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  EitB PBEM LII (FORUM REQUEST!)
Posted by: Aurorarcher - January 1st, 2019, 20:01 - Forum: Civilization General Discussion - Replies (3)

Players (in the turn order):

Aurorarcher
Dave V
Bobchillingworth
Mr. Cairo
mackoti

Rules/map info:

  • Mirrorland, Standard, thaw, Quick, Immortal
  • No Acheron, Orthus, unique features, huts or lairs
  • Tech trading off, no vassals, AI diplo
  • Blessing of Amathaon
  • Living world
  • Normal barbs
  • Strategic Resources: Critical resources close
  • Water Style: Waterways
  • No preplaced improvements

The game is already live at T20 and it has been fully setup in EitB LI thread but we'd like to have a new forum for clarity. I've sent PM to some admins ~2 weeks ago and there have been posts in Mod/Admin request section too to no avail so hope this helps...

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  Civs in RtR: Thread 2
Posted by: Krill - January 1st, 2019, 04:07 - Forum: Rebalance the Realms Mod - Replies (285)

Following on from the original thread, I have a question for players, for this beautiful brand new year where we are about to lose some days swapping PB servers and have nothing else to do: What civs would you never pick, would you hate to roll in a random game, and why? And what do you think would improve them, so that you wanted to pick them?

And the counter point: which civs are too good, and need toning down?


(January 16th, 2015, 04:14)dtay Wrote: Question about civs in RtR mode. My understanding is development has basically halted (by design) on the base RtR mod, making the current set of changes roughly the final set, and any additional mod ideas are going into the gameplay expansion mod (correct me if this understanding is wrong, though even if it is half of what i have to say below is still relevant).

I personally feel somewhat ambivalent about the gameplay expansion mod, not necessarily because of objections to any particular idea in it, but just that I feel weird about playing a mod with the goal of broad gameplay changes as opposed to balancing the civ 4 that already exists. Nothing bad intended towards those who are interested in the concept, and honestly I'll probably try it out once it's done, but it's just not my cup of tea.

But that said, I think RtR still has a one area for reasonably large improvement: civ balance. About 5 civs or so are better than the others, and notably are "interesting", with cool unique buildings/units that you can to some extent base a strategy around. Another set of civs are good enough that you'd feel excited about them as long as you had the right start techs. And then there are the civs that are honestly, just... err meh. Like Germany. Or Korea. None of these are civs that will screw you like some will in base Civ 4 (fixed mostly via start tech balancing), and the gap between weakest and strongest civ has certainly shrunk. But I think there's still room for improvement.

So is there any interest in brainstorming/working on another round of civ rebalancing to RtR? My understanding is most (all?) civ changes can be done via XML, so the coding isn't the hard part here, but rather deciding what exactly needs to change. I don't really care if this becomes RtR 2.0.7.4 or 2.0.8.1 or a mod-mod "RtR-civ-rebalance", but I think it's a worthwhile project.

In the case I was wrong and RtR development isn't done, then this is really just a brainstorming thread for whenever the next wave of changes comes out.

Actual Discussion of Changes:
I think we should shy away from nerfing anything, I don't think any of the top tier civs are so OP that the need to be brough back down to the pack (possible exception: Zulu and the rushes it enables, but I don't feel anywhere close to strong about that). Instead I think we need to identify the civs that have little to their name and think about giving them small to medium buffs, the idea being every civ should feel roughly as exciting or solid to play as something like Inca or Aztecs or Zulu (my opinion of which civs are the best atm) do right now.

Candidates for upgrades in my opinion (and to be clear upgrade doesn't mean I think these are unplayable or suck, but that there is clearly room for buffs while not breaking the current top-tier ceiling)
Germany
Maya
Korea
Greece
Japan
Ethiopia (this one is close, Oromos are pretty cool)
Spain (impacted a ton by the power of Free Market and Economics obsoleting the UB, if the Free Market balance fixes work then this one feels fine to me)
America (as far as I know hasn't been played up to Rifles with new changes, so maybe minutemen changes are better than I think. Woodsmen feels pretty useless by that point of the game though, and Guerilla only ok)

Another catagory that I haven't gone through and made a list for yet are the civs that feel pretty useless without trait-synergy. These I feel like could use small buffs to their non-trait-synergistic aspects to make them a bit more generally interesting. However, they often aren't really that weak, so might be worth leaving off. Good example of civs in this category are Khmer or Russia. And America if it isn't in the above catagory.

