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(May 10th, 2021, 11:41)suboptimal Wrote: @Woden: what were your cities in your "industrial heartland" (IIRC south of Osgilath) getting in terms of production before they got obliterated? I thought I was doing OK with high 90's/low 100's at Truly & Cleggy given my terrain and layout but those must have been mid 100's, no? 300, well, that explains a lot.
Gondor and Osgiliath were somewhere in the low 100s. Rohan and Erebor were just under a 100
Magnus added about 20 so he helped where he was established.
A couple issues prevented them from breaking the low 100s. Flooding was a real issue. I dam'd one river but went with a aqueduct the only place on the other river and since you can't remove districts, the small river by Erebor flooded multiple times, which would pillage all but Gondor's IZ and remove population since I had max citizens working the IZs, which prevented the cities from growing big. All the cities were relatively low in food, so growth was slow and I had my 20 trade routes helping other cities develop or get gold.
Another issue was war wariness. On average, I had at least 30 unhappiness due to war wariness. I think the high was about 70, when Ichabod brought Egypt back into the game. And since Osgilath and Gondor built a lot of troops, they were hit hardest of my natural cities. A lot of captured cities also had high war wariness. Luckily, I had lots of areas for National Parks and enough faith to place a bunch of them, which helped with war wariness. I also built a bunch of Entertainment Districts, Arenas, and the Colosseum but still had to fight unhappiness all game, thanks to Firaxis changes during the game.
The biggest help in this game was the World Congress resolution that doubles production costs. While building units was expensive, I was able to faith buy a bunch of heavy chariots and upgrade them to tanks while everybody else was focusing on infrastructure. I was able to get something like 8 tank armies by the end and most where from faith bought heavy chariots.
May 10th, 2021, 12:26
(This post was last modified: May 10th, 2021, 12:27 by Woden.)
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(May 10th, 2021, 11:50)thrawn Wrote: In my test AA guns did just fine against nukes and thermonukes. But there is no real way to defend against thermonukes because any defenders have range 1 and they have range 2. Maybe we should tweak SAMs to have range 2?
Do you think we need to add some PBEM rules for nukes and air combat based on your experience? For example you can drop a nuke only so often?
I kind of think nukes are an "end game" technology and don't need adjustments. There are issues with nukes. Each nuke gives you 3 war wariness in the city where it was built. If we do anything, maybe raise the war wariness limit on a single city to 20 instead of 10. I was able to keep Gordon Malloy relatively neutral happiness (or just at the -10% yield happiness level) even though it had 10 war wariness and teh city built a bunch of nukes.
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The war weariness mechanic, IIRC, does not have a fixed maximum. It is capped at 1x the city's amenity requirement for cities you founded and 4x the city's amenity requirement for cities you've captured. Usually it will accumulate in the foreign city with the highest amenity requirement first. I believe this hasn't been updated in any of the patches.
https://forums.civfanatics.com/threads/h...ip.623207/
I think both nukes and GDR's are meant to break late game stalemates simply by breaking everyone in an MAD situation.
@Woden, another question: at the end of the game how much of your milpower was still left in land units? By my estimations I think you had about 70% in your navy at end game.
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(May 10th, 2021, 14:41)suboptimal Wrote: The war weariness mechanic, IIRC, does not have a fixed maximum. It is capped at 1x the city's amenity requirement for cities you founded and 4x the city's amenity requirement for cities you've captured. Usually it will accumulate in the foreign city with the highest amenity requirement first. I believe this hasn't been updated in any of the patches.
https://forums.civfanatics.com/threads/h...ip.623207/
I think both nukes and GDR's are meant to break late game stalemates simply by breaking everyone in an MAD situation.
@Woden, another question: at the end of the game how much of your milpower was still left in land units? By my estimations I think you had about 70% in your navy at end game.
I don't remember where I read it but I believe there is a hard max at -10 and it seemed to follow in my game. Here is close to the worst it got...
Gordon Malloy never got more than 10 war wariness and it built a major of my nukes.
As for end units, I was starting to rebuild my army. I still had a lot of power in my navy but Ichabod did kill a bunch of my boats. Here is my ending maintenance list...
Not sure if anti-air guns are included in power, I think I had 6 to 8 of them left. I was also 8 turns from finishing the tech for Giant Death Robots and they would have been a 5 turn build, so definitely would have had them when I could have attacked Canada and had enough uranium for at least 5.
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Well, I had one supposition correct - your navy when you declared war on me had a higher maintenance cost than my game-high per turn income.
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What on earth is that list even sorted on? It's not alphabetical, by unit count, or by total or average maintenance, nor are units grouped by type in any discernible way. It seems highly improbable that this is a chronological ordering. And of course there's no way to sort it yourself.
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May 10th, 2021, 18:01
(This post was last modified: May 10th, 2021, 18:01 by Woden.)
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(May 10th, 2021, 17:20)civac2 Wrote: Time of production maybe
One might think but the missile cruisers are new, the battleships are old, with one being a highly promoted frigate. The sub armada is older but the single subs are new. This was my first though because the last 6 items are recent builds or upgrades but the missile cruisers throw it off.
Here is a list from T238...
The battleship, aircraft carriers, fighters, and destroyers are the same ones but they all are in different positions.
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Many of the UI mods out there handle sorting. For instance, Better Trade Routes lets you sort alphabetically by city or by a selected yield type in either ascending or descending order. Better Report Screen likewise handles sorting quite well.
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