sitting on a tiny island.
I noticed the AI seems to have no difficulties there it simply builds sea bases.
The probe teams aren't spammed like they used to be but the AI seems smarter with their
use. The sea probes they seem to enjoy playing with.
The Government and economy choices is one of the best features. It actually seems far more balanced.
Just as an aside if you were going to give an equivalent bonus to the + fugal nutrient what would it be?
I like to make my own factions and modify some others.
I'm confused. The only thing equivalent to the FUNGNUTRIENT, 1 that the Gaians get, is exactly that. Yes you can give FUNGMINERALS or FUNGENERGY, but I predict those will be severely unbalancing. My evidence is the new Passive, Wealth focused Pirates are arguably the strongest faction in the game now, and that's largely due to their +1 Minerals on every sea square bonus. I never found a need to give the Pirates any bonuses, I merely removed their penalties and changed their AI behavior and politics. When they make good use of what they've got, which is pretty much an infinite ocean of defense, they do ridiculously well!
It should be noted that everyone unlocks additional fungal nutrients in the course of any game, even the original unmodded. In my mod however, this happens fairly early. E2 Centauri Empathy and E3 Centauri Genetics are the techs that give more fungal food. Whereas in the original game it's E3 Centauri Empathy and E8 Centauri Psi. I unlocked the food earlier on the basis that fungal food is not all that exciting. AFAICT it's not basically useful and is no substitute for proper land development, it'll just keep you from starving in some cases.
I was more curious what you thought an equivalent tier bonus would be. Like maybe giving them something else instead.
The pirates always were very strong simply because of the ocean start. I'd like to go and rename their cities just because I always found their base names stupid.
I think the Gaian FUNGNUTRIENT bonus is probably inconsequential.There is a specific strategy involved but I've never tried it. The problem is it takes place even later than full forest.
Oh yeh, a while ago there was some talk about voice acting for custom factions in these forums.
Overall much better than vanilla but still curious why you don't use a smooth numeric progression when you could. Like in weapons you have 2,4. It's a 100% jump. You could use smoother progression 2,3,4.
For the same purpose you could modify values for special weapons like R-Laser and R-Bolt to occupy free spots instead of just repeating same values.
It would add some variability. Like you may give them weaker basic rating in lieu of special power that makes them stronger against psi.
Same story with armor. Look at 5,8,10 progression. Your second step is smaller than first one. Not that such small differences are critical but still.
Regarding keeping 1:1 ratio. I've analyzed technology research index and your progression seems more or less keeping to that on all path except first quarter of the research path when you have armor 3 for quite a long time while you already have weapon 5 and it takes some time until armor catches with weapon at 8 both.
# Disable healing.
# Disable reactor progression.
# Decelerate weapon and armor progression.
# Make armor progress faster than weapon.
Out of these former two are pretty difficult exe modding.
Reversed weapon to armor ratio will keep weaker factions from quick total annihilation maintaining overall game power balance.
I didn't mean to add a new one. Merely rearranging existing ones. Like making the one 4 to have 3 rating and 5 to have 4 rating, etc.Overall much better than vanilla but still curious why you don't use a smooth numeric progression when you could. Like in weapons you have 2,4. It's a 100% jump. You could use smoother progression 2,3,4.
For early game weapons, it's the progression of the original game though. I wasn't under the impression that there was any problem that needed correction here. Bear in mind, the current approach uses all the weapons artwork that's available. There isn't new artwork for a 3 gun, it'll probably look like a 2 gun.
Who mentioned the ability? Keep the ability! I meant to lower its attack rating keeping the price. This way you have the extra ability but lower attack rating and fill up in the gap at the same time.QuoteFor the same purpose you could modify values for special weapons like R-Laser and R-Bolt to occupy free spots instead of just repeating same values.
Those slots are hardwired with the 25% anti-indigenous life form bonus. Any size gun you make with them, they will have that ability attached.
It's static, of course. Dynamic changes with every game. It gives the rough understanding of what follow what, though. See also my comment in next post regarding actual research rate. You can keep it in mind while looking at the chart. I am sure you have your own sense of technology discovery rate at different game stages being played so many games already.QuoteRegarding keeping 1:1 ratio. I've analyzed technology research index and your progression seems more or less keeping to that on all path except first quarter of the research path when you have armor 3 for quite a long time while you already have weapon 5 and it takes some time until armor catches with weapon at 8 both.
Not sure if your analysis is a static analysis of the tree, or dynamic in terms of actual length of time to gain armor as measured in a game you played. Silksteel is strength 5 in my mod. In the real world it could take a long time to gain Silksteel, maybe longer than Superconductor, because there are so many Conquer techs. You would get other things of equivalent value in the same C5 tier of tech though.
This is exe mod required for that, obviously. That what I mentioned below.Quote# Disable healing.
I'm not aware of any .txt mod for that. Also I don't see why it helps. The issue is determined by who wins combat.
I don't see what artwork has to do with it. Do you mean the way weapon look affects game strategy??? O_oQuote# Decelerate weapon and armor progression.
This would have to be severe to work. Basically, weapons and armor would have to stop progressing by midgame, leaving the job of progression to the reactors only. It would completely mess up the unit artwork for weapons, making the cure worse than the disease.
Common, man! Why are you feeling yourself obliged to criticize my every single sentence even if you cannot find a descent argument??? Don't you have better things to think of? If you feel like it is not important - just leave it alone. I am not a robot, you know. I am trying to formulate my thoughts to the best of my abilities to make it clear to you and other listeners. NOT to make them right. I am just thinking out loud, you know. Trying to offend me and showing how stupid I am for every letter I wrote is not constructive dialog and is boring. Let's keep it interesting.Quote# Make armor progress faster than weapon.
It won't matter. Bigger reactors will still blow the armor to pieces.
Damn. I didn't even try to be correct all the time! There are things I don't know. You could just point me to where it can be done in alphax.txt, for example. I would appreciate that.QuoteOut of these former two are pretty difficult exe modding.
Incorrect: reactor types are easily disabled in alphax.txt.
Although I do not want the game to turn into a cakewalk, I also do want the game to be over at some point, and not drag out forever in a WW I style trench warfare stalemate. This is especially true in Single Player, where between my quality of life and the AI's quality of life, only 1 matters! The game has often penalized the player for having the temerity to try to win it, such as dire consequences for using chemical weapons or nukes.Err, you confused me. Why are you working on your mod then? ANY game is like that you just described. ANY game gives you a chance to end it at some point. Why did you complain about vanilla SMAX when you can practically "end the game" at about 100-150 turn? Enjoy. Somehow you claimed that you don't like it and want it to last longer. Not in these words, I know. Please don't argue with wording - I won't reply to it anyway. You says "balance" but it is the same. Generally more balanced game = less benefits from exploits = better AI playing = more challenging game = longer game. If you are working on more challenging but specifically shorter game - that is completely different story and different game. If so, make it explicit and I won't waste your time anymore.
The footrace doesn't have to go on forever. It's ok to be badder ass than everyone else and wipe them out easily at some point. To me it's all a question of how much work and challenge you had to do to get there.
Keep also in mind that the research rate is generally increasing throughout the game. It is something 10-20 per tech at the beginning shortening to 2-3 at the end. So the accelerated weapon-armor progress that you see on a chart gets awfully more accelerated in practice.
There isn't new artwork for a 3 gun, it'll probably look like a 2 gun.I didn't mean to add a new one. Merely rearranging existing ones. Like making the one 4 to have 3 rating and 5 to have 4 rating, etc.
Same applies to armor.
Just rearrange their ratings to make the progression look better. Just a single number change in alphax.txt. Easy and flexible.
Who mentioned the ability? Keep the ability! I meant to lower its attack rating keeping the price. This way you have the extra ability but lower attack rating and fill up in the gap at the same time.
It's static, of course.
I don't see what artwork has to do with it. Do you mean the way weapon look affects game strategy??? O_o
In other words, you should invest more and more time (or more and more labs) to discover same incremental improvement.
That would compensate to kaleidoscopic technology research rate toward the end.
QuoteIt won't matter. Bigger reactors will still blow the armor to pieces.Common, man! Why are you feeling yourself obliged to criticize my every single sentence even if you cannot find a descent argument???
Don't you have better things to think of? If you feel like it is not important - just leave it alone. I am not a robot, you know. I am trying to formulate my thoughts to the best of my abilities to make it clear to you and other listeners. NOT to make them right. I am just thinking out loud, you know. Trying to offend me and showing how stupid I am for every letter I wrote is not constructive dialog and is boring. Let's keep it interesting.
Damn. I didn't even try to be correct all the time! There are things I don't know.
The footrace doesn't have to go on forever. It's ok to be badder ass than everyone else and wipe them out easily at some point. To me it's all a question of how much work and challenge you had to do to get there.Err, you confused me. Why are you working on your mod then?
Somehow you claimed that you don't like it and want it to last longer. Not in these words, I know.
Generally more balanced game = less benefits from exploits = better AI playing = more challenging game
= longer game.
If you are working on more challenging but specifically shorter game - that is completely different story and different game. If so, make it explicit and I won't waste your time anymore.
Or you can just try my mod and see if my newer arrangements of continent, water, and island ratios work out for you.
I'm an Atheist. I don't have anything against Christians per se. But I think it's totally fair that if you go Fundamentalist, you're going to do bad science.
Many of the people that started science were monks and nuns actually. Thats what monasteries and convents were for.
This game is very anti-christian.
Miriam is literally the "church lady" from Saturday night live.
She's basically every atheist talking point rolled into one. Mind controlled followers (silly),
hyper aggressive (like Christians are muslims, the crusades were actually a defensive measure)
and backwards (research penalties).
The changes made to Miraim and Fundamentalist are nice but theres only so much you can do.
But were they Fundamentalist? What does it mean?
I have a bold proposal. What if I got rid of Miriam's RESEARCH penalty entirely? No inherent disadvantage to being a Christian. And, remove the AI's compulsion to play Miriam as Fundamentalist. Maybe they choose that. Maybe they go Democratic. Maybe even Police State. I already have a faction in the game now that's an absolute dedicated Fundamentalist, that's the Cult of Planet. They're a cult, they're awful, they sacrifice people to mindworms.Thats a good idea actually. I would and I sometimes do when modifying my own game. Power is one thing she seems interested in. Eudianomia is actually a decent ideology for her as well.
I'm not interested in protecting the identity and sensibilities of Fundamentalists. These are people who believe in burning people at the stake. Inquisitions. Stoning to death.So do communists they just do it through doxxing or gulags really.
So do communists they just do it through doxxing or gulags really.
Suddenly makes me wonder: why would the Believers ever acknowledge Planet and Transcend with it? It's not God. Seems like Transcend shouldn't even be allowed as a Believer victory condition. But, there's no way to deny a victory condition in the official game on a faction basis, that I know of. I think one of the unofficial patches does allow that sort of thing, but I'm not going to require a patch for my mod.
In AI vs. AI testing, the Spartans were utterly destroying everyone around them for quite awhile.Really? I'm surprised actually. On paper they seem weak.
The Problem is the Believers without thier fanatic bonus will probably get destroyed.
I began this mod in mid-April of 2018. Its design, and all the playtesting needed to improve it, have taken 4 PERSON MONTHS of full time work to produce. In some other universe where I made money, that could have been a third of a year's salary! This mod aspires to professionalism, to be substantially better than the original game.
The Gaian's are probably the second most powerful faction behind the Morganites in my opinion.
I think the Psi attack bonus is unnecessary.
Heres a silly question what exactly does the tree farm actually do? Does it just buff forests? Or does it have some other effect?
Well neither of these have ever won the AI wars! Usually the Usurpers destroy everyone on land. The Spartans were also doing that for awhile but I'm not sure about lately. Meanwhile, my version of the Pirates are clearly better than either the Gaians or the Morganites, as far as getting into the future is concerned.The Pirates will always dominate just because of water starts. I avoid playing them just because its too easy.
I didn't want them to always be inferior to the Cult of Planet.
It increases food production in forests, lowers eco-damage, and provides a 50% PSYCH bonus to the base.Thanks! I've experimented with giving factions a Tree Farms just so i can do my "forest and forget" terraforming from the start sometimes.
QuoteI didn't want them to always be inferior to the Cult of Planet.
Interesting. I would think the efficiency alone would make them superior.
The problem is the psi bonus is either too much or would get them in trouble if removed. Maybe dropping it might be in order. It seemed overpowered in my hands and the Gaian's always do well in my games. The cult of planet or aliens is one thing i never play with. I always mod out the aliens.
Thanks! I've experimented with giving factions a Tree Farms just so i can do my "forest and forget" terraforming from the start sometimes.
Doing the land bridge of doom right now.
One thing I do like a lot about your mod is short of modding in immunities (something I dislike doing) there are no easy choices in the social engineering tree.
All factions or just 1 faction? All factions would be similar to modding the terrain so that forests output 2 food. Which would pretty much make it the One True Terrain Type, whoever has the most forest wins. 1 faction, well I certainly wouldn't give them any other bonuses if they got a free Tree Farm, and they might need some penalties.
How many of those have I built...
I've found there's a negative consequence to making the Believers have no Politics preference. You never hear Miriam's Bible thumping dialogue. I find I don't like that. It makes her character more bland.
Thats the one problem, I'm so used to the Believers being so aggressive I cant imagine them any other way.
Actually, I know what I'm going to do. Ditch the PSI bonus. Give them free Biology Labs instead.
Biology Labs give a lifecycle bonus though. So that's +10% for mindworms and spore launchers once you can make those. Granted, that's not as good as +20% for all units at the beginning of the game. However a pile of free science isn't exactly peanuts.
Biology labs may seem a viable alternative, but will never make up for lost performance in early and middle game.
the efficacy of Scouts |
piles of 3 Res soaking up mindworms |
I've decided that barring more egg on my face from playtesting, I'm going with the "Gaians as scientists" theme. I'm going to give them free Biology Labs and +1 RESEARCH, putting them on par with the Cybernetic Consciousness. I will remove the PSI bonus, and I will reduce their EFFIC to +1.
It isn't actually all that helpful to have +2 EFFIC in my mod, because I don't have SE choices that have a -2 EFFIC penalty. It's always -1 ECONOMY -1 EFFIC. So if you take 2 of those, like Police State and Planned, you'll end up with -2 ECONOMY which sucks. Well, maybe that's not the end of the world, but it is annoying. Anyways +2 EFFIC won't get you out of that, so it's basically wasting a faction bonus. Cash it in for RESEARCH!
instant mindworms |
worms are cheaper in my mod than they are in the stock game. I believe that was PvtHudson's suggestion.I was wondering why I could make them so fast.
I don't think it's excessive though. I actually needed all of that when the Believers and I came to blows.I don't think it is either. They are actually quite weak without facilities or monoliths. Even then they aren't overpowering just so so.
Is there anything you needed me to test for you?
Some things I have noticed. The Ai is much better at terraforming and is a better opponent as a result.
Using infantry or mind worms is a much viable strategy thanks to the tubes showing up so early.
Making the Peacekeepers an aggressive faction is actually dangerous they can be very nasty.
Those trance scouts are actually very obnoxious when you're doing a mind worm swarm.
But they aren't. In fact they are Passive.
I've somewhat noticed that, although it hasn't been too bad. I've rearranged the tech tree for Trance 3-Res Sentinels now. Time to test it. I hope the AI actually makes those units.
I switched his aggression to max. I like to do things like this in my own games. After awhile you need something new.
Fair enough, but my mod is something "new".Its quite good too. Sometimes I play random personalities and Ideologies as well. Lal doesn't do that bad because he builds huge cities pretty quickly. I've seen the mass probe teams before last time it was the Gaian's as I recall with the same result. Though at other times I've had them used on me to great effect. Some time they like to stash them for some reason.
ACK!! My finished 1.25 merge is rubbish!
An integrated version of the best of Yitzi's and Inductio's stuff would definitely catch my attention.
Of course, that would change the basic parameters and probably require a UI Growth Mod adjustment to conform.
In 1.26?? The Believers aren't Fundamentalist at all in 1.26. Kinda wish they were. Once you get on Miriam's bad side now, you can't butter her up with sycophantic Politics.You misunderstand I've been experimenting with the same build and fundamentalism. The faction plays interestingly, its good for expansion and war. The Growth and Economy are nice. Fundamentalism with the -2 research is interesting. It's actually is better than the old version in my opinion. You can deal with the research penalty without much difficulty and the bonuses it gives are nice. Not as good as Democracy but easier to deal with. It's also popular with the AI.