So, anyone else interested in working on this? Where working means thinking of what changes to make to what civs, not coding, that should be easy and a bridge to cross when we come to it. I can probably do it myself, never modded civ 4 before but have a reasonable amount of coding experience.

(January 20th, 2015, 11:36)Old Harry Wrote: I haven't really thought about it enough to have an opinion on which civs are least fun to play, but I'm happy to make dumb suggestions to make the list you wrote more fun. Presumably they have to be start tech, UU or UB related?

Germany
(Hunting, Mining, Kannone, Assembly Plant at Steam Power)

- Give the Kannone a promo? Accuracy or Barrage or just some free XP? It's hard to give them anything earlier in the tech tree as Germany only existed for the last 200 years.

Maya
(Mysticism, Mining, Holkan, Ball Court)

- Should the Colosseum be cheaper? Or give the Holkan Blitz nod.

Korea
(Agriculture, Mining, Hwacha, Seowon)

- the Seowon is a disappointingly small bonus on a building you only tend to build to enable Oxford anyway, would +50% science or +25% science, +25% cash make it more attractive? Or maybe it could be cheaper?

Greece
(Fishing, Hunting, Phalanx, Odeon)

- The Phalanx is actually pretty good, saves building spears before HBR, if the Colosseum was cheaper the Odeon would be better.

Japan
(Fishing, The Wheel, Samurai, Pagoda)

- Pagoda is interesting but a bit anti-synergistic. Samaurai's 2 first strikes isn't exciting, perhaps adding Cover automatically would be good - defenders tend to be Longbows at this point in the game...

Ethiopia

(this one is close, Oromos are pretty cool)
(Oromo Warrior, Stele, Hunting, Mining)
- the Stele is only really useful for culture wars, if it didn't go obsolete with Astronomy then it could be handy for a culture victory too?

Spain

(impacted a ton by the power of Free Market and Economics obsoleting the UB, if the Free Market balance fixes work then this one feels fine to me)
(Fishing, Mysticism, Conquistador, Citadel)
- Actually I think the Conquistador is improved by the tech cost increases giving it a longer lifespan, so I don't think this needs further buffing

America
(Fishing, Agriculture, Minuteman - rifle with G1 W1, Mall - grocer with happy)

- 2XP gives you a hill or forest 2-mover, 5XP gives you G3 for a bonus attacking hills and a 50% withdrawal chance. Or 16XP for C1 M1 W3 gives a 25% medic if you can't spare a great general for a 45% medic. I don't think it really needs the buff...

(January 20th, 2015, 14:56)Commodore Wrote:
(January 20th, 2015, 11:36)Old Harry Wrote: Germany
(Hunting, Mining, Kannone, Assembly Plant at Steam Power)

- Give the Kannone a promo? Accuracy or Barrage or just some free XP? It's hard to give them anything earlier in the tech tree as Germany only existed for the last 200 years.
Well, Landsknechts...tongue
(January 20th, 2015, 11:36)Old Harry Wrote:
Maya
(Mysticism, Mining, Holkan, Ball Court)

- Should the Colosseum be cheaper? Or give the Holkan Blitz nod.
Creative, it's excellent. Only Mining/Myst option too. Holkans get drill one!
(January 20th, 2015, 11:36)Old Harry Wrote:
Korea
(Agriculture, Mining, Hwacha, Seowon)

- the Seowon is a disappointingly small bonus on a building you only tend to build to enable Oxford anyway, would +50% science or +25% science, +25% cash make it more attractive? Or maybe it could be cheaper?
How about 1-2 less required for Oxford unlock?
(January 20th, 2015, 11:36)Old Harry Wrote:
Greece
(Fishing, Hunting, Phalanx, Odeon)

- The Phalanx is actually pretty good, saves building spears before HBR, if the Colosseum was cheaper the Odeon would be better.
I've been Creative Greeks twice, I like 'em. No issue with the start techs better IMO.
(January 20th, 2015, 11:36)Old Harry Wrote: Japan
(Fishing, The Wheel, Samurai, Pagoda)

