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Free starting settlers

We have problems with the early game.

As is, the player (or AI) has to make a choice. With only the starting capital and its limited production capacity, the player can either build settlers, or units but can't do both.

For the AI the choice is obviously the settlers - building troops achieves nothing for expansion if there are no nearby cities to conquer and the AI has no way of knowing that. Troops are also a losing strategy for the AI if they have a personality that won't declare war early - and even if they will, the "no war until turn 40" restriction is a hard counter to the AI rushing people with troops early. And they shouldn't do it for a very strong reason - a game where the human player loses on turn 10 is not fun.

For humans, they actually get to make the choice, but it's something of a lose-lose situation.
If they build settlers, they won't have the capacity to defend against an early invasion - unless they both go all summons and picked a wizard with a strong summoning strategy at the same time.
If they don't build the settlers, they will be able to conquer hamlets from the AI, but they won't get to play their own race!
So the only actually working strategy is to build troops, use them against lairs and nodes, find gold, and buy settlers from the money - but doing that delays those cities by several years which is against pretty bad, and it's even luck based. If you don't have Alchemy and get mana/items instead of gold, well, you have to take the 50% loss but that's still the good case because not finding any of these is also a possibility.

Now, we had this discussion to fix the problem but it didn't quite work out - the cons outweight the pros on raising the starting population to increase more production. Most of those cons come from the human being able to use that production for anything, not just the intended goal of having both units and settlers. They can instead have twice the units and crush everyone else with that.

Which brings us to the thread title : we can give the player the needed extra production in a way that cannot be spent freely. In other words, give them 2 free starting settlers, the "expected" amount people will likely want to produce without risking overextension.
This solution has none of the bad side effects  - the settler won't turn into productive population immediately, and won't increase the relevant of mithril on the starting city. It also won't affect slow vs fast race balance much, while still making slow races a bit more playable, as they will be able to reach their units faster - no need to wait for the settlers to complete first.
The AI indeed loses from this - they don't get the production advantage on these produced settlers, but we can do the same thing we did for Sawmills - give the AI additional starting gold to compensate for missing out on the bonus production.
There is no threat of early races becoming stronger either - they went for troops first to begin with, so the ability to skip settler production is not speeding them up. If anything it might give them a small disadvantage because they'll now have 3 of their bad economy military race while they could otherwise get away with only their capital being of that race and other cities being better (not for lunatic obviously, but I'd expect 1 barbarian city to be enough for Advanced, maybe Expert).

This doesn't even impact the overextension decision - players can STILL decide to build a third or fourth settler and fail to defend their oversized territory. Especially as the AI will be capable of producing more troops early, as they also have 2 settler worth of production freed up, plus their hamlets turn productive earlier too.

I feel if we want any sort of relevance to swordsmen/bowmen/cavalry as troops in actual wars, we will need to do this. I used to be against it but I see no other way out.

Finally, as this makes the game progress a bit faster, we probably need to reduce the "no war until turn 40" limit to compensate for no longer needing time to produce settlers on the human's side. Turn 30 might be a good new limit.
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Why 2? Not arguing, but curious why 2 instead of 1. Seems like a big jump. (I'm a big fan of incremental changes).
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Well, I don't think only one additional city is enough, I almost always try to build at least two.
Same goes for the AI, under normal conditions it also aims to have 2 settlers in play at a time. So if they start with 2, then they have the first 4-5 turns in their capital for building anything they want, otherwise they'd start the second settler immediately.
We can even consider to make the AI not produce more settlers immediately after planting those two and wait some turns before the normal settler production rules kick in. Build some buildings, or units instead...
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Don't really like it, sorry. But probably not that weird coming from me, as I've been campaigning for less settlers/cities.
I also feel this would add some unwanted extra stress onto the early game, making the player feel that every turn those settlers are sitting idle is a turn wasted.
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Why would they stay idle? (unless you get an island start...then you need a ship first)
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Well, not being a city. And yes, islands.
I'd also use the bought time not for producing units, but for teching to the top tier even faster.

I think the premise is a bit flawed. Snipping part of my build order doesn't suddenly make me change my build order. I'll just continue the same way I did before. Or I keep doing the same thing and now have even more cities. Swordsmen keep taking a turn to train either way, they don't suddenly become a better investment. (This is aside from that handing out free cities just rubs me the wrong way.)
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Quote: Snipping part of my build order doesn't suddenly make me change my build order.

The intention is not to change the build order. The intention is to cut out the part where the player has to make a lose-lose choice of picking settlers without forces to protect them, OR forces, without cities to protect, and allow both.