Trade may be one of those relative perception things again.
So, what is your play style when this occurs? Faction, tendencies in your strategy, what the competition is up to, etc.
I build cities until I can fill the map.
Infantry is my go to thing to crack open cities. The problem is that you need to be quite a bit ahead to be able to do so.
Especially if you play with random research as I always do.
Mindworms are nice but the AI builds trance units all over the place.
I'm trying an aquatic faction right now and its just an exercise in frustration.
I'm going back to normal factions.
For human factions, I consider turning on directed research to be cheating.Honestly so do I.
Trance or 3-Res? 3-Res are not tough enough to stop +PLANET mindworms. Trance are though. I made Trance 3-Res Garrisons as a predefined unit in 1.26 because I thought it was getting too easy to steamroller the AI when I have a +3 PLANET rating.Both actually. I don't mind that much it makes it something of a challenge.
Ummm an Aquatic faction should be cake under any circumstances. You've got this huge Minerals advantage over everyone else, on top of abundant food and energy.Yes they should but for some reason I find the opposite. I get unlimited room to expand and for all that I can't get anywhere.
Please reveal to me why you're having problems with Pirates. They're pretty easy even in the stock game, and my version of the Pirates doesn't have any faction penalties. making it even easier. On top of that, I also made Foil and Cruiser chasses substantially cheaper than the base game. It sounds like there's something way different about your play style or habits than what I would expect.Honestly I'm not sure. Its like the game decides I'm playing with too much of an advantage and just throws stumbling blocks in my way.
I get unlimited room to expand and for all that I can't get anywhere.
Honestly I'm not sure. Its like the game decides I'm playing with too much of an advantage and just throws stumbling blocks in my way.
I tried on a random map and the game was much better behaved. I cant think why that would be.
Every single pod a mind worm
the AI getting stupid buffs like just the tech it would need to stymy any attack that sort of thing. This in the beginning of the game. Basically playing like it was two levels higher at least or Im playing Iron man or something.
I'm going to try again on that map and see if it does the same thing.
Could I get planes before crawlers?
Still don't have probe teams either.
One other odd one - just had a probe foil return after a successful infiltration mission and it got put in a base that has a 2 square lake (that is not connected to the sea), rendering the foil useless. Not sure if this is a generic game bug or mod related.
I ran a test by building a Heavy transport on a Rover chassis (thinking that it might be like a boat trailer) but could not load the boat.
If not, guess I'll have to disband this veteran spy boat.
Gotcha. I've had my favourite pattern of IA for crawlers >> Cruisers (& Maritime project) >> Air Power >> ==DOMINATE for years. I haven't really followed Conquer / Explore / etc trees in the past. I might have to look at this one differently.
Yep. Planes are primarily Conquer, secondarily Explore. Crawlers are primarily Build, secondarily Conquer, and it's preceded by a pile of Build techs with no Conquer component to them. If you haven't been focusing on Build, you're not going to get crawlers. Similarly, if you haven't been focusing on Conquer, you're not going to get planes.
If you are playing version 1.28, that should not be happening. The probe team module is available with D1 Information Networks, and it's a Discover + Conquer technology. Ok, if you didn't focus on either of those, maybe it's possible not to get it, but that would be your choice.Yes - 1.28 it is. Probes did come up, but only once & I picked something else. Ditto as per above re different approach required perhaps...
Generic game problem. Enjoy your well defended lake.:)
Heavy Transport simply increases the capacity of a Transport module. A Transport module does not load boats, ever. It loads land units. So you can have a truck that carries a land unit over land, but you can't carry a boat. If you make the Transport into a carrier, then it can carry air units. Land units or air units, that's all you get to do. It's hardwired into the game and can't be changed by .txt modding.Ok, hardwired it is then.
You don't have to disband it. It's not costing you any support. You could leave it there to defend against probe team incursions. Now of course if the minerals from disbanding are useful to you, by all means do so. If you want to be goofy, you could wait until you get Psi Gates at the very end of the game, and get it out of there that way. Or sooner, you could dig a canal.We'll see...
Where's the smoking hub??? ::)
; flags = Special tech flags
; 000000001 = "Secrets": first discoverer gains free tech
; 000000010 = Improves Probe Team base morale
; 000000100 = Increases commerce income
; 000001000 = Reveals map
; 000010000 = Allows gene warfare atrocity
; 000100000 = Increases intrinsic defense against gene warfare
; 001000000 = Increases ENERGY production in fungus
; 010000000 = Increases MINERALS production in fungus
; 100000000 = Increases NUTRIENT production in fungus
On Transcend, the AI's special dispensation on ecodamage is coded somewhere in the .exe and hasn't yet been located, right?
Either way it does not seem solvable by pure .txt modding, either with alphax.txt or the faction files (eg. by giving player factions an ecodamage grace not allowed to AI factions), without essentially removing ecodamage from the game entirely. Is this correct?
Second: brute-force removal and replacement terraforming verses working with the existing biota (fungus utilization).
I see this as a technological and philosophical choice, which could be available as either/or but probably best as a mix-and-match. The balance of benefits and downsides and when each are available in the tech tree looks like yet another matter that would require extensive testing to discover the fallout on players and the AI (big surprise there).
Since it is a basic (if somewhat underdeveloped) feature of the original game, refining it to be more useful as a strategy without dramatically changing the game would be something I'd be willing to work on/assist with.
In Induktio's March development release of Thinker mod, he's shipping an alphax.txt that cuts eco-damage in half for everybody.It doesn't change ecodamage in the cities at all, neither frequency of fungus pops. It only changes how much ecodamage across the whole globe has to be accumulated, before sea level rises.
I blame my (illogical) attachment to my hard-won terraforming making me subconsciously resist considering fungus appropriately, even when it is an equal or better option.
In the real world, turning alien biomass into human food would almost certainly be difficult and not quickly mastered, while extracting minerals and energy from it would be much less challenging. Applying this reasoning to the game (early minerals and energy, rather late food from fungus) would definitely change how fungus was viewed by both the player and AI. Whether or not it would be a viable situation from a gameplay perspective is another matter.
In my experience, the AI prioritizes food over either minerals or energy when choosing squares to work and rarely if ever picks a square with less than 2 food, even if the minerals and/or energy from it would actually be of greater value to that base (eg. when population is currently capped). Players can be more flexible.
So I guess the real question is if there are any that are specific to the Thinker testing and won't make it to the next AIG version.
Perimeter Defense - *which* tier 3 Tech is it in now?
Supply Crawler cost - crawler chassis costs 10,
You're moving Adv. Eco. Engineering, Industrial Auto., and Bio. Engineering which means their pre-reqs and what they are pre-reqs for will change. I know detailing all of it for me will be a time sink you might not want at the moment and I can wait if that's true. If I did have that info, my current tests of the Yitzi/AIG merge could also be evaluating those changes.
Yitzi's patch/mod seems to make fewer fundamental changes to the game mechanics than Thinker and practically none to the AI. This has been viewed as a sad lack by many folks, but it does mean the AI behaves pretty much as in the basic unmodded game. The Merge tests therefore have some relevance to how AIG works with an un-modded alphax.exe. Or so my non-expert opinion currently is.
I could give the Hive free Recycling Tanks. From a lore standpoint, one might wonder why. Yes one of my favorite quotes is about that, leading to the phrase "Into the tanks!" and I don't mean the kind you drive. But why should the Hive be more into recycling than anyone else?
Planned has been renamed to Socialist. In addition, Efficiency has been renamed to Justice. Stopping corruption by building a Courthouse was the original play mechanic in Civ II, and that's what SMAC is based on. I dislike the term efficiency because it begs the question, efficient at what? How about efficient at meeting people's needs and spending on social welfare programs? The main player visible effect upon the game, is people becoming unhappy due to the Bureaucracy penalty as one's empire gets bigger. In addition to stopping graft, why not have this also be about social justice, about providing essentials for a burgeoning population? SMAC's Planned economy clearly refers to socialism in the diplomatic dialogues, but it insists on a kind of socialism found in historical totalitarian Communist regimes, that is not allowed to work. It completely ignores the experience of socialism in Western democracies when a socialist party comes to power. I have modeled Socialist economy as something that doesn't give you anything 'except' more, happier people, and it costs money.
I think I'm going to put this into test. If it overpowers them, I could give them -1 MORALE.
"Justice" reminds me entirely too much of "social justice" one of those nice little orwellian terms that in practice means the exact opposite of what it means in real life.
"Social welfare" in reality just means oppressing people with opposing views.
Or bleeding people dry to pay for government programs. It's just a term I personally dislike.
"Corruption" might be a better choice but efficiency works. We can agree to disagree i suppose.
Another thing you might try is making a Surface to Air Missile.
"Social Justice" just means oppressing people with views you don't like. Its not a twisting of words either.
"Social justice warriors" like to dox people ruining their lives or simply beating them over the head then
getting away with it. Its a term out of Orwells 1984.
Socialism works until you run out of other peoples money.
Wealthy people create jobs.
You can't make people rich by taking other peoples money.
##Adaptive Economics
#TECH81
Humans : correct in making the leap from wealth as currency to wealth as
energy. But logic failure : wealth ultimately is extension of desire, fluctuating
with emotions and state of mind. Desires : when all are supported in purely adaptable
system, true wealth is achieved.
^
^ -- Usurper Judaa Marr
^ "Human : Nature"
I just mod it back to Effic honestly.
I've made the SAM missiles before. That would be a good defense against choppers.
"SJWs" is a pejorative term to make sweeping generalizations about people who tend to fall on the liberal end of the political spectrum.
Wealthy people usually have it due to privileges gained by birth, not their actions. It is very difficult to bear all the costs of material productivity oneself. Wealthy people often take for granted the embodied material costs of objects that enrich them, such as machinery, technology, public roads and infrastructure....
So you're a Morganite.
What I need is a Chopper that can only shoot once or twice, not every single time it can move.
lower the movement on it.
Or make a SAM unit to defend against it.
In the stock game, one tended to put a Chaos gun on the end of the Copter and systematically murder all the peons on the map, such as the Believers had spewed out. Are you familiar with this play mechanic?
I've decided to change the Cult of Planet's personality to Aggressive and to have them seek to increase their PLANET rating. +4 PLANET is actually pretty dangerous.
Giving the Believers +1 SUPPORT didn't improve the AI performance in Thinker mod. I found that odd, but there it is. I'm inclined to not give this buff, as it'll just make it easier for the human player, and I don't think that was a problem before.
The Hive did ok with +1 GROWTH, but it wasn't a leading faction. I think the change is minor and therefore ok.
-1 INDUSTRY -1 SUPPORT seems to restrain the Pirates, but I don't know if both are necessary. I feel obliged to test it more. Maybe run some AI games to see what happens. I could make them all Pirate games!
Heres a question. You were thinking about replacing fundamentalism with another government. If so what one?
I thought about replacing fundamentalism with a "middle tier" on the oppression scale. Something like autocratic
or "corporate."
The believers... should be a +growth faction. Be fruitful and multiply and dangerous if left alone.
The reason the pirates were aggressive was a balancing factor in itself. The Pirates AI would spam military units until it
ran out of minerals.
I thought making them passive would break them. Making them passive basically turned them into
sea morganites.
It's not a bad idea in principle, but my Democratic is already corporate. It makes money.
They are quite a bit worse than sea Morganites. They are the economic superpower of the game. That's saying a lot as the Morganites get +2 ECONOMY in my mod. Ocean "land" is that good!
Perhaps instead of Fundamentalist you could call it a traditionalist system.
To most people, Technocracy would imply that you do better research.Not necessarily, it means a government run in an efficient, scientific manner. Not that it gives better research.
Not necessarily, it means a government run in an efficient, scientific manner. Not that it gives better research.
Traditionalist could cover a lot of things. But the general idea is a government system that sacrifices progress for stability.
Less repressive than a police state but more stable than a democracy.
Possibly a Republic,
Corporate or an oligarchic system
or even a neo feudal system.
Basically the idea with any of these is to make a "middle tier" something thats not as good at growth as a democracy and not as good a
police state at keeping order but can do either. Just not as well.
If scientists are running the government, you're going to get better research.No its bureaucrats trying to run a government in a efficient "scientific" manner. There is a difference.
What's a modern real world example of that?
I'm not going to mess up the lore unless I can come up with a much better, more appropriate term for "halfway between a Democracy and a Police State".
No its bureaucrats trying to run a government in a efficient "scientific" manner. There is a difference.
A Republic for example. Almost anything is more stable than a Democracy.
Universal suffrage democracies don't work.
Fundamentalist was a relic from civ 2 I just thought it might be refreshing to change it to something else.
I'm not trying to argue with you just hopefully give you a little inspiration.
I figured Technocracy might be good because frankly it fits in the lore and its never been tried.
Bureaucrats don't know jack !#$$ about science.
Pick a real government.
You'd have to define what "works" means.
Well if only we could think of a better word than we've come up with.
Some examples of fundamentalism are; Fascism, Nazism, Socialism, Communism, Marxism, Islam, Christianity and Judaism. Fundamentalism is not limited to a theistic belief, but references any form of belief that mandates a strict obedience to a particular set of beliefs.
What are examples of religious fundamentalism? - Quora
https://www.quora.com/What-are-examples-of-religious-fundamentalism (https://www.quora.com/What-are-examples-of-religious-fundamentalism)
A republic is a real form of government such as the USA prior to the civil war.
Democracy is a farce just take a look at Brexit. You can vote as many times as you want so long as you vote the right way.
Or in the USA we have the courts deciding for us what we need in our country. Like abortion.
Some examples of fundamentalism are; Fascism,
Fundamentalism is not limited to a theistic belief, but references any form of belief that mandates a strict obedience to a particular set of beliefs.
I'm playing the game of looking for synonyms of various things and so far, nothing is leaping out. Lotsa stuff means the same thing as Police State. Synonyms for Authoritarian for instance are Tyrannical, Despotic, Totalitarian....
As synonyms to Fundamentalist, I've found the terms Dogmatic and Fanatical. However nothing about such terms is exclusive of Police State. And they're not particularly catchy terms.
Authoritarian might be a better name for police state though.
The hand that will rule the world |
So yeah, uh, you could understand SMAC's 1999 political voice as "Christians are just as bad as Muslims". Or at least they have been in the past, and could be again in space. Whatever. The point is they were trying to talk about Theocracies, a term that later Civ games adopted I think. Fundamentalist is a slightly broader term than that, able to encompass stuff that's not strictly religion.
The contrast was never about democracy, totalitarianism, and something in between those two.
Miriam is basically the church lady from saturday night live.
I usually just changed it to something else entirely. Something like republic, nationalist or even autocratic. I usually ditch the research penalty as well.
I usually added a plus probe to police state because it weak to begin with.
In Techs, Nonlinear Mathematics: the prereq Physic is missing the comma that should be after it.
Nonlinear Mathematics, Chaos, 4, 0, 0, 0, Physic, Subat, 000000000
In Facilities, Energy Bank: the first prereq, IndEcon has an erroneous space in the middle of it.
Energy Bank, 8, 1, IndEcon, QuanMac, Economy Bonus
The social engineering choices all seem a bit harsh. police state seems to have too many negatives.
Fundamentalism isn't much better.
Planned being the only early choice for plus growth seems a bit harsh.
Free market should have some growth in there.
Wealth is too strong I think.
Power seems weak. Just my opinion.
I don't think so. It didn't have it in the original game, and being careful and specific about GROWTH is part of what SMACX AI Growth mod is about.
Also it's Socialist, not Planned. I don't just mean that pedantically, I mean that Planned crashes your EFFICIENCY. Socialist increases your JUSTICE.
It's the same as the original game.It was too strong there as well. Free market in the original game had ridiculous penalties. Wealth should be where those penalties are.
Free market should be a growth alternative to planned or socialist whatever.
QuoteAlso it's Socialist, not Planned. I don't just mean that pedantically, I mean that Planned crashes your EFFICIENCY. Socialist increases your JUSTICE.The thing is neither of them increase population in real life actually they decrease it.
QuoteIt's the same as the original game.It was too strong there as well. Free market in the original game had ridiculous penalties. Wealth should be where those penalties are.