- Pagoda is interesting but a bit anti-synergistic. Samaurai's 2 first strikes isn't exciting, perhaps adding Cover automatically would be good - defenders tend to be Longbows at this point in the game...
Drill 1 and cover? Not bad. Or go a totally different route...strip those first strikes/drill but make them 2-move!
(January 20th, 2015, 11:36)Old Harry Wrote:
Ethiopia

(this one is close, Oromos are pretty cool)
(Oromo Warrior, Stele, Hunting, Mining)
- the Stele is only really useful for culture wars, if it didn't go obsolete with Astronomy then it could be handy for a culture victory too?
No idea, but I think it's probably okay. Maybe Stele cheaper?
(January 20th, 2015, 11:36)Old Harry Wrote:
Spain

(impacted a ton by the power of Free Market and Economics obsoleting the UB, if the Free Market balance fixes work then this one feels fine to me)
(Fishing, Mysticism, Conquistador, Citadel)
- Actually I think the Conquistador is improved by the tech cost increases giving it a longer lifespan, so I don't think this needs further buffing
Eh, no big opinion.
(January 20th, 2015, 11:36)Old Harry Wrote:
America
(Fishing, Agriculture, Minuteman - rifle with G1 W1, Mall - grocer with happy)

- 2XP gives you a hill or forest 2-mover, 5XP gives you G3 for a bonus attacking hills and a 50% withdrawal chance. Or 16XP for C1 M1 W3 gives a 25% medic if you can't spare a great general for a 45% medic. I don't think it really needs the buff...
Yeah, Mall is good, this is fine.


And this in the context of the 2.0.9.1 change:

Quote:Zulu: Ikhanda: -10% city maintenance (down from -20%)

Work boat: requires no tech (working water tiles still requires Fishing, stolen from Seven and ToW) (instituted in 2.0.8.5 for PB41)


New proposed changes:

Fishing Civs rebalance:

America - new UB Armoury - +1XP to Gunpowder, +1XP to Mounted, +1XP to Armour, +2XP to Melee
Byzantine - Fine
Carthage - Fine
England - Stock Exchange changed to 160 hammers, +65% gold, -15% city maintenance
Greece - Fine
Japan - Change to Fishing/Agri, Pagoda to +45% science (no hammer bonus)
Native America - No change needed
Netherlands - Affected by caravel/privateer change, fine.
Portugal - Affected by caravel/privateer change, fine.
Rome - Fine
Spain - Citadel obsolete at Scientific Method
Vikings - Fine

Mongolia: Keshik now immune to first strikes (brought into line with HA and HA replacements, due to PRO change below).


Naval changes:

Caravel, strength 4, -30% against galleys and triremes, 1 capacity (can transport any units), remove ability to enter cultural borders [Other stats unchanged, 60 hammers, requires Optics, 3 moves]

Carrack: Increase to strength 4, -30% against galleys and triremes, 4 moves, 2 capacity. remove ability to enter cultural borders

EIM: Lower to 3 capacity (unsure if change matters, it probably isn't needed), remove ability to enter culture without OB

Privateer: Requires Optics and Paper (other stats unchanged, cost 80, strength 6, 4 moves, hidden nationality, requires iron or copper)

Ship of the Line: iCollateraldamage = 75, iCollateraldamagelimit = 70 (ie 30% hp max damage from collateral), iCollateralDamageLimit = 5

Ironclad: Decrease to 1 movement point. Starts with Navigation 1 and Flanking 1 promotions, 1 free strike strength 12, no defensive bonus, requires iron, coal, steel and Steampower, costs 120.

Traits

PRO: Remove free CD1, give free Drill 3 (+2 free strike chances) to Archery and Gunpowder Units
FIN: +35% production of Library
IND: Can build 2 copies of all national wonders (I figured out how to do it without SDK modding, slightly messy but completely functional), +100% production of forges. NB wonder production modifer REMOVED!

