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Re: Experimental Game - Outofthelab
Well, its here because my comments are pertinent to the combination of game settings + mod effects, not just mod effects in isolation. Some of them certainly do apply as such though.
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Caste system doesn't necessarily make a statement about who has all the money (although one of the elite castes is going to end up with it - in this case its almost certainly the warrior caste, which is near the top), it makes a statement about who can fulfill which roles, who can marry whom, and how that society values those roles. Kailasa's top caste being apparently ascetic mystics underscores this point - they are reverred by their society but it seems out of flavor to say they demand large cash rewards for their role. Quote:
Turns.......Good.......Upkeep.......#Researcher Equiv 1...........200..........0............NA 2 to 11.....80...........60...........10 12 to 23....140..........200..........17.5 24 to 35....200..........600..........25 36 to 48....270..........1000.........33.75 49+.........350..........1500.........43.75 Ok, first of all, we have to conceed that turn 1 is a special case with no good analog. We're also going to have to conceed that, if we stick with the research progression you've outlined, you're underpaying early. Turns.....#Mages.....Mages Actual Cost.....Cost Payed.....Remain 2-11........10..........2500+2750upk..........600... ......4650 12-23.......17.5........1875+5250upk..........2400... .....4775 24-35.......25..........1875+7500upk..........7200... .....2175 36-48.......33.75.......2187.5+10968.75.......13000.. .....155.25 49..........43.75.......2500+1093.75..........1500 ........2093.75 50+.........43.75.......1093.75upk/trn........1500/trn....-406.25 Total remaining to be payed as of turn 49 end: 13849 Time to pay it off: 13849/406.25 = 34 turns Note that the mage actual cost is the cost to purchase the number of additional mages plus the upkeep of the total number of mages for the given number of turns. The first thing you'll notice is that it isn't until turns 36-48 that you're almost paying for everything you're getting in that time period. Which isn't too bad. But what if the nation's mage's are sacred? Turns.....#Mages.....Mages Actual Cost.....Cost Payed.....Remain 2-11........10..........2500+1375upk..........600... ......3275 12-23.......17.5........1875+2625upk..........2400... .....2100 24-35.......25..........1875+3750upk..........7200... .....-1575 36-48.......33.75.......2187.5+5484.375.......13000.. ...-5328.125 49..........43.75.......2500+546.875..........1500 .......1546.875 50+.........43.75.......546.875upk/trn........1500/trn...-953.125 Total remaining to be payed as of turn 49 end: 18.75 Time to pay it off: <1 turn Ouch. Seriously ouch. Every turn after 49 they're paying 1000 gold they wouldn't normally have to. (953.125, but whatever). That's painful. Think 250gold for 8RPs sacred is unreasonable? That's identical to MA Shinuyama's 300 gold 10RP mages in terms of gold efficiency. And those mages are sacred. |
Re: Experimental Game - Outofthelab
On mage and troop spamming (Separated out because its a rather different subject):
So what do you want combat to be? Nothing but thugs and SCs? This is an army scale game and you want to play it without armies? I'm honestly quite confused. I actually find the tendency of the lategame to be about ubersummons and crazy kitted individuals rather than armies to be a let down. I mean, yes, it'll be nice to have less than 30 mages in your capitol on any given turn. But that'll just translate into more mages roaming the map i imagine. And i haven't found troops to be all that micromanagement intensive compared to mages... And there is no way around spamming mages - everyone needs to do some amount of site searching/forging, and everyone needs battle mages. And if you insist on closing the purse strings as much as you are I imagine people will forsake troops in favor of more mages after the early game, since troops are becoming less effective. One important point here is that playing with less than 100% gold is a bad idea when you're adding a large fixed cost. Predictions: Once enchantment 3 comes online, nations which can efficiently skelly spam will be big winners, so long as they can afford to buy mages at all, because they don't even need armies, and their skelly spam is even better than usual since other nations can't afford the armies they'd normally be able to. Awake SC Pretenders will be overpowered because they'll permit excessively rapid early expansion relative to other nations. I'd be surprised if anyone can expand before turn 4 without an SC, while SCs will start expanding on turn *2*. That 2 turn advantage will turn into more money for troops, which will turn into even more accelerated expansion and a bigger province gap. (While an awake SC is always an advantage, its not normally nearly so much of one). |
Re: Experimental Game - Outofthelab
ok, i suppose i'm still tentatively interested, but as C'Tis. Lets see if the Lizard Kings are really as awesome as i think they'll be under these conditions.