Free Market should be more balanced I was thinking some variation of +Growth +Economy with a police or support penalty.
I think the negative penalties for nearly all of the choices are too harsh.
Except socialist which is very overpowered.
Why? Industrial democracies decrease population growth rate. I've studied UN data on this.
The Socialist I've put in the game is an imagined Socialism, and for all I know you may be right, an increase in GROWTH may be unrealistic. But I already know that claiming Capitalism increases GROWTH is totally unrealistic, I've seen that UN data, so...
I mean really, what's this rubbish about Planned / Socialist / Communist governments producing better INDUSTRY? They don't. They never did.They never produced much of anything except corpses and oppression really. Or in the modern European socialist economies oppression and lack of children because no one want to pay for someone else's kids.
Wealth gets -2 MORALE. That's a serious penalty. It makes your combat kinda suck. In particular, it makes it pretty easy for mindworms to chew you up. Capitalist Wealth is -3 PLANET -2 MORALE, basically sitting ducks for mindworms. You try to kill some mindworm with a Scout or whatever and it's like aaack! I just died! Or you sprouted a Scout garrison for that population 1 city out on the frontier and a mindworm just blows it to smithereens.Just build Trance and trained units and morale and planet minuses don't matter at all. Wealth is the go to choice for values its a no brainer.
Capitalism does increase growth,
Giving people opportunities instead of social programs paid for with other peoples money helps economies and populations grow.
Just build Trance
and trained units
planet minuses don't matter at all.
Provide your data,Look in a history book of the USA. Before the current cleptocracy. Or for that matter of Europe when they actually had healthy economies. The EU is the EUSSR. The UN also says that climate change is a problem. The UN is a joke.
Do not conflate populations and economies. GROWTH means that more people get born. The longstanding trend of the UN data is that industrialization decreases population growth rate. Sure wealth goes up, that's the point. Less people, delaying births, working on careers to get paid more money, longer and longer times in education for those careers, and machines to do work, means more wealth per capita.It's not industrialization that is tanking out societies growth rate it's how poisonous our whole society is. Socialist governments do not provide growth.
Except mindworms. ;hippy They do require a commitment to something other than Capitalist though. Capitalist mindworms pretty much suck! They can be used to pop pods, as they won't get attacked after they do it. But they can't kill whatever comes out of a pod, they'll die if they try.Mindworms are dirt cheap and yes you can use them with negative planet ratings. Especially with a monolith and a wonder or two. It's not hard to defend yourself against them either. I've never had any difficulties in doing so. Normally all I lose is some former and then I just build another.
You don't consider global flooding to be a problem??!
QuoteProvide your data,Look in a history book of the USA.
It's not industrialization that is tanking out societies growth rate it's how poisonous our whole society is.
Mindworms are dirt cheap
and yes you can use them with negative planet ratings. Especially with a monolith
and a wonder or two.
It's not hard to defend yourself against them either. I've never had any difficulties in doing so. Normally all I lose is some former and then I just build another.
The only problem with mindworms is same as infantry units they were slow but thanks to the early magtubes in your mod this means nothing.
QuoteYou don't consider global flooding to be a problem??!
I've only had it happen in a handful of my games. I spam build forests and rivers maybe a condensor or echlon mirror.
Every once in awhile I build a thermal borehole for my HQ but thats it. It's almost never an issue.
Total Fertility in the United States of America |
The extreme difficulty of getting into these bases with Hovertank units, just because of one ECM defender, makes me revisit Tim Nevolin's idea of dropping the ECM buff to +25% defense. He also did that with Trance units, although I have less of an opinion on that at this time. I think the balance of power still favors Psi attacks, even if I haven't been able to utilize them presently. Finally there's the question of AAA defense. Maybe overpowered.
So here we have in the USA, people stop spewing babies. There's a ripple, and one might wonder what the small upswing is about. But clearly, people don't do it like they did when they were all farmers.
https://core-econ.org/the-economy/book/text/02.html
https://core-econ.org/the-economy/book/text/02.html#subheadline
Guess I'll have to see if Pre-Boil to Boil is some kind of threshold of mindworm strength where they start being able to kill other mindworms, despite a -3 PLANET rating with a -30% Psi combat penalty. Pre-Boil mindworms definitely couldn't do jack out in the hinterland.
It's not the industrialization is the death of our culture.
Industrialization actually increased population growth in the industrial revolution.
Theres a strategy out there called the "Morgnaite mean green machine" I found once. You simply spam mindworms and eat the penalty.
With a monolith, Biology lab, brood pit and maybe a wonder or two your mindworms start at decent level. Thenyou either eat the penalty or switch from free market and drown people in mindworms. I did this type of thing in an earlier version of your mod I think and it worked.
The normal AI doesn't build trance units that much I don't think.
I haven't studied that subject much, but my limited understanding is that Sewer Systems were the biggest single reason for population growth. Just getting rid of that basic vector of disease. To what extent is urban planning an industrial undertaking? Probably people have written dissertations on that.
Textbook commentary when I have time. 4:30 AM here.
Why Morgan, unless you are rushing mindworms with money? "Wealth" choice doesn't require Morgan in any way, and that's what gives you +INDUSTRY. Planned gives +INDUSTRY and Morgan can't use it
In your mod he's probably the most powerful out of the factions.
You cant use planned (thats one reason a growth alternative would be nice.)
Other factions like the University might be better at tech and can get them faster but they aren't as good at building.
Just like the base free Drones are just disgusting if played right. You don't even notice the research penalty. The reason they cant use Green is if they could they would be stupidly overpowered.
Contraception, legalised abortion, feminism.Pretty much. Modern society is what tanks growth. Fundamentalist/traditionalist societies should have a growth bonus.
Morgan is good at money, not production, which is why I don't understand favoring him for chucking out units. If you want a production advantage, the only actual choice in my mod is Domai with his +1 INDUSTRYNow of course in my mod, in recent versions, Capitalist is good at production. So maybe you're right about Morgan now. ;morganercise Historically though, why chuck units with Morgan? Doesn't make sense, he was the worst faction in the game for that.You don't need to have a +industry to be good at industry. Domi is simply better at it. All it takes is good terraforming and good planning.
Hm, my Free Drones can use Green, but of course they only get +1 INDUSTRY. And no other faction gets an INDUSTRY bonus at all. Most notably, Yang's was taken away.Base Drones were weak if played by the AI but absolutely disgusting in the hands of a human player. Your mod is a bit weaker but has -2 drones which is nice. Basically the way to play the Drones is this. Big industry build lots of bases. Bases build lots of stuff. Big industry equals big army. Big army wins game. And it really is that simple.
So they start this baby making bussiness almost decade earlier than western women. I don't say women don't have right to not have babies mind you, I just describe the end result.
Patriarchal society like Islam, that doesn't empower women have all the babies and will replace western societes demographically. Thankfully we won't live long enough to see that.
Saudi Arabia |
Indonesia |
So, I'd say planned and fundamentalist/traditional should have GROWTH bonus. Not free market, or democracy.
Democracy could be understood as "free society", as opposed to police state and fundamentalism and have efficiency and science bonus.
No it won't. This is what data and observational science are good for, as opposed to arm chair opinion making. It's not about "our values", or it's insufficiently so. Saudi Arabia doesn't have a lot of our values:
I actually did go down the "be fruitful and multiply" design path at an earlier stage of my modding. For some reason I didn't think it was working. I remember trying to empower the Believers as the "pop booming" faction, and it just didn't seem to work out. Then I remember feeling that I couldn't just pile lots of bonuses into Fundamentalist, I can't have a "giveaway" choice where you get everything and have no liabilities. I was specifically working against the self-imposed constraint of "3 benefits, 2 liabilities" at the time.
You do realize how bad the muslim invasion of Europe is don't you? Europe will be minority European by 2050.
Syrian Arab Republic |
I'd just ditch the +Support or +Police for a +Growth.
Fundamentalist societies aren't always repressive or warmongering.
The morale bonus could also get replaced by a +Growth but it seems apt.
Meanwhile, no go zones in western Europe have 2-3 times higher ferility than local population.
Islamic populations in western countries tend to radicalise and originate from poor countries.
China is one of the most hit by fertility crysis,
But you are vastly overestimating research bonus, it's one of the weakest bonuses, first at the beginning it applies only to like 40% of energy output, second tech cost grow exponentially, so flat 20% research bonus doesn't translate to much advantage in actually researched techs, +1 industry easily outweights +2 research for example.
No, but 2100 ? possibly. We are safe, our grand-grandchildren may have to convert.
I dunno, name a real one, modern day, that isn't.
The question is whether it's here to stay or will be a passing fad, in decades to come.There won't be a Europe by 2050. It will be a European Caliphate and the former inhabitants will either leave or die.
The USA prior to the civil war or the 1960s. Yes I consider the last 200 years "modern" by the way.
Quotehttps://core-econ.org/the-economy/book/text/02.htmlQuotehttps://core-econ.org/the-economy/book/text/02.html#subheadline
Only in Fundamentalist?I would spread it out between the two. Realistically Fundamentalism should be
Only in Socialist?
Spread between the two?
I would spread it out between the two.
Realistically Fundamentalism should be the growth one but having growth in one place would affect gameplay too much.
+Industry would be nice for capitalism but I thought it would be overpowered.
I made wealth were the serious penalties for the pursuit of money are. Thats ++economy +industry and --planet and --police.
Have you ever thought of giving Socialism a +talent modifier?
siccing the Spartans on the Gaians |
I'm not willing to put any more ECONOMY buffs in the game. My Morgan has +2 ECONOMY. I realized at one point in development that I had seriously overheated the ECONOMY and I had to take one out. I think it was the game where Morgan cornered the energy market for 1000 credits??!?
I don't think pursuing Wealth is antithetical to using POLICE in any way, shape, or form at all. I think the original game mechanic comes from Civ II, and the contrast was between Democratic / Republic and Communist / Monarchy. I think they botched the job when they made all those POLICE penalties for Free Market. Has nothing to do with a Free Market, look at China. Has everything to do with Democratic vs. Police State.
No realism in that. And in general, I dislike +TALENT modifiers because they have no actual visual depiction on the social engineering table. It creates a problem when deploying the mod, that something "goofy" is going on that players don't really know about, or appreciate. Whereas, POLICE fists, good game art assets!
I've consistently noticed the AI choosing social engineering on the basis of growth even when it conflicted with their ideological imperatives. Diedre, for instance, avoided going Green even late into games until I reduced the growth rate difference between Green and the other two.
I suspect that, somewhere in the code, GROWTH is either given a higher rating than other socials, or is made the first selection and not allowed to be then overridden by others.
Gaians rock Spartans |
the dogpiling of the Spartans |
- Cult of Planet: changed social priority from {Economics, Green, SUPPORT} to {Politics, Fundamentalist, nil}. May now choose Wealth; may not choose Free Market. In this mod, Green is about an economic model, not recruiting the most mindworms possible. Deirdre can be expected to be quite strident about economic policy, but it is out of character for Cha Dawn. He is a cult leader and an aggressive conqueror, not an economic policy wonk.
Possibly the AI doesn't reload or recogitate anything mid-game and I'd have to start fresh.
I propose to change the name of a Missile Launcher to a Photon Mortar and move it from C6 Orbital Spaceflight to C6 Photon/Wave Mechanics. This will make the weapons progression easier and Orbital Spaceflight less crowded. Anyone think this is a horrible name for a weapon?
It's a fine name for a weapon if it shoots light and is an indirect fire weapon.
Light, of course, is a direct, line-of-sight thing.
What the so-called 'missile launcher' sounds like to me is a RPG or anti-tank missile. To have such old school weaponry come so late seems perverse, so I can agree with turning it into another type of weapon.
So maybe "Uncertainty something", and yes I do know there is a tech or whatever with that name already.
the weapons of SMACX |
infantry mounted |
Hwacha |
Just as an aside have you ever thought that -Growth might be too harsh a penalty for Green?
The original game gave -2 GROWTH for Green, which was very harsh if you were the Cybernetic Consciousness or the Pirates and already had -1 GROWTH for your faction. -1 GROWTH is a substantial improvement. I've saved the harshness for Power nowadays, and none of my factions have a GROWTH penalty.
Green has to have some kind of penalty. Every choice has to have liabilities. What is Green going to mean if not less growth? It's true to the lore too. Deidre goes on and on about controlling population growth, both in the faction quotes and her diplomatic dialogue.
Although I think it's really naming that "honeycomb of barrels" that's the problem at this point. It doesn't look like a cannon.
Ion Array? Ion Bank? Compare Phaser Bank.
How about a molecular disruptor?
As far as green penalties go what about support
or morale?
It will weaken your conventional units but your minds worms will be ok.
Industry seems appropriate but seems a bit harsh.
Even when I change Democratic to +1 ECONOMY +2 JUSTICE +2 GROWTH, I can't get the Gaians to accept Green with +2 PLANET +2 JUSTICE -1 GROWTH. Any -GROWTH in Green derails the deal. I've got the same primary and secondary compulsions as the original game: Economics, Green, PLANET.Its probably he growth penalty. Growth is a very heavy penalty and the renaming of social values probably doesn't help.
This is baffling, and makes me wonder if there's a problem even in the original game. I'm going to have to go back to that, and start changing things one by one until I find what's causing this.
Well I'll be damned. The Gaians won't choose Green even in the original game. I'm filing a bug report about it.
prototype choices for 1 30 |
Caretaker full choices for 1 30 |
in fairness to Capitalism |
I hate you Deirdre |
perhaps mindworm manufacture is key |
a paucity of JUSTICE |
I'm not willing to do that, because there have to be tradeoffs for the human player. For instance, I'm not willing to make Capitalist a free lunch. Planet should get damaged. In the limit of what you suggest, if there are literally no negative consequences to anything, then troops always fight well, mindworms don't get terribly upset when a city has lots of minerals, research is never slowed down, and police can always be used. You're throwing out a lot of the core game mechanics, in the name of making things easier for the AI.Like I said if everything is overpowered nothing is. The other option I've used is to halve the penalties for the negative effects.
In this version I have Green providing very little benefit, although it's a rather important benefit.The best version of Green was the one that had +economy and +effic along with it.
Fundamentalist goes back to being a lighter weight version of PROBE than the original game.Probe is pretty much useless and morale is not much better. Besides societies like that tend to be worse at spying.
Also Free market societies don't have that bad of a record on environmentalism.
QuoteIn this version I have Green providing very little benefit, although it's a rather important benefit.The best version of Green was the one that had +economy and +effic along with it.
One thing I wish this game had is more values choices. I wish there more spaces for things like Eugenics values and Prosperity.
Deep Water Horizon <cough> Exxon Valdez <cough> Three Mile Island <cough> [Sleezebag]'s appointments to the EPA, are you kidding me?
Prosperity would inevitably be a derivative of other factors. You might think about what kind of prosperity, i.e. Wealth, Workerism, Technocracy, etc.Growth and happiness as opposed to simple wealth. Technocracy is something I'd like to add just because.
Go take a look at the damage the USSR did to the environment and get back to me.
The EPA needs to be gutted.
With a socialist government its even worse. Just take a look at Chernobyl.
A map of Superfund sites as of October 2013. Red indicates currently on final National Priority List, yellow is proposed, green is deleted (usually meaning having been cleaned up). |
Growth and happiness as opposed to simple wealth.
Well the good news from last night's testing is so far, the AI factions are swallowing it. They'll do my new Fundamentalist, my new Socialist, and my new Green. Don't know about my new Power yet.
Has anyone swallowed your power yet? Um, that doesn't sound right....perhaps a quote will help:
You've probably looked into this already, but can you make Green with a penalty appealing by making Simple even more onerous with, say, -GROWTH or -ECONOMY? Does that simply drive Dierdre to become a Robber Baron or Pinko?
I'm currently marking time in my "testing" by manicuring a map or two (I'm such a picky cartographer...).
If you happen to be happy with your current Tech tree changes, would you toss a copy of alphax with them to me so I can play with it while the Social dust settles?
industry bonuses removed |
What's the reason for renaming "Efficiency" to "Justice" in this SE table?
With no negative in GREEN, you've reduced the positive to a minimum to compensate. Would giving it +2 to PLANET, or +PLANET, +JUSTICE be excessive?
From recent examples (in the EU, mostly) I don't see Socialism as being quite so terrible to the economy or resulting in large population growth.