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  OSG-34: Rollin' with the Rocks
Posted by: RefSteel - December 28th, 2018, 04:47 - Forum: Master of Orion - Replies (234)

Okay, let's get this off the ground!  Here are the basics:

Race: Silicoids
Difficulty: Impossible
Galaxy Size: Medium
Opponents: Five
Color: Purple
Map Generation: Random - I just took the first map rolled and ran with it!
Events: On
Game Version: Kyrub's 1.40M patch  (Since 1oom apparently doesn't have a Mac version...)
Variant:  None; just avoid the known exploits - although some of them (like infinitely recharging specials) are fortunately fixed and no longer concerns in 1.40M.

Our Start:
[Image: 2300.jpg]
[Image: 2300m.jpg]

When I saw this group of opponents on the first map I rolled, I decided to start playing it out.  Then I played the first few turns and knew it was a keeper.  This one could get interesting - hold onto your stalactites!

Scenario/Introduction:

- Historian's Note -

Though Silicoid lives may span centuries if not destroyed by violence or misadventure - or perhaps for that very reason - powerful, energetic Silicoid monarchs have never managed to hold their thrones for long.  Inevitably, some other equally-energetic Silicoid has always managed to topple such a monarch whenever one appeared, usually within a few years of their assuming the Mountain Throne.  Silicoid figure-head monarchs, by contrast, could be expected to live long and happy lives, so long as they didn't pay too much attention to the running of their nations and allowed their many advisors to more or less run the show while the monarchs themselves fulfilled important duties like speaking the words of speeches put in front of them by various advisors, listening intently to diplomatic, judicial, and political overtures, and then responding to those in the manner suggested by their key advisors too - and most importantly, looking nice in royal regalia during major parades.

Given the social and political turmoil that typically raged over Cryslon during periods when a series of self-directed monarchs held the throne, each usually perishing under the rocky appendages of their successors, it was perhaps inevitable that at the dawn of the interstellar era, faced with alternatives like a Viscous Animated Lavaflow and an Immovable Block of Sentient Marble, the constituents of the Silicoid Electoral Monarchy overwhelmingly threw their support behind another Ornamental Sandstone Guy.  In the slow 40,000-year history of the High Throne of Cryslon, it was the thirty-fourth time that such a ruler had been put in place, and apart from a few hundred years here and there in which dozens of monarchs of other types had each briefly ruled and died, the OSGs accounted for the Throne's entire history.  Of course, the Official Cryslon Dating System was not based on the rise of the High Throne however:  The official calendar dated from the beginning of the thirty-second OSG's rule, as the latest set of violent Throne Wars that preceded it had overthrown many more robust political systems than the Silicoid calendar.  The memories of those Throne Wars so scarred the Silicoid people that even two millenia later and centuries more, there was little real opposition among the people of Cryslon to the ascension of OSG-34.

As for the figurehead-monarch's chief advisors of course - the rocks who really ran the nation - they at least had to keep their power struggles within bounds of decency, paying lip service to "the service of the OSG."  As it would transpire, the age of interstellar travel and discovery, which in time would lead to deadly conflict with the other races of the galaxy, united the disparate advisory factions in the Silicoid government as nothing ever had before, leading to an era of unprecedented cooperation and mutual support.

But one way or another, as fate - or the other advisors - would have it, the identity and plans of the electoral monarch's chief advisor still underwent a radical change about once every decade or so....

---

Roster:
- RefSteel
- RFS-81 (UP!)
- Ianus (just played, swapping with RFS-81)
- Bionic Commando (on deck)
- Guiness

Turn sets:  The early game tends to go quickly, so the first player plays 20 turns, the next two play 15 turns each, taking us to 2350, and everyone takes 10 turns per set thereafter.

Succession Game Etiquette:  Within 24 hours after the player before you posts the save, please either post a "Got it" message (indicating you've downloaded the save and intend to play your set within the next day or two) or ask to be skipped for a round or to swap places with another player.  Within 48 hours after posting a "Got it" please finish your turns and post a save (or request a skip or swap or extension if something comes up unexpectedly).

Leave it to RefSteel to:  Make really long-winded posts covering mostly stuff we probably all already know and/or telling silly stories!