You know that game where two people drive a car towards the wall and whoever stops later wins...unless they already crashed into the wall and died. That's not a fun game to play, and definitely not something we want to experience at the start of every game. Producing settlers, or stopping to start making units to for self-defense is this kind of game. But it's worse, because the AI has a fortified car that can safely drive through the wall otherwise they'd stand no chance at it - and we don't.

Of course, there are ways out, otherwise the game would be unplayable. One can summon a huge ton of creatures and hope their conjurer specialist combo is enough to keep up with the AI's summoning bonus. Or, one can conquer AI cities - not playing the race they picked, but whatever they got handed randomly. Finally, they can crack lairs and hope for treasure. But all three of these are overly limiting and require you to either specialize your wizard, or rely on luck. (In case of conquest, the luck is whether or not the enemy plays a race that works for your strategy)
Not being able to build basic units (or economy buildings or whatever else, when was the last time you started the game with library+sage's guild? +11 RP a turn should be a fairly strong early play in theory...) and not being able to spend on RP or SP are the consequences of this problem - you must use what you have on making settlers and summoning creatures.

Note that all of this applies to playing "normal" strategies. Playing barbarian (or gnoll etc) rush which doesn't care about owning cities with their starting race and only aims to eliminate other wizards ASAP do not suffer from this problem nor will they be affected by the free settlers much. They'd steal as many hamlets form the AI as they please, anyway. And those most likely are of a superior race. These strategies never needed to produce settlers so shouldn't be affected by getting any.
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A nitpicky point: races like barbarians will get stronger, but they won't increase in strength as much as other races will. At least in theory. (More bezerkers is always good. Their strength is efficiency in order to make lots quickly. More cities helps that. Its just not always required.)


I like the concept. I'm not sure it will solve the problem you describe, but I find the problem isnt 'do I build units or settlers' its 'do I build strong enough units or long term economy.' The player is still going to be forced to choose units, and now they have more cities to defend before they can do any economy building. 

Then with those units, they'll go .. I could just build a few more while the ai builds economy, and win.

Settlers are economy, not settlers.

By giving free settlers, you just shift the decosion to the next economy thing - miners guilds or whatever the next building is in your strategy. 

And since the AI still has to defend its cities, it will still build attack forces, and some personalitoes will still attack early.

Thus forcing the human to build troops, and so by giving us settlers, all you're really doing is skipping x turns forward in the game. Exactly the same as giving everyone a sawmill did.

I happen to be in favor of the idea, but I don't think it will change early game dynamic much.

It MIGHT change the dynamic if you still don't allow the ai to declare war till turn 40, instead of reducing it. But that would be an indication that the AI is still too early game, not that we need settlers.
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I don't even find that settlers take that much of a chunk out of the production, and they tend to be a one time only thing. Tech/economy buildings are the ones in ongoing competing with units. The (early) units lose with or without this change, partly because summons can serve the same role but better. There is no choice between settlers and units for me, there only is between those and buildings.

And I actually like that making settlers is a difficult choice. If they set you back or create a dilemma, I consider that working as intended.
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Quote:Settlers are economy, not settlers.

Well, settlers are certainly economy, but a fundamentally different kind. Unlike every other economy building in the game, a settler creates a new place you have to protect on the map. Also, as it allows another source of production with it's own growth, it's the highest paying kind in the game.

Military is the same kind of "economy" as settlers. They "create" cities for you by taking it away from someone. So if I would draw a line between "pure economy" and "military economy", settlers would be in the latter. They are also similar in the sense that settlers compete with each other for the same territory - exactly the same thing military units do. Pretend the cities are already there but guarded by a very special "ghost" unit that can only be defeated by producing a "ghostbuster" unit that gets sacrificed when conquering the city. It would be the same thing as attacking a neutral or nonneutral city except the type of military needed is different.

What did I want to say with that I wonder...

Oh yeah, settlers compete with military, not with other economic buildings. Settlers are not economic buildings. They are troops that make territory on the map yours.

Obviously, economy and military does compete as well - but your ratio of those generally depends on your overall strategy or diplomatic situation - how much of each you need to achieve a goal or fight against a threat. The real competition is within the two groups, in military, which unit to build and which military buildings to improve them (barracks, alchemist, war college) - and do I build settlers of my own race, or am I fine with the race I can get from conquest. In economy, do I go for gold, production, mana, research or skill.

...meanwhile I successfully implemented this, for now as an experiment (tho it will be part of the main release, I rather not have another experimental branch for only this change.), so time to calculate how much gold compensation the AI needs. Let's see, adding the original starting gold and the compensation we get :
0,100,250,500,700,900 in this order for each difficulty.
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