If it didn't unbalance the gameplay, would setting SOCIALIST to +GROWTH, +JUSTICE, -INDUSTRY work?
It's rather bland, without the strong contrasts, but then, so is GREEN now.
What is it you like about the contrasty version in your testing?
INDUSTRY's icon is a nice one, isn't it?
Criticism (https://en.wikipedia.org/wiki/Social_democracy#Criticism)
From a purely socialist point of view, social democratic reform is criticized because it serves to devise new means to strengthen the capitalist system, which conflicts with the socialist goal of replacing capitalism with a socialist system.[165] Thus, it fails to address the systemic issues inherent in capitalism. The American democratic socialist philosopher David Schweickart contrasts social democracy with democratic socialism by defining the former as an attempt to strengthen the welfare state and the latter as an alternative economic system to capitalism. According to Schweickart, the democratic socialist critique of social democracy is that capitalism can never be sufficiently "humanized" and that any attempt to suppress its economic contradictions will only cause them to emerge elsewhere. For example, attempts to reduce unemployment too much would result in inflation and too much job security would erode labour discipline.[166] In contrast to social democracy, democratic socialists advocate a post-capitalist economic system based on either market socialism combined with workers' self-management or on some form of participatory-economic planning.[167]
I want a more modern idea of Social Democracy to be represented, as it tends to actually appear in various wealthier European countries.
EDIT: actually I realized that's not true. The Cybernetic Consciousness is Discover, Conquer and they haven't been doing that well. I'll need to evaluate them.
Socalism works until you run out of other peoples money.
Don't be so quick to assume the USA is doing the world a favor.
BTW you do know that the national debt of good ole' CAPITALIST USA is huge, right? The USA does not make this money / wealth. It spends money / wealth that does not exist. There was even talk, sometime in the past 10 years, of downgrading the USA's lending power status, I forget the exact term. Can't quite remember what happened. Probably around the time our housing bubble burst. Anyways, there's hardly any politician in the USA that we can take seriously as having fiscal discipline. The Republican attitudes towards spending in recent years are laughable, there's no credibility in that party of seeking to reduce debt or costs. They just bloat the budget on different things than Democrats do. This Monopoly Money the country runs on, this infinite slush fund of wealth that doesn't actually have to be made, is way too attractive to them.
I don't know if the country will collapse someday under the weight of this, but if it does, it won't be from being Socialist. Spending other people's money, and money that doesn't even exist, is something Capitalists know how to do all too well! Especially, those on Wall St. who have inside information on how the money supply is going to change, have all kinds of advantages over us mere mortals "downstream" many months later.
You familiar with the phrase "Corporate Welfare" ?Yes I am. I do not agree with it.
Socialism is a set of various (varying) beliefs.I will concede there is more than one kind of socialism. It depends on what type of socialism you are talking about.
I don't think we are doing the world a favor or our own country for that matter. I'd like the USA to return to being an isolationist republic but were not in charge of our own country.
The USA is not a healthy capitalist society its a usury based debt system. Sooner or later all systems like this fail.
Thats why usury is forbidden in the Bible. Its debt slavery. Money should be treated like a public utility not the
reason for a society.
I will concede there is more than one kind of socialism. It depends on what type of socialism you are talking about.
Socialism had a very different meaning in the past.
What the welfare state does now was done by religious charities
in the USA's past. You seem to view socialism as a benign welfare state and it can be set up that way I suppose.
But I simply don't trust the government to be in my best interests. I wish it was.
But I say, no such system of "healthy capitalism" has ever existed.
I wonder how it worked out for the Confucianists and the maritime expansionist Eunuchs, back in 1435-ish? The latter were all interested in expansion, trade,It worked out fine for the Chinese they chose order over profit. Something the oriental types are wont to do. Its also the reason the Chinese are so touchy about religious movements. They've had very bad experiences in the past.
For instance, religious charities never defended the environment.You'd be surprised actually. Monks used to reclaim land from swamps and such back in the middle ages.
I don't think they can handle various police functions on the big scale either.They do but in different ways. In a religious society (note that a religious society isn't necessarily called a theocracy, the USA was for most of its history a fundamentalist society) religious attitudes tend to lower crime in the first place.
Well, Revolutionary Socialism was tried. And it was a complete failure.
Yes it has the revolutionary war was fought in large part to free ourselves from usury banking systems.
There were times in the past when we didn't have interest based banking systems.
Money is a tool no more no less.
I wonder how it worked out for the Confucianists and the maritime expansionist Eunuchs, back in 1435-ish? The latter were all interested in expansion, trade,It worked out fine for the Chinese they chose order over profit. Something the oriental types are wont to do.
Its also the reason the Chinese are so touchy about religious movements. They've had very bad experiences in the past.
You'd be surprised actually. Monks used to reclaim land from swamps and such back in the middle ages.
Basically the government in a system like that exists to serve its dominant people.
Oh come now. They're touchy about religion because it was Communist doctrine that religion is bad.
Our government serves its dominant people as well.The people in our government exist to serve the government actually.
In modding news, I'm finding the -3 JUSTICE penalty for going Fundamentalist Green Power to be rather onerous. I had a hefty income and now I've got nothing! Considering the amount of economic infrastructure I've already developed, basically Tree Farms and the Planetary Energy Grid, I think this is too much. It was an achievement to get the AI to swallow these penalties, but the human player has to deal with them too. Ergo I'm going to try the +JUSTICE +GREEN idea, much as I dislike giving away more stuff without a penalty.
It was the Taiping rebellion from 1850-1864 and it was one of the worst experiences in Chinese history.
QuoteOur government serves its dominant people as well.The people in our government exist to serve the government actually.
Will the AI swallow an industry penalty? If so maybe giving it an industry penalty is a good idea. Just make Green poweful enough to compensate.
About the Consciousness. Yes, it's weak. I would suggest you switch the "can steal technology when capturing base" bonus with something else. Spoils of War makes it redundant.
No the AI will not swallow any penalties in Green.That is very weird. Have you tried adding growth and see if the AI will pick it then?
Playing with Spoils of War is cheating. 8) I intend the game to work with default rules. The stealing ability is weak. It doesn't need replacing, it's a non-event. The Cyborgs just need more stuff somehow. I don't really want to give them free Network Nodes and make them the new sub-University, that seems really flavorless and generic. I will try the probe related stuff.
QuoteNo the AI will not swallow any penalties in Green.That is very weird. Have you tried adding growth and see if the AI will pick it then?
That has to be some type of bug.
Heres a thought could you make Green a value and make another economic system in its place? Or move wealth there and make it an unfettered free market system or something. Or simply replace Knowledge and add planet bonuses to it.
Hmm. Maybe give them something to help them in combat. Make them a more aggressive science faction.
Or give them sharetech or something.
A GROWTH bonus could indeed work, but it's totally inappropriate to Green.
That's actually an interesting concept, as it's possible that the Economy line has the bug, and the Values line does not. Or that the AI tolerates penalties in one area better than another. I threw all kinds of penalties at Politics for instance and the AI still pretty much swallowed it.
It's not easy to decide what to do with other social engineering choices though.
https://en.wikipedia.org/wiki/Economic_system
QuoteA GROWTH bonus could indeed work, but it's totally inappropriate to Green.
It is but Its one of the few solutions I can think of other than simply removing all the penalties.
What if it's only the third slot that has the bug? Maybe if I swap Socialist and Green, things work?? I will find out.
What if I switched columns, like made the "Nones" all the way to the right? What if I switched rows, like Politics for Economics?
If you'd like a break from the same-ol-same-ol railway to victory, I've made a map that has seven small continents with decent ocean gaps between them.
If you want to make a new game you should start gathering a team now.
Try reversing the negative values. I got one of my custom factions to use Green doing this.
Cultist marine assault |
I had so much more tech than everyone else I assumed I was invulnerable, right? Wrong. Never bothered to make Perimeter Defenses because I thought I'd be capturing the Citizens' Defense Force "any year now". Never had productivity because of all the Secret Projects I was trying to finish. So, made some Fusion ECM 3-Pulse infantry as a garrison in every city. Nobody else had fusion power so I'm good, right? Wrong. Pursuing Wealth really does make you weak, particularly when Elite troops show up.
The moral of the story is less tech, more troops.Tech is fine just build troops as well.
Tech is fine just build troops as well.
In my mod nowadays there's not as much point to having advanced tech. The manufacturing costs are so expensive, you're going to pay a premium for the units. So you either take a long time to build troops, take a long time to build factories and then less time to build troops, or you build mindworms. Which I'm raising in expense, back to the level of the original game. The balance of power has clearly come to favor mindworms.
Mindworms are nice. They also don't need support if you place them on fungus.
They don't? I've never noticed that. I thought you just got independent mindworms from capturing them reasonably far away from your territory.I thought everyone knew that. Its one of the main reasons to use them. It's written down somewhere. I the wiki I think.
Seriously doubt "everyone" would know that, because I can't find anything in the Datalinks about it at all.
Good Grief.
Fundamentalism is now useless.
Capitalist is now useless.
Socialist is very overpowered.
Green is mostly useless.
Power is decent if weak with the penalties.
Knowledge is overpowered but then it always was.
Wealth is mostly pointless compared to power or Knowledge.
Here's a question did you get the AI to use GREEN?
Honestly the one government that should get +probe is police state.
Fundamentalist should get growth
support is nice I suppose.
Capitalism needs something else besides economy.
Another question. If you were going to represent an Autarky, a closed economic system in the game what values/ penalties would you give it?
Yes, the AI will use Green as soon as it discovers how to make mindworms. That was rather much the point of the exercise.
I've been down that road before. What ends up happening, is Police State has too many toys in it. And I found at least back then, that +1 POLICE really wasn't worth having, for the penalties that Police State was suffering.It fits though. Maybe +2 Police +1 support +1probe.
I've been down that road as well. But there's no way I'm giving them +2 GROWTH nowadays, with what I understand about GROWTH now.It fits though. It certainly fits better than probe. I like giving Fundamentalist +1 growth along with +1 Police and +1 Support.
I disagree. I think you need to increase the amount of money grubbing you do in your games.
I had to look up the term. I think you'd have to implement it as a faction. You'd give it -4 COMMERCE or something, so that it can never ever get a bonus from Treaties or Pacts.They already have one its called the hive. But an autarky should be good at growth and support or industry at the cost of money.
I've edited in the +SUPPORT to Fundamentalist
All of the merging looks good and has no bugs that immediately crash the game ;lol.
I'll have time to playtest it today with a new game since the Weather Committee hung out at the water cooler too long yesterday and then peed on everything. They're such slobs.
Capitalist, Indust, ++ECONOMY, -JUSTICE, --PLANET
Socialist, AdapEco, --ECONOMY, ++JUSTICE, +GROWTH
Green, CentEmp, (-ECONOMY,) +JUSTICE, +PLANET
I have found in my testing that other factions will go Green early in the game even with a penalty on it, especially if it's the only alternative they have to Simple.
EDIT: I need to go back through saved games and see if they had the Mindworm breeding tech at the time they chose Green. I forgot to make a note of that at the time...oops.
It fits though. Maybe +2 Police +1 support +1probe.
It certainly fits better than probe.
I like giving Fundamentalist +1 growth
But +1economy is not worth -3 planet in my opinion.
But an autarky should be good at growth and support or industry at the cost of money.
I doubt that the AIs will swallow any penalty and still choose Green. I did not test that particular one. I'm not really interested in a Green economy that loses money, as either a play mechanical or a narrative concept. In many previous versions of this mod, Green actually gave +1 ECONOMY. .
Do you really think the USSR had better spies?
Maybe you build a lot more Mines than I do. I find it doesn't have much of any effect until my cities are getting bigger.No I forest the entire map.
Then how am I going to get +3 SUPPORT? SUPPORT is tightly rationed in my mod. I decided against Power being the thing that gives you +2 SUPPORT.I'm tempted to say add probe just as a freebee its really not that useful.
I don't see why it should have growth either. Actually pretty much nothing should have population growth for any realistic reason, so that's not saying much. But really, what's long lines for bread going to do for growth? The USSR did all of that, China used to do all of that. You get to eat a lot of winter cabbage.
Be advised that Doctrine: Loyalty should also have a research weight of wealth=3, because extra SUPPORT is a kind of minerals making.I've made that change now, so everything should be correct and up-to-date.
extra SUPPORT is a kind of minerals making.I totally agree. I've considered SUPPORT to actually be an INDUSTRY bonus/penalty rather than a separate category.
No I forest the entire map.
I'm tempted to say add probe just as a freebee its really not that useful.
The whole point of an autarky is a self sustaining economy thats geared toward the population not making money. The USSR was a socailist economy not an autarky and dependant on US aid the entire time.
100, ; Combat % -> AAA bonus vs. air units
50, ; Combat % -> Air superiority unit vs. air unit
The original original play mechanic was building a Courthouse in Civ II to stop Corruption.Yes representing efficiency. Justice is part of police representing how content your people are.
My only real concern with JUSTICE is play mechanical. I can't tell yet whether there are too many penalties or not.
Consider furthermore that Power does need some kind of penalty, and INDUSTRY was always a stupid penalty. Yeah, the USA had such an INDUSTRY problem in WW II. That's only what made it a superpower!Very little things fit for a penalty for power. Except growth something the AI doesn't like or maybe research representing jingoism but that really doesn't fit either.
QuoteThe original original play mechanic was building a Courthouse in Civ II to stop Corruption.Yes representing efficiency. Justice is part of police representing how content your people are.
QuoteMy only real concern with JUSTICE is play mechanical. I can't tell yet whether there are too many penalties or not.
Thats one of the reasons I don't like the change.
A planet penalty might fit [Power] but thats pushing it.
Nah. Doesn't make any sense at all. Deidre can want Green Power.You would be surprised how much environmental damage the military industrial complex can do.
Honestly Power values, wanting a strong secure country really doesn't have a lot of downsides.
Efficiency might be one or research but both are pushing it.
You would be surprised how much environmental damage the military industrial complex can do.
Especially with an indifferent government.
I'm finding that Capitalist has a pretty substantial tradeoff in late midgame. B
Vonbach didn't think Capitalist does anything now, but choosing it at this stage of the game doubles my income, from 80 credits/turn to 160. That's a huge jump when you're trying to finish expensive Secret Projects before others do. You can't do that with Supply Crawlers or factories because those come rather late now.
So it's a challenge. I'm thinking that's ok. A faction with more JUSTICE would definitely have some advantages, but I'm playing the University.
I've often found it surprising that Socialist will make me more money than Green will, despite the -2 ECONOMY penalty. For a sufficiently large empire, JUSTICE can be more important for making money.
With what in my mod? You don't get Supply Crawlers or Genejack Factories until late midgame. You'll never get enough Artifacts to build many SPs anymore, as I've raised the cost of SPs so much. Do you seriously just sit around waiting for SPs to complete in 1 city?
Most of my games are just plain over by the time the cloning vats are a thing.
Low erosion and rainy? I haven't done an Enormous map in a long time. I wonder if some of the distant AIs could actually present a challenge at that scale.
The non-builder factions still lag behind the builder ones (in the absence of war at least).
My current map is designed to specifically test some aspects of the AI Growth Mod (and of the game in general). It has seven continents with enough ocean between to make raising land bridges impractical,
leaving sea transport of troops for across-the-beach landings as the main way to proceed. Later, airdrops can supplement them.
Their use or neglect of seapower and ocean bases is also clearly apparent.
I've already made Doctrine: Flexibility a C1 tech, no prereqs. Boats are gained much faster than the stock game. There is still a delay to gaining them however.
endgame pod popping |
preparation for doom |
singularity apocalypse |
expensive armor |
pipsqueak university |
Does the AI ever actually use Tectonic missiles? Or Fungal ones for that matter.
At the very least, they should have an equal chance of lowering the land, or lowering one side and raising the other.