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  Herman Gigglethorpe Plays Sonic's Ultimate Genesis Collection
Posted by: Herman Gigglethorpe - December 25th, 2018, 09:48 - Forum: The Gaming Table - Replies (77)

One of my Christmas presents was Sonic's Ultimate Genesis Collection for the PS3.  I'll post my impressions of the games in this topic.


Super Thunder Blade:  A forward-scrolling shooter that reminds me of Star Fox 1, but with a more realistic setting.  You control a helicopter, and the enemies tend to be aircraft and tanks.  Unfortunately, the main reason to play this is to unlock Space Harrier.  It suffers from frame rate issues like Star Fox 1, and you die in one hit.


Space Harrier:  This is a much better forward-scrolling shooter than Super Thunder Blade.  You still die in one hit, but you can make up for it with the "rich kid in the arcade" credit system.  The perspective can make it hard to deal with incoming obstacles such as pillars.  The fast pace and unique setting make you want to see what happens next even with the quarter-munching difficulty.


Golden Axe:  A medieval European fantasy brawler is different from the Final Fight style.  Each of the three characters has different stats for speed, melee power, and magic.  I picked Gilius the dwarf, who has the weakest magic and strongest melee.  It may take time to get used to the movement if you're used to faster brawlers.  If you see bottomless pits, be sure to knock enemies into them for an instant kill.  Watch out when the game expects you to cross them with its questionable jumping mechanics, though.  Unlike the arcade version, there are limited continues and an extra stage.  I managed to get to the final boss right before getting a Game Over.

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  Runaway AI
Posted by: TheArchduke - December 23rd, 2018, 07:25 - Forum: Civilization General Discussion - Replies (2)

Well that is new. I had a semi-decent game as Indonesia. Not enough strategic ressources so I had to push against an India which forward settled me north of Agra (also Indian) with archers and chariots only against Varus. Which was nasty to say the least. In a bid to catch up with the runaway AI which turned out to be Shaka of all things I dowed Ghandi with my knight/xbow army and Harald with my new Jongs to get enough land to compete. But holeymoley. 238 science.

My cities are underdeveloped compared to be starts I had, and it is only immortal. Be warned smoother difficulty is also in effect (which means less settlers but more boni on everything which results in a smoother start but tougher endgame.)

Needless to say I am having a blast.

   

Unfortunately I did not do a turn 1 save.frown

I do however have a turn 83 save before I started on a mass build of an army to engage India for much needed land (end of session 1)

All in all, if you get lucky the AI might actually pose a challenge.



Attached Files
.civ6save   GITARJA 83 825 BC.Civ6Save (Size: 1.37 MB / Downloads: 0)
.civ6save   GITARJA 147 720 AD.Civ6Save (Size: 1.91 MB / Downloads: 0)
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  Unrest, Tax rates
Posted by: Seravy - December 22nd, 2018, 13:38 - Forum: Caster of Magic - Replies (17)

Regardless of the outcome of the garrison thread, even ignoring the fact of players not using enough garrisons, the -1 unrest/2 units mechanic is not very well designed no matter what.

I believe we should make the bonus dependent of actual quality of garrisons using the following rule :

If total cost of normal units + total cost of fantastic units*2...

is 50 or higher, 1 unrest is reduced,
is 200 or higher, 2 unrest is reduced, 
is 450 or higher, 3 unrest is reduced,
is 720 or higher, 4 unrest is reduced,
finally if it's 1300 or higher, 5 unrest is reduced.

I also believe the tax tables are too forgiving for having no garrisons, giving a full 1 gold with only 1% unrest, but as unrest can and mostly is reduced by buildings, it might not really make a difference - you can expect to have no rebels at even medium tax rates for building only a shrine and parthenon and having the minimal 50 value of units. (enough to claim unrest up to 39% total on a pop 10 city.)
Changing the tax tables will only make those buildings more necessary and they already have the best ROI if they actually reduce a point of unrest so such a change would make them nearly mandatory to build early without any influence on garrisoning (Shrine for 120 or 200 worth of units? Guess which is better... ) as well as hindering the AI slightly as they are bad at micromanaging their tax rates, garrisons and unrest buildings.