May i recommend setting renaming to On rather than accepting the default (not being able to find the right commander quickly is the most annoying thing in the world). I might also suggest HoF of 15 instead of 10, but its not a big deal. |
Re: Experimental Game - Outofthelab
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Re: Experimental Game - Outofthelab
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Anyway, this is distracting from the thread, and definitely off topic. |
Re: Experimental Game - Outofthelab
It's my intention to boost capabilities early and reduce them late. And I think you are giving one answer yourself - just making spamming mages not necessary isn't enough to stop it. Ideally imo every unit, mage or soldier, should be recruited for a particular reason, not just for a very generic and obvious reason (mage=research=good in any case). For that to work there must be a cost associated with recruiting and gold shouldn't be aplenty.
There are some problems I need to tackle still (forges and rituals as you say for example) but this won't happen in the course of this game. Now, to the nations. I think what matters is concerning balance, where did the nation stand in vanilla and where does it stand now. The point about the differences between sacred and nonsacred research as a hidden boost is very important, thanks for working that out. There's one thing, though. In vanilla cheap research=powerful research in the long run, while in this mod it's two-dimensional. If I were to copy consistently along the lines of Kailasa was cheap and good some nations would just reap it all and others be f*****. And of course it gets a bit chaotic when weighting costs against the benefit of having higher research. I would see this as problematic if a nation would get both hidden and obviously boosted/penalized, but except Arco I don't see any. |
Re: Experimental Game - Outofthelab
i would argue that the relevant factor is not total number of troops bought, its the ratio of mages to non-mages purchased that matters. Ie, the thing of importance here is scale independent - it doesn't matter if there's 100 troops or 1000, what matters if 10% or 40% of cash resources are spent on mages.
I would argue that ideally mages would be made to represent a smaller fraction of your total purchases. Making gold scarce does the opposite, because it makes the number of commander buys relatively larger to available cash. The two ways to decrease mage purchases relative to unit purchases are as follows: (1) increase available cash (Ie, the larger the players cash pool is relative to his #commander buys, the more money he'll probably spend on units) Issue: build more fortresses to buy more mages (2) make all mages capitol only (hard limit of one/turn) Issue: nations with better mages are big winners here supplemental to 1, making fortresses/labs more expensive will stop mage production facility spamming. Actually, making fortresses cheaper and labs much more expensive will make unit recruitment centers cheaper while making mage recruitment centers more expensive. Say 1/2 price fortresses, triple price labs (and no nation gets cheap labs). At 400/fortress and 1500/lab, players might think twice before building multiple sites for recruiting mages. (Note: such a price change would make the 'lab burns down' event unacceptable - since you're already running a script, perhaps a script that checks to see if the event occurred, and reruns the turn if it did). |
Re: Experimental Game - Outofthelab
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I think the real thing we're trying to fix here is the "fifty mages sitting around in your capital" issue. The point is that you'll only buy a mage if you have a particular use for them. Take Sauromatia as an example. You won't have 50 enaries if you aren't going to research with them. It's just not practical. You'll have 3, maybe, for remote site-searching. Because there's no point making a bunch of them if they're just sitting there useless for half the game. Better to spam castles with the money, make more troops, then once research has ramped up to the point where they're actually useful, you'll start cranking out combat mages. But you might not even tech to Nether Darts at all under this mod--because you don't already have the mages sitting there. |
Re: Experimental Game - Outofthelab
I've released a first version of the mod for SP games/testing.
http://forum.shrapnelgames.com/showthread.php?t=43679 There are a few differences in research strength between the mod and the table here, the values in the mod are the correct ones, except for some nations that might get a penalized a bit (Marverni, Arco, Ctis, Ermor). For the early expansion remember - you have spells. This helps to expand quickly despite the settings. For example Kailasa. Get a bless, research alt 3 first turn, alchemize an earth gem to buy a Yaksha and own. @Squirrelloid kianduatha is correct. The main goal is to avoid the growth of micro, which is intolerable imo. 1) Increasing gold goes against that. 2 and the labs suggestion) Well, I had some ideas to limit recruitment centers but cap-only is to much as it will practically remove 100s of mages from the game. It will probably mean that recruitment centers can only be built in certain provinces. Not yet there, though. I doubt thought that all in all it will increase the mage to troop ratio. In vanilla sure, but there a mage is also a researcher, although if it does I'm not going to fix that with this first part of the full mod. |
Re: Experimental Game - Outofthelab
Does anyone else see a contradiction between these two statements?
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Statement 2: mage:troop ratio will stay constant between this and normal play. But wait, we already concluded we don't need *any* troops. How many normal games do you know of that play like that? Yes, you don't recruit tons of crappy research mages. You recruit as many top tier mages as you can afford and own independents/other players with nothing but pure magery or SC bad-assery. This actually sounds like more micro rather than less. But as I said, i'm tentatively interested as C'tis. I'll even make a pre-game prediction: I will never buy a single non-mage (barring an indie commander or two for castle-building) |
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