Just as unrealistic, but more fun, would be if they caused a volcano to erupt, complete with active lava flows that damage units crossing them ;lol
apocalyptic inventory |
most of the world |
witness the conflagration |
seabase schmeebase |
close to port |
tight grouping |
the one that got away |
choose your neighbors carefully |
corner shot |
divine intervention |
Jehovah is merciful |
Spartans get their turn |
that's a tall one |
d'oh! |
d'oh! d'oh! |
die properly |
remnants be gone |
keep your mindworms tidy |
vapor hole |
when does Planet get pissed |
Isle of the very deep |
and now their nuke is ended |
peaceful sea chain |
poof |
the most flat Isle |
proper |
bank shot |
orange roughy |
makin' craters |
try to say goodbye |
tip tap |
Monsoon crater |
ding dong |
it's like basketball |
just tip it in |
tiddlywinks |
we don' need no steenkin' coast |
tiptoe through the fungus |
yippie kai yai yay |
blueberry ghost |
don't stand next to the Former |
trying to be fair |
blubber |
whoosh |
democratic remnant |
energetic march of capitalism |
most of the world |
red tide of the apocalypse |
Victory over Planet |
another one bites the dust |
what can you do with an earthquake missile |
hey hey ups and downs |
Now I've finally realized that the Copter chassis is vulnerable to ground attack! It's a lot easier to survive a stack of Locusts than I realized. I doubt that's a bad thing, as stacks of 32 Locusts are pretty overwhelming. I haven't verified whether all the Locusts in the stack die or not. This game hasn't had any flooding yet.
Copter,M1, Chopper,M1, Rotor,M1, Lifter,M1, 8, 2, 0, 0, 1, 8, Disable, Gunship,M1, Warbird,M1,
Gravship,M1, Skybase,M1, Antigrav,M1, Skyfort,M1, 12, 2, 0, 0, 1, 30, Gravity, Deathsphere,M1, Doomwall,M1,
Mind Worms, Infantry, Psi, Psi, 1, 5, 0, CentEmp, 3, 00000000000000000000000000
Isle of the Deep, Foil, Psi, Psi, 7, 8, 4, CentMed, -1, 00000000000000000000000000
Locusts of Chiron, Gravship, Psi, Psi, 4,10, 0, CentGen, -1, 00000000000000000000100000
The most consistent "big picture" mistake I've made playing my mod, not even with Induktio's AI, is not spreading enough at the beginning of the game. I like to stop and go vertical when I have the techs. It's similar to what you said, in that it takes a lot longer to gain an advantage with the techs than you think.
Did the game go on long enough for either the Spartans or the Gaians to make Condensers, Thermal Boreholes, and Supply Crawlers? If so, then I'd definitely say you're doing something wrong with your growth earlier, as it should take a pretty long time now for the AI to get around to that kind of stomping. Thinker Mod was the major driver for me delaying all sorts of "more minerals" techs. I was successful at greatly delaying it, but it cannot be postponed forever. Eventually the AI will get its toys and then it will start to do its thing. Need to overrun them before it happens, say with hovertanks or Locusts. Locusts are good at tearing up undesired enemy infrastructure. With the stock AI, I usually use them against Sensor Arrays.
Somehow I can just picture Yang throwing his minions from the top of Space Elevator, yelling "For the Hive!"Yo, never yelling; Yang think he all Dark Carnival ConfuciusBuddha, and he be Spockin' out "Needs of the many", cold-like, and evolving the Group, sos's they ignores the pain of reentry.
The Morgans snatched the Neural Amplifier from under my nose. This is bad. They're the biggest faction with the largest armies; they're also allied with two other human factions. This renders my Isle of the Deep/Sealurk fleet almost useless.
The power graph says I'm Unsurpassed, but I can't help but feel that I'm actually losing to other factions. On tech, I simply can't catch them.In my current game, as Gaians running Knowledge and Cybernetic (and a pop 16 base with Supercollider, Theory of Everything, and Network Backbone), with 250% as many pops as Lal, I am six techs ahead of him and we are each researching one tech every 5 turns.
A dystopia shouldn’t have a high Justice rating, but it’s not a viable strategy if it has a low Efficiency rating.
The Spartans, Hive, and Miriam share a continent and have been at war with each other all game.
I don't think it's coincidence that the three factions that were running Socialism when I encountered them (Hive/Sparta/Miriam) are the three weak AI factions, while the three factions that were running Capitalism when I encountered them are the three technologically advanced factions.
Wealth is terrible. None of the AI's will touch it with a ten-foot pole, and I don't blame them.
I'm now in the process of replacing all of my military units with native life forms. I love that they're cheaper to build in your mod, I'm having so much fun playing with them, not to mention I'll be able to avoid a lot of micro-management with the upgrades.
PREDEFINED UNITS:
- Mind Worms: now costs 5, same as the original game. Weapons power has shifted too heavily in favor of Psi combat. Restoring costs can help even it out.
- Spore Launcher: now costs 5, same as the original game.
- Isle of the Deep: now costs 8, same as the original game.
- Locusts of Chiron: now costs 10, same as the original game.
I'm a little nervous about that as I don't have defenses against PB's yet.
I find clearing out the entire map of supply pods, using +1 PLANET from Green, to be extremely profitable. I tend to amass large numbers of mindworms and Isles when doing so. It's a different play style, but it's hardly inferior to Socialist. If anything I think it is seriously overpowered, but you may not have noticed this. Especially if you played as the Gaians and had +1 PLANET already. I guess you're saying as the Gaians you had your cake and ate it too! Well, you can do that. But the AI can't.I'm well aware of the power of the play style - in vanilla, doing this while running Democratic/Planned/creche is what the Gaians do. But, in vanilla, you forfeit the ability to run +2 economy, which is an acceptable trade-off. I hadn't thought through that in this mod one can cycle between running Demo/Green/Wealth and getting +2 economy while farming alien artifacts, and running Frontier/Socialism/Whatever and pop booming while farming alien artifacts, which is pretty crazy.
Some factions have made the predefined X units, but none have committed atrocities with them. I think that makes them a useless extra production expense. A pity.If they have them, that gives them the means to retaliate if players commit atrocities against them. It's also possible they might use them against Progenitors, which doesn't count as an atrocity in the eyes of Planet or other human factions. So it's not necessarily wasted effort.
Except that in alphax.txt, the cost of a Mind Worm is actually 4. What to do? What a puzzle. The cheaper cost would definitely explain why in my last AI vs. AI test run, it was completely overrun with mind worms.I agree with keeping the cost of mind worms at 4. At a cost of 5, I've never built them, but at 4 I do. The AI in my game is building them occasionally: low-tech Miriam is building mind worms (a tiny fraction of her massive army) while high-tech Morgan (with his -3 Planet rating) builds locusts, not worms.
Punishment Spheres are deliberately cheap in my mod, and deliberately available early in the game.This is totally an aside, but back in 1999 or 2000 Firaxis stated in the notes to one of SMAC's 4 patches that they'd hard-coded the AI not to build punishment spheres because it had no idea of how to use them. So how cheap or expensive or early or late punishment spheres may be is only relevant to players, not AI's (unless you installed from a 20-year old SMAC CD).
I have not forgotten the problem of Wealth. I simply haven't looked into it yet. I need to see what the Pirates do, if they obey their primary compulsion or not.My hypothesis for the way the AI decides this is: when an AI is deciding what to pick and their Agenda is one of the options (for your Pirates, when they're looking at Values, their Agenda of Wealth is one of the options) I think they just consider their Agenda vs. the default option, in this case Survival. So they won't consider how good Power or Knowledge might be. They'll simply calculate the net benefits of Wealth, and if that's over 0 they'll take Wealth, otherwise they'll do nothing (Survival).
However their cities aren't doing any eco-damage now. Neither are the Spartan cities. I wonder if the Voice or the Ascent suppresses eco-damage?Every fungal bloom suppresses eco-damage, so fungal blooms will eventually solve themselves if you don't constantly increase production.
Generally speaking, I do not want players to be immune to the effects of -4 JUSTICE. I want them to feel the pain and have to deal with it somehow. I find that I candeal with it, but I have to make tradeoffs.Then we're talking past each other. I don't have any problems with players having to make tradeoffs. But the AI will do what it will do, and in the case of AI Yang (for example), he'll run Police State/Socialist/Power at -2 Efficiency every game, and in so doing he will forfeit every game. Although he can and will build numerous units, his research, in the later game after he switches to Power, will not be remotely competitive with the stronger AI's or with a player who is competitive with the stronger AI's.
On further contemplation of this, I'm not convinced. You may be right, or it may be that 3 factions are sharing 1 continent and weakening each other because they're at each other's throats. Both the Spartans and the Believers are Aggressive factions in my mod.You shouldn't be convinced. It's a sample size of 1. And the war has definitely hurt them: Yang's bases have little terraforming; many of his pops are working fungus squares producing two food and nothing else; and he's lost over 20 formers to enemy action. The kicker for me was seeing how many of his bases are losing all their energy to distance-inefficiency. That's a deal-breaker. And the irony is that up until circa 2250 he was OK. It was only after he became more advanced, able to run Power, that he crippled himself.
The Peacekeepers, University, and Morganites are all Passive factions. There's a reason they are able to sit back and accumulate wealth and technology, it's by design. The Morganites, especially, functioned as sort of a ticking time bomb during a lot of my mod development. I've seen the Peacekeepers often have this effect as well, possibly because they tend to gain the Governorship and get a lot of money that way.That's been exactly my experience of these three factions during my game.
In my experience the University is not as tough as them and tends to get trashed, but I don't know what more I would do with them, having given them free Biology Labs on top of their free Network Nodes.
I wonder if violent, at war factions choose Socialist? And is it because they think it's Planned and are going to get a +1 INDUSTRY bonus that they're not actually getting anymore? Or is it not hardwired, and just a consequence of trying to balance -JUSTICE from Police State or Fundamentalist?In my game, Lal was running Democratic/Capitalist/Knowledge/Cybernetic, researching at a rate of 1 tech/5 years, while at war with me, for the longest time. Then three things changed: I built the Empath Guild and took the Governorship from him, I captured a trivial University base only 10 squares from the nearest Peacekeeper base, and I expanded my tech lead from 3 techs to 7. I don't know which of those things it was, or if it was something else, but he switched to Frontier/Socialist/Power/None, and is now researching at a rate of 1 tech/13 years, basically conceding the game when he was still in it. I understand only one part of that - once he'd switched to Socialist, there was no point in remaing Democratic, or maybe if he thinks the war has become real now that our nearest bases are relatively close maybe he wants to drop the police penalty (OK thinking the AI's that smart is a stretch), and since his Agenda is Democracy his only choices are Democratic and Frontier. But I have no idea why he switched to Socialist. In vanilla, AI factions that will consider both Democracy and Fundy typically run Democracy when I think they're competitive at research and typically run Fundy when I evaluate them as needing to catch up with probe teams, but I don't see why that would be relevant here. The AI seems to realize that -3 and -4 Justice are bad, but other AI's don't seem to have a problem with -2 Justice, and if Lal ran Frontier (to avoid the Police penalty)/Capitalist/Power he'd still be at -1 Justice. I don't get it.
and running Frontier/Socialism/Whatever and pop booming while farming alien artifacts, which is pretty crazy.
More pertinant to your point, though, is that even though you've made it possible for the AI for most factions to run Democratic/Green/Wealth and farm artifacts while getting +2 economy and +2 justice, none of the AI's in my game have shown any interest in doing so despite having numerous chances.
If they have them, that gives them the means to retaliate if players commit atrocities against them. It's also possible they might use them against Progenitors, which doesn't count as an atrocity in the eyes of Planet or other human factions. So it's not necessarily wasted effort.
while high-tech Morgan (with his -3 Planet rating) builds locusts, not worms.
This is totally an aside, but back in 1999 or 2000 Firaxis stated in the notes to one of SMAC's 4 patches that they'd hard-coded the AI not to build punishment spheres because it had no idea of how to use them. So how cheap or expensive or early or late punishment spheres may be is only relevant to players, not AI's (unless you installed from a 20-year old SMAC CD).
Curious side note. I just noticed that Santiago has lost two planet busters. I have no idea how that happened, although I assume Yang is responsible.
The other AI's try to build them but can't, because they have to pay 3x cost for the first prototype, and they never finish the prototype before they decide they urgently need to build something else at that base.
My hypothesis for the way the AI decides this is: when an AI is deciding what to pick and their Agenda is one of the options (for your Pirates, when they're looking at Values, their Agenda of Wealth is one of the options) I think they just consider their Agenda vs. the default option, in this case Survival. So they won't consider how good Power or Knowledge might be. They'll simply calculate the net benefits of Wealth, and if that's over 0 they'll take Wealth, otherwise they'll do nothing (Survival).
Other factions that don't have Value Agendas will compare Wealth to Power and Knowledge, and almost certainly decide that the benefits of one or the other of those are greater than whatever rather meager value they assign to 1 Econ - 2 Morale.
Now this is baffling. Why won't the Peacekeepers choose Democratic? Clearly they know how to do it, they just won't. -1 POLICE is the slightest slap on the wrist, it merely prevents nerve stapling. Democratic is almost a giveaway now, and it's not like other factions don't choose Democratic. Notably, I've seen the Pirates choose it plenty of times.
Or maybe not. Maybe in both cases, the AI has calculated that a net -1 ECONOMY doesn't matter compared to -2 ECONOMY. Additional JUSTICE is not valued because neither empire is terribly large at this time? So if neither of the benefits particularly matter, perhaps it figures it should retain its right to nerve staple. If so, then the empires should get bigger and more in need of Democratic at a later time. So I'll run the game and see what happens.Have you ever actually seen the AI nerve staple? (If you have, that's really cool, but I've never noticed it doing so.)
The Morganites did achieve Planetary Economics. That's the required tech for Economic Victory, same as the original game. Maybe my changes to the tech tree, have made going up the Build part of the tree much easier than in the past.
An election was last held in MY 2239. By proposing something else, I was able to determine that no one is Governor. As Lal is actually in contact with everyone, I'm inclined to guess that the last election was deadlocked. And also, that there wasn't any previous election, that it took a long time for everyone to get into contact. I am thinking that the lack of a Governor, threw off the game's Commerce values. Making it very easy for Morgan to buy Planet.
If I am correct, then this could be a repeatable strategy? Don't contact anyone if you can help it. Grow as much as possible, amass as much money as you can, and buy Planet before a Governor is ever established?
I doubt the Hive can ever run out of money though. The AI probably cheats at that.When a human-controlled faction runs out of money, the game sells one of your facilities for you. I expect it does the same when that happens to an AI. A survey of my vanilla games shows that the AI rarely runs deficits and, when it does, it could balance its budget by reassigning some of the energy it is assigning to research, however unrealistic an expectation of AI Zakharov that may be. In my game with your mod, the Believers, the Hive, and, after Sparta went to Power, Sparta, were all running deficits, but a casual survey of the Hive in saved turns didn't show any signs that they were actually running out of money. Yang was getting infusions of money from somewhere, I don't know where, but wild mind worms are one possible source.
Tech, well, I don't believe all factions should be awesome at tech. If that were the one true strategy for winning the game, then every faction would be the same. All that really matters is if the Hive survives long enough to provide a challenge to the human player, and that it's reasonable when a human plays it. +3 POLICE is really powerful, and I've now got various predefined police units for the AI to play with. A Police State Power faction also manages +3 SUPPORT, which matters at least through the midgame.
Time to run an AI only game and see how the Hive does, I suppose.
I've fixed the Sky Hydroponics Labs problem, by making it available with Advanced Spaceflight. That will now be an E7 instead of C7 tech. Orbital Defense Pods and the Cloudbase Academy will go to Graviton Theory, which will now be a C8 tech. I'm not happy about earlier food, but we can't very well have a broken UI can we? It's just a limitation of the original game.
They did QA around "does the AI make reasonable decisions under vanilla conditions?"
"this AI's about to go to war, and choosing Democratic will give it -1 POLICE all by itself, and who knows what the POLICE implications of its choices for Economics and Values will be? Better not do that."
I'm quite sure that the AI does not consider how large it's empire is when it decides how much to value EFFIC/JUSTICE. If it did, AI Yang in my game would not be running SE choices that leave 2/3 of his bases at 100% inefficiency.
-2 Efficiency means that every base that's 16 or more squares from the headquarters will be at 100% inefficiency (unless it has a creche).
It's not a problem for the player, who can easily see that the tradeoff of Power, -2 Justice for Support and Morale, is not worth it.
But why then are you nerfing Yang badly compared to vanilla, taking away the ability to run his Agenda without a -2 Efficiency/Justice penalty (as well as all of his other strengths) away from him?