The multiplier on fantastic units ensures undead stay efficient at removing unrest, and also helps AI (and players who take this seriously and actually want a garrison that can defend the city) while accounting for these units being more expensive to create and maintain.
Do note there is one downside, which is transparency. While the player can easily calculate how many units they need in the old system, in the new one this is far from trivial, especially as the "cost" of fantastic units isn't the cost of casting their respective summoning spells, it's the "cost" used for experience gains and AI doomstack building priority. It's roughly the same tier as the actual cost, but not the exact amount (for example Skeletons cost 25 but are worth 40). Considering this is the same number used for experience, it is however a fairly accurate representation of how effective the unit is in combat, which should be proportional to how effective it is at discouraging rebellions, so there is no problem with using the numbers themselves, the problem is the lack of transparency for the human. (if we are somehow able to display this number on each unit that could solve it.)

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  New SG - 1oom edition?
Posted by: RFS-81 - December 21st, 2018, 17:56 - Forum: Master of Orion - Replies (18)

Is anyone up for a new SG starting between Christmas and New Year?

My proposal:

Version: 1oom 1.0 with fixbugs.pbx, uiextra and AI:Classic+ (should be roughly equivalent to kyrub's patch)
Difficulty: Impossible
Race: Silicoids (?)
Variants: ?

I still have not beaten impossible with the Silicoids, so no variant would be challenging enough for me. Depending on what mix of players we get, we might want to add one. If you want to play another race, or prefer the Dos version, I'm up for that as well.

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  Encourage garrisons
Posted by: Seravy - December 21st, 2018, 17:37 - Forum: Caster of Magic - Replies (71)

So, as we concluded changing the AI or their advantages isn't going to be the correct solution for the "all offense not using garrisons" early game problem, we should discuss the actions to take here.

I believe we specifically need to address this problem for the early game - in the late game, either Plane Shift and the massive hordes of units works well enough at forcing the player to defend cities, or the player is fighting against an enemy where defending is not viable anyway (Chaos).
So I would draw the line between the uncommon and rare phases, around 1412. After that the AI definitely has enough stacks that undefended cities are no longer viable, or if the human has beaten the Arcanus opponent already, then it becomes a tower blocking/plane shift issue which I believe we discussed enough and are happy with the current solution. The only "loophole" I see is the AI not researching Plane Shift in reaction to breaching towers early, so tower blocking is still doable, for a limited amount of time, rewarding those who clear out Arcanus very quickly (and likely have enough economy to crush the Myrran wizard regardless).

So we need to discuss the following features :

1. Guardian
I think this is working as intended - it requires garrisons to be effective and is a fairly powerful effect, while the AI will pick it more often on Lunatic difficulty. Unfortunately at a 2 pick cost it is still a marginal influence as we can't afford forcing it on the AI for lower difficulties where they don't have extra picks.

2. Wall of Fire
This acts as a very powerful deterring factor against offensive play, while also requiring units to be effective as a defensive measure...in theory.
In practice, it's way too easy to get around it.
Ranged attacks are obvious, but ranged units are generally not that great to use for offense, so that's acceptable - ranged attackers only work if the defenders are not ranged.
Flying also works, but flying is a higher tier, so getting it will usually mean a significant delay. The only early unit that is a decent flying melee creature is Gargoyles, and I don't think we need to worry about that conquering the entire world on Lunatic. They are good, but not that good.
Where I do see problems is, two common spells, Bless and Resist Elements both add enough defense to counter wall of fire - almost entirely on higher defense melee units, and somewhat on lower defense ones. I'm not sure what can be done about that, unless we rebrand the spell to not do Chaos damage, even then Resist Elements will apply to it. The other options are raising the attack strength which might be excessive (I'm already burning away entire stacks of AI creatures with it easily) or making it armor piercing (bad for flavor, Lighting attacks should have that trait, not fire). So I don't know what to do for this but it seems a problem.
Finally, Fire Immunity, is generally not available in the early game, and the units that do have it are not powerful enough to be a game balance threat, and aren't even melee in most cases.

Oh, and Noncoroporeal doesn't protect from this spell, so that's already covered.