The AI effectively gets +3 Industry at Transcend difficulty. It does not get +3 Efficiency.
Anyway, it's your mod and I've nagged you enough about this.
I researched (and built) the Manifold Harmonics (which gives, among other things, a food bonus to every fungus square, which rather makes SHL's irrelevant),
Really, by that point in the game, you've got the food problem solved.
In my house rules I nerf SHL's indirectly by making Cloudbase Academy much harder to get (Applied Gravitonics E14), so that every SHL is only worth 1/2 food to bases without aerospace complexes, as it was in SMAC before Cloudbase got introduced in SMAX.
When AI factions consistently throw the game, it makes it less interesting for me as a player.
but Miriam, even in 2300 when she was at peace with everyone, has been running it constantly too.
In my game, Lal was running Democratic/Capitalist/Knowledge/Cybernetic,
but he switched to Frontier/Socialist/Power/None,
In vanilla, AI factions that will consider both Democracy and Fundy typically run Democracy when I think they're competitive at research and typically run Fundy when I evaluate them as needing to catch up with probe teams, but I don't see why that would be relevant here.
and Fundy has a PROBE bonus.
In the middle game the cost wouldn't matter as much as you would have more production + Brood Pits,
In my game I noticed an increase in Trance or Resonance Armor enemy units after I started to breed native life forms on a large scale. Until I got the Dream Twister, there were many encounters where my mind worms were not a match against them and had to mix them up with regular units/Spore Artillery.
Thanks for the info about the atrocity. It's a good thing I didn't use it against Morgan when he was attacking my headquarters because chances are I might have had a Planet Buster used against me before being ready.
I don't believe that. Do you have a screenshot proving it? I've empirically experienced games with -2 JUSTICE and have found them to be "no big deal". -3 has often seemed like a big deal though.It's in the in-game documentation. Press F1, select advanced concepts, select inefficiency (advanced), plug the number into the formula.
I've always found it to be accurate,
But some AI's won't have creches in most of their bases.
Your tweaks to map configuration are awesome, BTW. It really feels like a planet.
I'm curious. In the test game that the Pirates were going to win in 2465, did any of the AI factions launch satellites? I've never seen them do so, and that game sounds like a best-case scenario.
I'm curious. In the test game that the Pirates were going to win in 2465, did any of the AI factions launch satellites? I've never seen them do so, and that game sounds like a best-case scenario.
but in hindsight I agree that may have been too much at this point in the game.
Can you direct me to one of those After Action Reports?
In the game I'm currently playing Morgan is building Orbital Defense Pods.
Have you tried running the Pirates without the Explore setting?
It's good to hear that transports seems to be less now with Build. If you wish, you could try to give the Pirates Build and Conquer (either Peaceful or Erratic), the latter priority may make the AI more expansionistic.
What do the Pirates start with?
Do they already have a pre-defined transport or do they get it later?
For the Morganites, you could potentially move the economic victory condition further up the tech tree to delay it,
or bring back some of his handicaps like Hab Complexes.It's not strictly a Morganic problem. I suspect that anyone could buy the victory cheaply, if only they made the right ECONOMY choices. We see the Morganic AI do it because they get a high ECONOMY easily. A human player can probably do it with other factions, which is unacceptable.
And Conquer may also just spawn Transports all over again. Another problem is it's against my intent for the Pirates. They will focus on getting weapons instead of going straight up the Build tree and pursuing Wealth. I will see how they do as a pure Build faction for a few test games.
That's what I'm currently working on. I'm thinking all the way up to Orbital Power Transmitters.
It's not strictly a Morganic problem. I suspect that anyone could buy the victory cheaply, if only they made the right ECONOMY choices. We see the Morganic AI do it because they get a high ECONOMY easily. A human player can probably do it with other factions, which is unacceptable.
- Sea Formers: renamed from [sic] "*Sea Formers", and now available with B2 Industrial Base. For some reason this unit wasn't getting designed until midgame, typically in the late 2200's. Even in vanilla SMAC, the problem exists. In original SMAC the tech for this unit is set to Disable, which implies that something else triggered the design of a Sea Former.
It's interesting to hear about factions fighting back and causing problems.
I'd be surprised if a Demon Anything doesn't cut through defenders, provided you have a high PLANET rating to get the attack bonus. Unless it's some kind of Trance unit with high Morale behind a Perimeter Defense and a Sensor Array. I do routinely destroy Sensor Arrays before taking cities, because they're easy enough to build back. I don't like destroying Perimeter Defenses although probe teams can do that. Problem is, if they're not algorithmically enhanced they typically won't survive doing targeted attacks well enough. So you have to just destroy everything, which is not usually what I want, if I'm bothering to take a city intact.
I have not been able to consistently prevent the Pirates from obsessing about transport units. I think I have lessened the problem, as I've gotten it to obsess about building various defensive foil ships, and also various armored transports. The latter are still wasteful of Support, but at least they do more damage as they are killed.
Have you tried armed predefined foils, able to carry a passenger? A bit like the IoD...
This mod started as an attempt to model "realistic" growth in the social engineering choices. Unfortunately the "realism" didn't survive the cold, harsh reality of game mechanics, nor the AI's fixation on GROWTH as a choice. For instance Green used to have a GROWTH penalty, but the AI would not choose it, even in the original unmodded game! Only if the AI had learned how to make Locusts of Chiron would it finally accept the penalties of Green, and that was way too late in the game to be acceptable for an AI faction. To work around this, I made Green not have any penalties. To try to balance this "free lunch", I minimized the number of bonuses it gets.
MY 2165. I complete the last Punishment Sphere. I've made lots of Sea Formers in an effort to boost my population. However, 3+ food and Aquafarm are now given by E3 Centauri Genetics and I don't have it. ...
I don't have an offensive weapon yet, and to my knowledge, neither does anyone else.
Good to see you again!Thanks :)
You may be happy to know that I seriously beat the crap out of someone on /r/4Xgaming recently, on the subject of removing the anti-Christian stuff. Guy was going on about what a malevolent travesty I'd committed and how I hadn't "disclosed" what I did. Which is false. I declared it in when I posted the versions that had the changes, and I took plenty of guff when I did so. And it's all in my design notes, on both my web page and the readme_mod.txt. People have to actually read it, if they want to know all the stuff I changed. The guy acted like taking away anti-Christian stuff, was the first and foremost thing I personally owed him, as to how I advertize and promote my work. He even went as far as to say I should rename my mod, to be the "Narrative Change Experiment" mod or some such. Like he was on my naming committee 15 months ago! Whatever. Well that argument is long since over, it's just the sort of thing that happens from time to tim
You are the semi-anonymous celebrity who was instrumental in the basic change of tone. And I think generalizing to "Extremist" is the logical conclusion of that change of tone. Lal, the Caretakers, the Usurpers, the Spartans, the Free Drones, the Data Angels, the Gaians, and the Pirates are all capable of being Extremist, and not a single one of them is religious.This is the one of the biggest problems I have with the game. You cant build civilizations like this.
The Politics and Economics choices are deliberately low impact. I want the players to have to deal with the early to mid game without any big governmental boosts. That seems to be working. I find that some factions do eventually choose Extremist, liking to combine it with Power to get +3 SUPPORT. That's free units up to the base size. Can be a rational plan if you intend to overrun everything with high MORALE troops.So long as all of the choices are low impact nothing is unbalanced. The only thing I would do is give Capitalism another +bonus of some kind and remove a - growth from Power.
I'm playing another test game as the Free Drones. I expanded like crazy on ok land with a lot of Nutrient bonuses. The Caretakers are equivalent to me and started on the Monsoon Jungle. Other factions are mediocre to pathetic. I think the combo of +1 INDUSTRY and going to size 3 without Drone Riots may be overpowered. When the AI is playing them, they do a Build, Conquer focus now, and they seem to be mostly wiping out the whole map that way. They did it to the University in the last game I played, totally crushing them. The University just can't stand up to that. Granted, that was a big land mass game, which I think favors the Free Drones.
Per previous discussions, I'm not going to give Capitalist a JUSTICE or a GROWTH bonus. I don't want it to have +2 ECONOMY, a lot of changes have been made to spread ECONOMY out over the social engineering choices. Giving an INDUSTRY bonus would in my opinion be overpowered. I don't really believe in TALENT bonuses, because they have no visual representation, and I don't see any particular reason why Capitalist would result in that anyways. The basic philosophy of my ECONOMY arrangement, is that piling up money is worth a lot. It's pretty much how I buy all my Secret Projects. So I'm going to stay with Capitalist just being one contribution out of several.Its not bad it just seems a little weak and one dimensional. I would add +Growth but thats just me.
Power, yes I could reduce it to -1 GROWTH, but getting +2 MORALE and +1 SUPPORT is really powerful. There needs to be a tradeoff, and I don't believe -1 GROWTH stings enough. If there were other GROWTH penalties somewhere, then -1 would be more appropriate, but there are no other GROWTH penalties. Nor can there be, as far as getting the AI to accept various choices and not fixate on GROWTH penalties and bonuses. If you're going for Power you should be trashing everyone else in the game. I wouldn't say my opinion on this is set in stone, but I'm definitely in a "wait and see what playtesting says" mode about it.Power does seem to have a little to harsh penalties but its not that bad.
Its not bad it just seems a little weak and one dimensional. I would add +Growth but thats just me.
What penalties are you giving wealth if you don't mind me asking?
Whats with the 150 probe cost by the way?
In the original game, probe teams were overpowered. A single team could take over an entire base, for very little money, no matter how many units were in it! And every unit in the base's radius would be taken over too. You'd be invading an AI faction, and it would be all but dead, but it would still take bases back from you this way. This is unrealistic and completely ridiculous. I've rage quit SMAC more times because of this one issue than any other thing I can think of!
So, Mind Control now costs 1.5x higher than the unmodded game. This stops the nonsense in the early game. You can still get your bases taken over in the mid to late game, but it will cost a lot more money, which is how it should be. The Hive is now a partly probe team oriented faction, so they have 1.25x cost. The Data Angels are at 1.0x cost, as their probe teams are supposed to be powerful, and the baseline of the original game was overpowered to begin with.
You don't make enough money in your games for some reason. :D I don't know why.I make plenty of money I just spend it on different things.
Even though you and I have different politics, there's more to it than that. What the AI is willing to do, is a crucial design consideration for me nowadays.I try and keep that in mind when I make my mods. But Free Market was as ideologically hated by the game designers as fundamentalism and religion was.
But Free Market was as ideologically hated by the game designers as fundamentalism and religion was.
Tried a test game with the hive. Growth is just to hard too come by. Not so much for me but the AI. Early game at least most cities stay at size 2 forever.
Its 2217 right now. Democracy and Socialism are both overpowered.
Power has growth penalties so it will never get picked. Just my initial impressions.
Quote from: vonbach on August 15, 2019, 11:21:17 PMJust take at the ridiculous penalties for it in the original game, -3 planet and -5 police.
But Free Market was as ideologically hated by the game designers as fundamentalism and religion was.
Hm, where's the internal evidence for that?
Haven't seen that in my test games. However: in version 1.34 I am moving the Children's Creche back to Tier 2. I do think growth was too restricted and this is part of why.
This is false. Factions choose Power and overrun other factions all the freakin' time in my test games. They don't even miss a beat swallowing the -1 JUSTICE -2 GROWTH. Nor should they, as getting +2 MORALE is that good.Power has very hefty penalties for what you get. Especially with Knowledge sitting right next door. Extremist is in the same boat.
Quote from: vonbach on August 15, 2019, 11:21:17 PMJust take at the ridiculous penalties for it in the original game, -3 planet and -5 police.
But Free Market was as ideologically hated by the game designers as fundamentalism and religion was.
Hm, where's the internal evidence for that?
Haven't seen that in my test games. However: in version 1.34 I am moving the Children's Creche back to Tier 2. I do think growth was too restricted and this is part of why.
This is false. Factions choose Power and overrun other factions all the freakin' time in my test games. They don't even miss a beat swallowing the -1 JUSTICE -2 GROWTH. Nor should they, as getting +2 MORALE is that good.
http://alphacentauri.us/fac-tool/rate.htm
Just take at the ridiculous penalties for it in the original game, -3 planet and -5 police.
This is beyond silly for a simple +2 economy.
One of the reasons I like to spread out growth in my personal mods isn't ideological. It's to help out the AI by spreading growth around.
Thats probably it. Early game growth is to low until the creche gets built.
Power has very hefty penalties for what you get. Especially with Knowledge sitting right next door.
Extremist is in the same boat.
http://alphacentauri.us/fac-tool/rate.htm
I found this on another site. Its a stat rating system for factions. It could also be used for governments.
We agree that POLICE penalties were onerous. In fact I take the view that a Capitalist system should have no POLICE penalties at all. So I implemented such. A Capitalist Police State would be modern China.Global warming is bunk but thats besides the point. My problem wasn't so much with the original penalties but the scale of them. I just think capitalism or free market should be good for something other than money. Besides Economy isn't as powerful when people simply refuse to trade with you. Something I've seen sometimes.
Capitalism does do damage to a planet. We're living through that on our own planet right now.
Now that you point it out, I do notice various size 2 cities in the early game. But they're on scraggly land, so their population makes sense. Cities on good land get bigger just fine. Wiping out an AI faction that's near you, in the early game, is never going to be that hard. What counts, is factions that aren't quite near you, that have time to dig in and grow.
It is designed to be unattractive to most of the AIs. I want AIs to mostly pick between Police State and Democratic. The only faction that should pick Extremist is the Cult of Planet, because their RESEARCH never drops below zero. There are still times as a human player when picking Extremist might be advantageous, although most of the time, the other 2 are better choices.
It's their opinion. I have my own ideas about what all these abilities are worth. I do agree that +1 ECONOMY is worth double a usual ability. I would point out that the benefits of reaching various thresholds on the table are not linear. +3 POLICE is really powerful. So, my Hive can do it in the early game without any difficulty getting there.
Global warming is bunk but thats besides the point.
especially with clean reactors showing up later in the game.
Morgan is getting +1 support next patch? Interesting.
Heard on NPR this is the hottest recorded year for the whole planet.Its NPR or National Peoples Radio as I like to call it. The studies and data they use to justify global warming are BS.
I suppose if I made the cost of a Clean Reactor depend on the power of a weapon, I could pretty much solve the problem of the AI exhausting SUPPORT, with all the defensive units it builds. It would have to be available from pretty much the beginning of the game, before the AI starts obsessing about building too many defensive units.This is one of the reasons I'd hand out support for some of my mods. Just to keep the AI from choking itself to death on units.
But he's also dropping to +1 ECONOMY and getting -1 PLANET. He retains his Commerce bonus. I have observed that AI Morgan doesn't crank up his ECONOMY all that much. It's like he starts with so much ECONOMY he doesn't feel like he needs more.What no Morganite green mean machine anymore?
The Russians leaked them some time ago.
India and China crank out far more pollution.
I'm also old enough to remember when they were talking about global cooling.
This is one of the reasons I'd hand out support for some of my mods. Just to keep the AI from choking itself to death on units.
What no Morganite green mean machine anymore?
Speaking of Green +1 Planet isn't all that good. It's ok but not very effective.
https://www.newsmax.com/MKTNews/global-warming-hoax-facts/2014/10/17/id/601458/
https://www.naturalnews.com/045695_global_warming_fabricated_data_scientific_fraud.htmlNaturalNews)
When drug companies are caught faking clinical trial data, no one is surprised anymore. When vaccine manufacturers spike their human trial samples with animal antibodies to make sure their vaccines appear to work, we all just figure that's how they do business: lying, cheating, deceiving and violating the law.
Now, in what might be the largest scientific fraud ever uncovered, NASA and the NOAA have been caught red-handed altering historical temperature data to produce a "climate change narrative" that defies reality. This finding, originally documented on the Real Science website, is detailed here.
We now know that historical temperature data for the continental United States were deliberately altered by NASA and NOAA scientists in a politically-motivated attempt to rewrite history and claim global warming is causing U.S. temperatures to trend upward. The data actually show that we are in a cooling trend, not a warming trend (see charts below).
This story is starting to break worldwide right now across the media, with The Telegraph now reporting (1), "NOAA's US Historical Climatology Network (USHCN) has been 'adjusting' its record by replacing real temperatures with data 'fabricated' by computer models."
Because the actual historical temperature record doesn't fit the frenzied, doomsday narrative of global warming being fronted today on the political stage, the data were simply altered using "computer models" and then published as fact.
Really, if there is a climate change conspiracy, who benefits?
https://www.youtube.com/watch?v=qpSQuc69R9c
Communists are not a powerful group in the world any more, certainly not powerful enough to influence almost the entire climate science community into malpractice.Sure they are they just call themselves the left now.
- Cyborgs: added +1 PROBE bonus. Lowered PROBECOST to 125. Now starts the game with D1 Information Networks and a BONUS TECH. They're cyborgs, they should be good at probe stuff. They are a weak faction and need strengthening.
- Some factions, when not having much starting land, don't seem to expand into the ocean. Do the AI's get a pre-defined Sea Colony Pod as well when they get Doctrine: Flexibility?
- I like the increased Prototype cost, but it feels like too much in its current state. It feels like it's slowing down the game, especially if you're up against an enemy who already has prototyped that weapon and is hammering you with it.
- The AI is performing much better in its current state, but is there a way to improve terraforming as well? Currently it still uses the old terraform style of Farms and Mines.
-1, ; Nutrient effect in mine square (0 or -1)
Whether that's a good idea or not, I don't know. I suppose it would stop me having to scrap all the mines on top of farms, when I capture AI territory. :D I suppose I'll try it as a test. The stock AI is stupid and that's not gonna change, so this may be justified.Is it possible to "tell" an AI to emphasize building certain facilities like Tree Farms?
It wouldn't be completely unreasonable to make Sea Colony Pods cost the same as land Colony Pods. Yes they contain the equivalent of a Recycling Tank, but the ocean has no minerals. I will consider experimenting with that, but first I need to change when the Recreation Commons and the Hologram Theater become available.It would make the AI's life much easier.
So the question is, which approach makes a faction more likely to prevail? More research and energy isn't useful if the AI doesn't do something with it.
mod predefine, 0, None, mod, 000000111111, No effect upgrade workaround.
Turns out if I make any of my predefined Copter designs available with some tech, so that the player can build them, the Copter chassis becomes available for unrestricted designs. I can't have that, so I can't let the player build their own Unity Scout Choppers. This means I can really only afford one Copter chassis design.Yeah, that happens for anything where simply removing it isn't a valid option. That means weapons, equipment, armor, reactor, and chassis - everything except abilities. The one limitation on it is that you can't combine multiple things you get this way unless the original design already has the combination you want.
This is becauase the bit flags are probably encoded into a 32-bit word, and the game probably uses the entire 32-bit word as an unsigned integer to identify the unit design.Not exactly. It's not used to "identify" the design - that's probably done with just an array index, and you can see non-predefined units numbered in the design workshop from 1 to 64. What's probably happening is that, when the game checks if two designs are identical, it checks for identical abilities by just comparing the whole 32-bit words.
Prototype Units: I hate these on general principle. They wouldn't be as loathsome if I could delete or upgrade them to get them out of my build screen, but of course you can't.You can get them out of your build screen by opening the design workshop, selecting the design, and clicking the "Obsolete" button.
Are you sure the AI's units really didn't have Clean Reactors? I have noticed a problem when you try to use the Unit Design Workshop, that clicking on a unit that said "Clean", doesn't necessarily pull up the Clean design. But if you look closely, it doesn't actually say it's the Clean design anymore either. It's sort of a bait-and-switch problem. The way to know for sure, would be to activate the Scenario Editor and get a good stare at the AI units. I'll keep my eye peeled for this issue, but it's not something I have observed myself.That's a quirk of how the design workshop handles designs with multiple abilities and how that interacts with the dummy ability flag recently added.
I got steamrolled by the Free Drones.
Is there a changelog with all the changes, not just the changes from one version to another?
Is there a tech tree to consult, as opposed to fumbling through the datalinks?
I don't want to sound like a choosing beggar but I feel it's hard to plan without having a clear idea of where the new techs lead.
With +4 econ the take I haul in is just indecent and should inspire an "Occupy Borehole Cluster" protest against inequality or something to that effect.
Looks like I did my job. :D The game has some shelf life for you yet.
SMAC was limited in what it offered. However, as a matter of game design, one could go even farther with what they did offer. They offered "Blind Research", where you don't just get to pick the next thing you're working on. Well, what if like in real science, you don't even know what discoveries are possible? It's a valid way to try to design a game. It would have quite a burden for player expectations though, and those would have to be met somehow. You think about the game in terms of planning your tech strategy, because you have that available to you. Well what if you didn't? You'd need something else to strategize about.
This kind of question, has me scratching my head and rubbing my chin, about "what I would do" in a similar 4X TBS title. Choosing "what you're going to discover" is teleological. It's non-sensical. But as a play mechanic, what would I replace it with?
An even more vexing question, is what it means to "win". In real life, is the United States "winning" ? It won WW II, but it hasn't actually won anything since then. If your goal isn't to take over the planet, then what's to win? The idea of winning, is either archaic, or despotic.
Code: [Select]if (PlayersData[factionID].SE_ProbeBase <= 0) {
if(tech_is_preq(techID, Facility[FAC_HUNTER_SEEKER_ALGO].preqTech,
(PlayersData[factionID].AI_Tech != 0) + 2)) {
if (!PlayersData[factionID].AI_Power) {
valueRet *= 2;
}
if (PlayersData[factionID].AI_Tech) {
valueRet *= 2;
}
}
}
[Limit reached]
I guess she's only guilty of using what she built. One of my Orbital Defense Pods shot it down. Looks like she's got 1 more somewhere. Maybe she'll think twice about shooting them close to my borders?
[Limit reached]
Once again she launches at the University, and my nearby city shoots it down. I'm super powerful now. I'm making a whole raft of Tachyon Antigrav Hovertanks to end her miserable life. I've got about 50% of the world's vote.
Im trying out your mod again. I'm actually pretty far in game and haven't got any real military tech beyond lasers. I wonder if this is intentional.
The clean reactor means the AI spams endless waves of synthmetal garrisons. Yours and enemy bases.
The wonder placement is interesting.
If you want weapons, you gotta research Conquer. If you're not, then you're not getting any weapons.I always randomize research and click all four. Usually I don't have any issues.
For beginning to midgame, that's intentional. Damn hard to rush an AI that's defensively stocked and not losing SUPPORT to do so. Hopefully the AI decides to make better stuff later on.I thought as much. The problem is the spam gets out of hand occasionally.
You mean Secret Project delays in the tech tree? The newest tweak is making the awesome Mindworm oriented SPs come later.
That's weird luck, not getting any Conquer techs with random research. I've never done totally random research, so that's an untested scenario. Did you at least get some mindworms, like E3 Centauri Genetics?
The Universal Translator is actually one of the most useless SPs IMO. It gives you 2 techs, which is worth exactly 2 Artifacts. Whereas it costs the equivalent of 6 Artifacts to build the SP. Granted, you actually have to find 2 Artifacts, but at the beginning of the game you can certainly do that. So I think this is another one of those things about the game, that despite everyone's historical conditioning curve as to where it used to occur, they totally got it wrong. It's a beginner's SP. Narrative-wise I know they wanted to "discover God" and all of that, but game mechanically it's dorky.
Free mindworms are good for rankings, but not for actually conquering someone. I can understand if you're saying the Gaians sit on the other side of Planet and look strong on the graph. I see that all the time. For some reason they do almost as well as the Morganites and Pirates, they seem to do just fine as a "grow at a distance" faction. But if you were to put the Gaians vs. the Spartans into a close border conflict with equal resources, I'd put my money on the Spartans.
I never had any issues with the expense of weapons systems. Or the expense of the chassis themselves.
Mindworms aren't especially effective really. Even at higher levels.
They are also slow.
Extremist seems very underpowered.
Power is likewise too expensive for what you get.
Wealth seems like the penalties are too weak in my opinion.
The only issue with the mod I have is the clean reactor at the beginning of the game. It basically removes the need for SUPPORT at all.
I will admit the clean formers are nice.
One problem is the AI likes to spam units usually weak ones it also never upgrades.
Clean is a bit less broken if dual ability units come later.
I found dual ability units were really what hosed native life strategies.
Empath+Trance on the same unit just is too hard of a counter.
Plus having to pick Clean vs Fungicidal / Super is a bit more of a choice on formers
I mod similarly, infantry chassis 4, rover 6, hovertank 8 (same ratio diff cost formula)
I like the modding to differentiate foils and cruisers a bit more. Might try that out, make cruisers super fast and more expensive. Base move speed of sea units is kinda sad and they get demolished by air because of it
Feel like Power has too much a downside most of the time,
Capitalist too.
Could see just sticking in Democratic/Wealth even in war.
I've had similar problems modding too, Free Market in my current mod is like that. ECON is about the toughest to balance around
As I've gone over before, that's entirely deliberate. I do not want the AI to choose it for the most part, because -2 RESEARCH cripples the AI. It's deliberately unattractive with few exceptions. The core game dynamic is the choice between Police State and Democratic, and IMO that's plenty.The problem is theres is literally no reason to take it at all. I like the idea of extremist getting growth bonuses at the cost of research.
True dat. But rails aren't.
This is false. Factions with better SUPPORT have an advantage because they can crank out more unclean units faster.Theres no reason to build units without clean reactors at all. One of the main reasons I don't like the early clean reactors is it makes the game too easy for me in some ways. The clean formers are the one part I really like. The computer actually terraforms with them.
Thus, I run out of rational penalties for Wealth, even if I thought -1 MORALE was slightly too light. An INDUSTRY penalty would be dumb. A GROWTH penalty is already the schtick with Power. Although I could impose a JUSTICE penalty on either Capitalism or Wealth, I think you were in favor of me not doing so. And I prefer to stay neutral on those subjects, not seeing them as either especially helpful or harmful to JUSTICE.
My Capitalist is far milder than the original game's Free Market. You've got -2 PLANET instead of -3, and no POLICE penalty at all. I'm not apologizing for, or going to change, Capitalist. There's nothing broken about it at all. Unless you really believe that PLANET penalties and global warming increases shouldn't be a part of the game, and I'm sorry, I'm not nerfing that any more than I did.I like this versions capitalist. It feels like a real choice. I still pick Green most of the time though.
The infantry bonus to cities was one of the main reason I used them. Oh well. I actually liked using something other than the speeders.
I never had any issues with the expense of weapons systems. Or the expense of the chassis themselves.
Mindworms aren't especially effective really. Even at higher levels. They are also slow.
It's been some time since I've played your mod. The Social engineering is interesting.
Extremist seems very underpowered. Power is likewise too expensive for what you get. Wealth seems like the penalties are
too weak in my opinion.
The only issue with the mod I have is the clean reactor at the beginning of the game. It basically removes the need for SUPPORT at all.
I will admit the clean formers are nice.
One problem is the AI likes to spam units usually weak ones it also never upgrades.
Police State for order. Democracy for money. Extremist for Growth.
Theres no reason to build units without clean reactors at all.
Growth would be a better penalty for Wealth than for Power. It actually firs in real life.
Just as it would as a penalty for Planned.
Both actually decrease growth rates.
If anything Power should increase growth because of the increased confidence and security of the people.
I still pick Green most of the time though.
Yes there is, they take substantially longer to build.Im my experience theres little difference. It takes maybe an extra turn to build a clean unit.
Power is about wars. Wars kill people. GROWTH penalty is totally realistic. How many Russian males do you think were available after WW II? Granted, you don't actually need that many males to reproduce. Guess the ones that survived, were lucky for awhile.
As you know, I don't have Planned. I have Socialist. We've argued about what it all means politically before. Think "Swedish Socialist", not commies putting you up against a wall.Swedish socialism means not having kids in the first place. Theres clear evidence that European socialism
Power is the declaration of martial law, and the mobilization of all citizens into a war economy. Civil liberties suspended. It's not going to make people feel confident and secure. It terrorizes people. Secret tribunals, Patriot Acts, military juntas. People are "disappeared". Power is very similar to a Police State. No, a Democratic government that's into Power, is not particularly Just. Think National Guard firing on civilians to keep them under control.
Green has huge efficacy early in the game. If I choose Capitalist early on, I'm actually scared of mindworms blowing me up.The main reason to pick Green in your mod is there are no penalties. Its still weak though.
Im my experience theres little difference. It takes maybe an extra turn to build a clean unit.
Power is about the ability to wage wars. It's also not just logistical support or training. It's about morale and pride.
A research penalty might be better for a buffed power.
Also soviet Russia is not a very good example. If not for US support from the Bolshevik revolution to its dissolution it never would've survived at all.
Swedish socialism means not having kids in the first place. Theres clear evidence that European socialism
decreases growth not increases it.
No that is a police state not Power. Power is the ability and the will to wage war. Not oppression.
The main reason to pick Green in your mod is there are no penalties. Its still weak though.
That's silly. War has always driven technical progress.
I'm reasonably sure that the USA was a belligerent to the Bolsheviks in the immediate aftermath of the revolution, as were several Western powers. Yes, my memory is good, I'm 100% totally right. Your comment is not basically defensible. You could talk about Lend-Lease, and maybe trading some grain, that's about it.The USA was trading and giving the USSR food aid all throughout the cold war. The USSR was never able to feed itself.
It's about drafts, or keeping people poor so that they'll volunteer as soldiers for lack of better economic opportunities. Feel free to write "Pro Military Industrial Complex mod". It's not this one. This game doesn't have a good way to model actual war casualties anyways, their effects upon society. Something I'll think about for a 4X game.No Power isn't about keeping people poor. Once again you confuse oppression with the pursuit of strength.
Ok, for sake of argument, let's say Extremist has +1 GROWTH and Socialist does not. What benefit does Socialist bring? An INDUSTRY bonus is silly. Socialism and Communism have never done any such thing. A TALENT bonus? The problem with TALENT bonuses is, they don't visually show up in the SE Table. That makes me look stupid as a modder, and I never do anything that makes me look stupid. Can't have people complaining that I wrote "bugs". Jack the JUSTICE bonus to +2 ? Well that vs. -1 ECONOMY doesn't sound like a very good trade, why do it?
I don't think Socialist magically creates any more SUPPORT for anything in society. Like free tanks driving around. Pretty silly idea really. We deal with SUPPORT because it's a game mechanic in SMAC, not because it's a good model for anything. In later Civ games, things just cost money to maintain.
So you fundamentally believe that Santiago isn't the leader of a Banana Republic, a warlord? That she doesn't just send people to die, because she gets off on militarization and battle? That she has higher ideals that polishing her beloved artillery pieces?She's attempting to recreate ancient Sparta. Its not just about conquering everyone else. Its about personal betterment, strength and the ability to defend you and your family against outside threats. Like the planet they are currently on for example. Pacifists have this idea that soldiers are warmongers and nothing could be further from the truth. Usually the opposite is the case since they know the real costs of war in the first place while pacifists don't.
Marxists claim that these wild swings are inherent to Capitalism. It's an engine of exploiting whatever can be exploited. There comes a point at which the greed is just too much, it's not based in transactional reality, and a major correction has to happen. They hurt people who don't have much money.
The USSR was never able to feed itself.
She's attempting to recreate ancient Sparta. Its not just about conquering everyone else. Its about personal betterment, strength and the ability to defend you and your family against outside threats. Like the planet they are currently on for example.
##Advanced Military Algorithms
#TECH17
Man has killed man from the beginning of time, and each new frontier
has brought new ways and new places to die. Why should the future
be different?
^
^ -- Col. Corazon Santiago,
^ "Planet: A Survivalist's Guide"
Both Extremist and Power are weak and both need to be buffed.
More than that Conquer techs take way too long to appear it simply slows the game to a crawl. Once again on random research I haven't got anything more than lasers and I've gotten a half dozen wonders already.
Against your claims about her character, here is the following quote from blurbs.txt:Frankly I always thought that the idea of Santiago being in charge of anything was frankly laughable.
On the subject of Extremist, I don't think you're listening to the part about AI performance being the most important objective. It doesn't matter to me if you only have 2 "good" Politics choices, if it makes the AI play better. Extremist exists as a viable choice for the Cult of Planet only.Every choice should be good for something.
Power seems plenty powerful to me, and the penalties don't seem that bad in the scheme of things. If I succeed in overrunning other empires, then Power is working. I'll await other people's input on the matter.Power is very weak for what you get. As is extremist. With clean reactors from the start Support is almost meaningless. Both have to be good for something and not just one AI faction.