3. Heavenly Light
I think this already offers a fairly good boost, especially now that it applies to ranged. One interesting way to improve it that becomes obsolete later is adding "and they gain magical weapons" to the effect, which makes garrisons with normal weapons effective, saving the price of an Alchemist Guild and putting a gap in resource cost between the same unit used for defense vs offense. Unfortunately, most offense strategies pick Alchemy and don't care.

4. City Walls
This unfortunately won't be helpful, even if buffed. Extra armor won't help defending ranged units, while melee units are vulnerable to ranged and need to go outside to fight. So the wall is not particularly relevant for both of those cases - it only matters if both the attacker and the defender (at least in the gate) uses melee units. Unfortunate, as encouraging using the slow, but reasonably cheap to build and powerful Catapults would be nice, although the most offense oriented races can't even build any. Odd, as this makes it a purely defensive unit while in most games it tends to be one for siege.

5. Wall of Shadows
A highly situational spell, that is absolutely devastating if the attacker uses ranged units. Unfortunately countered by the also uncommon True Sight and illusion immunity in general (Shadow Demons), but as those are fairly expensive, I feel it's not an issue. If ranged units are involved, this will do the job of slowing the attacker down.

6. Rampaging monsters and Raiders

Spawning more of these, earlier, and as stronger stacks, can and should help forcing the player on defense. We probably also need to make sure they avoid spawning on AI continents or at least do so much less frequently.

Altering the odds of the monsters razing the city vs only damaging it is another thing we should consider.

Currently, for Lunatic difficulty :

-Rampaging Monsters spawn every 4-20 turns (overall, not per plane), Can't spawn before turn 40, and have a 3-5x multiplier around the base amount, which is the turn count. Strength is halved if the location is on the AI's fortress continent, with no player fortress and Monsters Gone Wild is off. There is a 2/3 chance the spawn happens on the human player's starting plane, 1/3 on the other one.

-Raiders spawn once every 5-30 turns, have a 4x quantity multiplier, and the quantity scales up based on turns. Units generated don't have a budget, only a quantity from 1 to 9, and are of whichever unit is in the garrison of the neutral city, so it might as well be pretty powerful units. I believe we made sure neutrals at least don't start with armorer's guild tier units, but units like priests, halberdiers, or equivalent  can be expected. Quantity is decreased by 1/3 if an AI fortress is present on the continent.

-At movement, both of them prioritize the closest city, with the fewest defending units, with a small bias towards the human player starting at Advanced, and increasing once at Master difficulty. The bias of +7 on Lunatic is equivalent to a distance difference of 7 tiles, or unit count of 3.5 units. Basically they pick the target where (2*unit count+distance) is lowest, and subtract 7 for the human.


The frequency of both of these definitely needs to be massively increased, and should be made more consistent (4-7 turns is ok, 4-20 isn't!).
The budget on monsters starts horribly low - On turn 40 we get a budget of 120-200 for Lunatic which buys...3 to 5 hell hounds, or a single uncommon creature.
Turn 40 itself is probably too late - 25 or 30 might be more reasonable.
We probably shouldn't mess with the quantity of raiders in a stack due to them being potentially higher tier units. We probably want to alter the rule about the AI fortresses to make them spawn less frequently there, if and only if a human fortress isn't present.

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  AI not using Radiated Bases - Kyrub Patch
Posted by: Cyneheard - December 20th, 2018, 20:28 - Forum: Master of Orion - Replies (3)

Hey everyone,

I've had a couple of games recently with kyrub's patch where the AIs get Controlled Radiated, and aren't able to use their Colony Ships to colonize a Radiated world. I've attached a save where I'm seeing this. The Darloks are the example - they've chased my scout away a couple of times, with a Colony Ship in store, and not taken it over.

I thought AI ships automatically had the highest possible level of planetary tech available to them.



Attached Files
.gam   SAVE2.GAM (Size: 57.65 KB / Downloads: 1)
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  [SPOILERS] DaveV: Seriously, Capria?
Posted by: DaveV - December 20th, 2018, 11:57 - Forum: Erebus in the Balance PBEM LII - Replies (54)

EitB 52 players, begone!

[Image: toukiden_big_demon.jpg]

In the game's back story, the Bannor civ spent a long time in Hell, finally fighting their way out and back to the physical world. They are, as a consequence, not big fans of demons.

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