Frankly I always thought that the idea of Santiago being in charge of anything was frankly laughable.
She's as bad as Miraim who's pretty much supposed to be the church lady from Saturday night live.
She's basically a parody of militarism. This games politics always have been ultra left.
Every choice should be good for something.
In my mods I try and make every choice good for something.
In the games i play on in huge maps lasers are all that typically appear and for ages. I typically play on the map of Planet with no jungle.
The AI typically never gets anything beyond them. So its just lasers against synthmetal. Meaning I'm stuck using mindworms. That gets old really fast. The AI just declares war and either loses units or does nothing.
It makes the game into one big stalemate.
I like the clean formers those are a boon to the AI. Those are awesome. But I'd get rid of the starting clean reactors.
Growth is hard to come by.
The AI has the habit of sitting on size 2 cities forever.
Green seems a little weak but it has no penalties.
Not if you're working with play mechanics and AI code that's broken. RESEARCH penalties kill AI factions, that's a fact. The options are either to keep RESEARCH penalties as a play mechanic somewhere and prevent the AI from choosing them, or to get rid of RESEARCH penalties entirely. I think the latter renders Extremist or Fundamentalist narratively meaningless. If I could think of something else Political to replace it with, that was still in keeping with the original game somehow, I would. But there isn't anything, as there are only so many play mechanics to toy with. I'm not going to reach into the binary to fix this, nor am I going to rewrite the narratives in any large portion. I accept that the original game is limited and flawed, and that my modding can only do so much to address it. It was not a perfect game and there are limits to what I can do to improve it.
But I don't know if you are succeeding, because I have not played your mod. I could take an educated guess if you published your SE table.
My table is the result of a very long process of trying various things out, and seeing how the AI did with them. There were consequences.I actually like your table with the two exceptions. I was thinking of altering mine actually.
By what turn would you say it's "gotten old" ? In my current game, I'm pretty sure the Spartans have had Gatling Lasers since Turn 140, and the Cyborgs since Turn 130 or earlier.I honestly don't remember what turn but I normally build everything reserch related but I play on random research and pick all four research categories.
You may not remember, but we've had this conversation a few times before. Removing penalties is necessary to get Deirdre to go Green in a reasonable timeframe. Even in the stock game, she won't. It's a bug.
Clean Synth is essential to AI garrisoning, to stop you from overrunning them with Recon Rovers.The clean synth isn't that bad. Its just having the clean reactor available outside of the set units.
I honestly don't remember what turn but I normally build everything reserch related but I play on random research and pick all four research categories.
Ok, this is not a tested scenario. I've never played a game, ever in my life, when I've done this.That actually surprises me. I always play like this.
Our SE tables are similar at this point. The big difference is Fundamentalist. I predict your AIs will love the heck out of that and use it exclusively. It loves MORALE and loves GROWTH. Putting MORALE on a diet was one of my earlier considerations for Fundamentalist / Extremist. It was way too popular with the AIs. Since I had retained the narrative RESEARCH penalty, that was a big problem for the AI faction strength.
Your Thought Control seems like a bit of a giveaway. INDUSTRY bonuses are overpowered, which is why I don't give them. A silver lining of my restriction that way, is I don't have to stress about changing government just to get a Secret Project finished, or any other stuff I need to build. Everything always costs the same.
You realize that when we argue about Power, you only giving +1 MORALE, and me giving +2, is a really big difference? Granted, your total SE MORALE bonuses would be +2, as mine. But I make players go to early midgame to get get C4 Advanced Military Algorithms. No early game bonuses to MORALE. That's often my policy with stuff, "No early game bonuses to X". Lots of things are too skewing.
I still don't really see how a midgame without pop booming works.
When you nerf down builder
circumvent it with PS/ICS strategies.
police units are vastly cheaper than psych and faciliites.
Same with making SPs super expensive, they just don't pay off before end of game.
If you look at speed runs usually only a very few are built,
Anwyays I think even von's SE set sort of has this problem. The side choices just aren't that compelling compared to the choices with +ECON (till you get +2 ECON). It's just super powerful when the other SE choices don't give +6 GROWTH or +3 SUPPORT or +INDUSTRY, etc. Again not saying it's easy and actually most factions will be forced into picking the 2 out of 3 that are available.
Turn 151 and I finally got my particle impactors.
And right about the same time everyone got plasma steel armor.....
Taking bases is much much too hard in this mod.
Conventional Missiles can capture bases?Yeah, it threw me right off to discover too! I accidentally moved one into an unoccupied base, it captured, and I was just like...... ah????
Which ones? Do they have any restrictions on choosing Democratic or Police State?
I stopped playing my current 1.43 test game as the Cyborgs. I was bizarrely unable to overtake any other factions. I took full advantage of the new "Cybernetic gives money" style, but despite building all the research facilities, I was pretty much outclassed by the Data Angels. They built almost every Secret Project. My empire was physically isolated and I kept dealing with minor land and sea incursions from other factions. Kept trying to build up in my isolation, and kept feeling like that strategy wasn't worth anything. It may be that the uniquification of research foci, has injected a lot more Discover research into the game's tech economy. This + AI research bonuses on Transcend, may result in trying to win a tech race being basically unprofitable. I don't know yet if that's bad per se, but it was definitely boring to try to do that, and pretty much fail. I'm sitting around building more and more facilities, trying to get an advantage that way, and finding that I basically cannot.
Because the AI is a moron about Bunkers. It builds lots of them, which wastes terrain production time that could be used for something more profitable. It doesn't man them, which just gives an easy invasion route for the human player. Haven't you noticed how trivial it is to take apart someone's empire when they've made all sorts of Bunkers for your convenience?
The end of the tree got a lot more hand wavey. Starting out I thought it would be more obvious what techs should get what and how they should link up but it wasn't always the case. About half felt 'Discover' to me just by reading the descriptions and ignoring the traditional benefits
It appalls me that you seek to perpetuate the crimes of the unjust
capitalist system here on this young world, Datajack. I must appeal to
your basic sense of justice, Roze, and implore you to consider a more
equitable distribution of goods.
This game has taught me that mindworms are seriously overpowered. All that great expense progression I've made for conventional units, it doesn't even matter, because mindworms can trash anything. I'm thinking the whole "mindworms ignore reactor size" thing is actually a pretty bad idea.
Now after typing this up, I'm realizing there's a factor in play that hardly ever is, when I play. Because I usually forget to think of it. I have a Global Trade Pact. This could have blown the dynamic range off of the COMMERCE bonus. Oh crap, the plain description is "Commerce rates doubled". I wonder what that actually means in the formula. It it literally means the COMMERCE bonus doubles for everybody, that could be a really serious problem.It means that the energy bonuses you get from commerce at your bases get doubled. If Morgan Industries without a Global Trade Pact has:
Removing commerce rating from a bunch of techs would just increase the power of faction and economy bonuses to commerce.
Removing commerce rating from a bunch of techs would just increase the power of faction and economy bonuses to commerce.
and that's a trend that never reverses.
You forgot to edit ALL of the in-game “help” files
in order to PROPERLY log ALL of the changes that you’ve made to the game.
And also, I’m absolutely sick and tired of just not being able to get “Secrets of the Human Brain” first.
Now obviously, the latter is something that LITERALLY ANYONE could EASILY fix (I.e. rename it altogether and simply make it a “non-secrets” discovery), assuming THAT they had simply ADEQUATE competence in computer/video coding. But doing the former myself would just take WAY too long for me.
Single-Sided Surfaces is my rename of Frictionless Surfaces. I used to have it for Clean Reactors, the idea being that you needed a Klein Bottle topology to recycle fissile byproducts. That's ancient history though. It's been used as "ECM and Pulse stuff" for a long time now. I think it needs a rename, but Frictionless doesn't make any sense. So I have to think about the quote and come up with something else.
##Frictionless Surfaces
#TECH14
As I stepped onto the Magtube, a thought struck me:
Can there be friction where there is no substance?
And can substance be tricked into hiding from itself?
^
^ -- Dr. Gayle Nambala,
^ Morgan Industries Researcher
Now metamaterials, that depends on how well one thinks it relates to the quote. (...) Another consideration is that this is what gives the Pulse and ECM capabilities. Focusing on the substance doesn't speak to that. Focusing on the surface properties does.
This mod is fantastic! AI feels dangerous on Thinker+,
the factions feel much more balanced than their original incarnations,
and I appreciate the little nuances involved in making fundamentalist much more generic (I like taking Theocratic as Gaians now lol)
and removing some of the anachronistic contemporary political commentary in the diplomacy messages.
Couple questions: is it possible to update the datalinks to reflect the changes you've made?
Is it possible to get the AI to pay attention to supply pods/artifacts?
Is it possible to mod supply pods so that less spawn on the map?
It's a worthy idea, something I've thought of, but again not something I can do with a .txt only mod. I think it would also be better to change the frequency of what pops from a pod. I don't know if Will To Power, or Induktio's Thinker mod, has that capability.
Frankly it'd be a semi-viable strategy to [fuddle-duddle] around at your bases and rely on supply pods to keep you competitive even with Growth mod.
3) Since the AI cannot be easily programmed to seek them out, the next best thing would be reducing their frequency, IMO by about 1/3rd.
4) If it were reduced lower, then it'd be preferable to lower the rate mindworms spawn out of them.
Also, do you know how to "completion scum" ? That's when you set up supply pod pops to complete very expensive facilities or units.
The other thing the AI does poorly, is leave its Artifacts unescorted. Sure it's fun to seize them from the stoopid AI, but it's not good play on the AI's part. I always march my Artifacts back with a Scout or whatever, because you never know who's wandering in the wilderness.
I'm going to keep playing this mod for the foreseeable future and I feel no need to try any of the other mods out there (none of which I have played before).
I thought Zak would be my pal but he never gave me any tech even when pacted,
and he ended up in long-time alliance with Miriam of all people.
I'm slowly grinding Lal down but Zak's research is just ridiculous.
It's about 2360 now, I just got photon armor and chaos gun, but it feels a very marginal advantage and I feel as though I'm just doing everything I can to keep him from running away with it. Very great fun!
Here are the particular things that I'm not as fond of, mentioning just to make my feedback as useful as possible.
1) I was surprised to see magtubes come out so early. It's certainly useful in home territory, but it makes invasions so much easier because it eliminates maneuver. Once I take the first base, I just pick which square I want to attack the next base from and I'm there instantly. I get extra attacks because I spend no movement points. I would recommend removing it to a good deal later in the tech tree.
2) The removal of the infantry bonus vs base seems to have rendered infantry without a purpose.
The only reason I've been able to find for building them anymore is if I'm attacking a base filled up with AAA + ECM units, which is rare.
Again it makes invasions less complicated because I can just build a bunch of rovers or hovertanks and attack whatever units and bases are in front of me without discrimination. I think it would be better to be forced to build a diverse task force and to have to be attentive to which targets are attacked by rovers vs infantry. I do like the +25% base defense bonus, so I think restoring the infantry bonus vs base at 25% or even just 15% would be beneficial.
It makes sense for base defenses to be better suited to destroying large tanks and jets rather than infantry.
3) +2 Economy is very easy to achieve and maintain via SE choices. I think I ran it the whole game as the Spartans, which just felt weird. It's too good to pass up though, so I'm having a hard time envisioning a scenario in which I wouldn't run it the whole game.
I think the penalties should be increased or else the Economy bonuses removed from a couple of the SE choices. I do think it would be fine to allow +2 Economy (obviously for a non-Morgan) achievable with a Future Society choice, combined with an early choice. Hope that makes sense.
4) Lastly, and this may be luck of the draw on the maps I've played, but the Alien factions feel very weak, like positively weaker than most of the human factions.
It was strange to end up next to them as Morgan, when formerly I would have nearly just given up, only to roll over them with ease.
I am glad they are nerfed from vanilla, as I feel they were too powerful then, but it turns out I kind of miss being scared by being next to them.
I think that's about it. Again, great job on the mod and I look forward to many more very fun games playing it.
I said that it's rare for the AI to have a base with multiple of both types of units.
I'm finding the AI to have either ECM or AAA on the vast majority of defenders and ships
Now, about the infantry. I'm seeing unarmored fusion chaos infantry is cost 50, unarmored fusion chaos rover is 70, and unarmored fusion chaos tank is 80.
Surely the infantry should be 1/2 the cost of rovers
and 1/3 the cost of tanks (that being their ratio of attacks) to still make sense to build them, assuming infantry has no other advantages? In other words, why would I not pay 20 more minerals to double the attacks, or 30 more minerals to triple the attacks, all else being the same?
Also, I've found that the AI is still building lots of infantry units.
it would seem that any bonuses given to infantry would therefore benefit the AI *more* than the player, the player being highly unlikely to build such a lopsided amount of infantry.
If the goal is to benefit the AI, maybe removing the rover's open terrain bonus would be more beneficial than nerfing the infantry. After all, the rovers are compensated by their number of attacks and movement points.
*Sea Formers, Foil, Formers, Scout, 9, 0, 0, Disable, -1, 00000000000000000000000000
are you moving away from this mod?
And unto The Will To Power mod? Or your just playtesting the other one?
Whats the difference?
I thought yours was the one to use! :)
Be advised that if you do this, you're probably going to hurt the AI's early game performance a great deal. As much as you may have been conditioned to think the Clean Reactor is a "big reward" that you shouldn't have in your hot little hands so quick, you should objectively reevaluate the situation. I didn't make that change for kicks. It solves the AI's early game SUPPORT problem in the stock binary, per my design notes.
I played WTP recently and the modder did a great job in many regards but he has to fix recycling tanks opness
(and AI not building them at all)
and the strange city spam which makes easier to conquer and win
(especially if you add the "steal tech" rule after taking a city).
If these fixes are made, it could be a nice addition to your mod (not sure if everything could be merged anyway).
Is it possible to use this mod for vanilla alpha Centauri (without crossfire)?
I don't like new factions.
BTW - have you changed supply crawlers
or the limit on minerals per tile?
Gog > scient > pracx > growth modBut does pracx fix bugs or is it purely visual mod (although quite nice and pleasant on widescreen)?
Yeah I don't personally use Scient's patch or Pracx, but there's no reason they shouldn't work. They don't interfere with anything.Am I right that i can just install your mod (by coping files) on Gog version of the game (or with pracx) so there are no additional requirements?
I do actually use a slightly modified binary that Scient cooked up for me. It keeps saved games for every turn. We were trying to hunt down an obscure bug that doesn't show up very often. Can't remember if we nailed it! ;lol
I should see how OpenSMACX is doing nowadays.
^TECH: {Doctrine: Flexibility}
Economic Victory is probably broken.
There is possibly a non-Thinker explanation for the spread though:
[Limit reached]
D1 Biogenetics is trivial for the University to obtain and expected. However, E1 Social Psych has no Discover component:Code: [Select]Social Psych, Psych, 0, 0, 2, 4, None, None, 000000000
So the University could be learning completely random techs, until E1 Social Psych is finally obtained. Perhaps I should "bread crumb" Social Psych as a partial Discover tech, so that the University is not unreasonably delayed.
Yeah. It was broken from the beginning. Nobody could make sense of this ending conditions. Therefore, nobody can agree on what they should be.The techs that have the "increases commerce income" flag set on them, define a sort of footrace, for differentiating your faction as being more economically badass. The problem is... someone steals your tech, suddenly they're as badass as you are. You don't really do anything. Rather than create an economic infrastructure, you just steal the idea of having an economic infrastructure.
I don't have anyone who's at +2 RESEARCH.I forgot that the Cybernetic Consciousness is my faction that has that. Reminded by starting a game and randomly getting them. Their bonuses were feeble enough that I made them a "collects interest on credits" faction, utilizing a play mechanic that's available in the original game, but wasn't actually provided in any of the stock faction files. I haven't gotten especially wealthy with the Cyborgs either, as I didn't intend to make them overpowered in that regard. But they are a hybrid research and moneygrubbing faction, with default AI research foci of Discover Build.
Your commerce rating is equal to the number of commerce techs you know, +1 if you're Morgan, plus whatever you get from your ECONOMY rating (+1 for +3 ECONOMY, +2 for +4 ECONOMY, and +3 for +5 ECONOMY). This value is squared, then add 1; the cost is divided by the result.