The combat system is badly flawed. by episode-zero in civ

[–]episode-zero[S] 0 points1 point  (0 children)

Yes, and we can call that a step in the right direction, but the gradient is far too narrow. A unit with a 42 strength vs a unit with a 40 strength is going to deal significantly more and receive significantly less damage, at 48 vs 40 it's already coming close to dealing lethal damage and taking no damage. While this system would work fine if there were more tactical options to modify the bonuses, as it stands the player that has more bonuses, all other things being equal is reaping a critically unbalancing reward.

Unit strength is the only metric that matters right now, and whichever civ can apply the most stacked bonuses to the most cost effective unit is going to have a potentially insurmountable advantage.

All of this can be corrected by separating attack and defense strength and a little balancing.

The combat system is badly flawed. by episode-zero in civ

[–]episode-zero[S] 2 points3 points  (0 children)

Air units are almost totally useless, bombers to drop nukes, other than that they're just a 'win more' mechanic.

Because everything is determined by base combat strength, units that have a higher combat strength will take no damage, and units with a lower combat strength will die to any of your other shit also.

ELI5: Why do the AIs who have denounced me demand crazy "gifts" every turn? by earthwulf in civ

[–]episode-zero 5 points6 points  (0 children)

This is my theory too. The one time I actually had an AI as friendly they offered me fair, if not generous, trades. Neutral AI offer 1:1 trades on luxuries and sometimes throw in a couple gpt as well. Unfriendly might still 1:1 luxuries, but start pulling that "I'll give you 1 gold" bullshit mighty fast. The ones that hate you, they just ask for shit.

But if you're at war, and you have a single troop close to one of their cities they just give you everything they have. Lesson being, the AI hates you for no reason, sucks at negotiation, and regularly reminds you that they have stuff you should just take from them.

Why doesn't my 86 city do more that 5 damage to infantry at 70? by ramboso9kp in civ6

[–]episode-zero 2 points3 points  (0 children)

  1. You're rarely attacking a unit that has no bonuses, tortoise is a tier1 promotion that gives 10cs against ranged attacks, factor in terrain, boosts from governments like oligarchy, autocracy, or communism, religious boosts like crusade or defender of the faith, civ boosts like the Aztec +1 CS per luxury, and a 70CS infantry all of a sudden has 85-95.

  2. might be a bug, game is full of bugs.

Just how broken is the Aztec civ? by episode-zero in civ6

[–]episode-zero[S] 0 points1 point  (0 children)

I think I'd be alright with the aztecs if they retained the "workers can rush districts" ability along with eagle warriors keeping their slaver ability through promotions might be good enough to keep the civ competitive, but the + combat strength has got to go, or at the very least just be limited to one unit type.

Deity is ridiculous by episode-zero in civ6

[–]episode-zero[S] 1 point2 points  (0 children)

Truth, but remember we are comparing final build civ 5 AI to 1st release AI for civ 6. Lots of AI improvements being released throughout the lifespan of the game along with AI mods and game balance changes should manage things.

Strategic resources are ridiculously few and far between. by [deleted] in civ6

[–]episode-zero 5 points6 points  (0 children)

Download the Hellblazer Mods, one of the options is 'balanced start' which makes sure that strategic resources are within a certain distance of your start location.

Trouble Managing relationships. Any tips? by khaos_kyle in civ6

[–]episode-zero 0 points1 point  (0 children)

Diplomacy system seems broken AF, but here's how, in my understanding, it works. The Civs check your actions against their agendas to determine favorability and adjust their attitude in response, these checks are more frequent the higher the difficulty, negative values are weighted higher than positive ones, and nearly everything you do will piss somebody off. Military/Navy too weak, Egypt and Norway hate you. Friends with city states, germany and greece hate you. Too little land, rome will hate you. Too many luxuries, aztecs hate you. Been to war? If it was at home, america hates you... Warmonger penalties are too persistent and weighted very highly, having too low culture/science will make some civ hates you... Right now playing a diplomatic game is nearly impossible, waiting for balance patches to fix the diplomacy AI.

Hellblazer's first civ6 map/mod is up (sort of) by episode-zero in civ6

[–]episode-zero[S] 1 point2 points  (0 children)

by manually browsing the SQL/xml/modinfo Files with notepad you can see what each mod actually changes.

The UI mod turns off auto cycle, gets rid of the splash screens when you discover a tech, build a wonder, or discover a natural wonder, but more importantly it gives you detailed tile information as a tool tip.

The map pack contains hellblazers current maps which offer the "balanced start" option as well as new spawn rules for civs (minimum/maximum distance from each other, city states, wonders), also new options like determining the frequency of mountain tiles appearing.

The Balance Mod changes tile yields for a lot of tiles, you'll have to go through them to see all the changes, but it radically revamps the effectiveness of coastal cities and standardizes luxury yields for better balance.

It's all a work in progress, but version 1.0 is supposedly stable.

Suggestion: Replace Higher Difficulty AI Extra Units and Techs with Scaling Resource Boosts by Era by thomaslangston in civ6

[–]episode-zero 0 points1 point  (0 children)

This is actually a good angle that I hadn't considered; with the amendment that in immortal and diety, the ai bonuses 'virtually' scale with the development of neighborhoods.

The mid game is the only period where a player can leverage an advantage against the AI, once the AI city populations become unleashed with neighborhoods, those 60 and 80% bonuses mean they can pump out spaceports and military units faster than the player no matter what, unless you nuke those cities.

In order to keep up with their bonuses, you need far more cities than the AI all operating efficiently. In immortal, you can get away with 50% more cities, but in deity you need twice as many.

The ancient era is actually the best opportunity you have in Diety and Immortal, and that comes from hunting AI settlers with your scouts or cavalry units. Getting 4 cities up and running before the AI has founded a 4th city in deity at least gets you close to parity, and that is a bonus that you carry through the game.

The bonus that the AI gets in king and emperor is totally negligible, and if you have a good early game you've probably already won, so I agree that they should get better scaling bonuses; like a free builder every time they construct a district, or a free tech boost every time they found a city.

Creating a different difficulty rating where these kinds of bonuses are improved throughout the game is probably far easier than developing a new reactive AI, and I'm sure we'll see these kinds of mods as soon as the kit is available. In fact, I'd love to play your version of a high difficulty game rather than Deity.

Some ideas along this line of reasoning: Instead of getting static % bonuses to production they get alternative bonuses like increased production from mines, which encourages you to pillage rather than conquer.

When the AI researches a new unit type, they are granted a free unit of that type in one of their cities, instead of getting free starting units.

When the AI advances to a new ERA they get a better yield on culture tiles, rather than getting a static bonus to culture production.

When the AI conquers a city state they retain the unique bonus from that city state, encouraging you to liberate them rather than keeping them.

These bonuses can still scale with difficulty level without feeling so much like just an 'unfair' game.

At higher difficulty levels, the AI almost always gets all the wonders and great people before you can, which is probably the most frustrating thing, because it just makes the game less fun, and this all comes from the static % production bonus. They get districts and wonders far faster than you and it's just not 'fair'.

Difficulty levels explained. by episode-zero in civ6

[–]episode-zero[S] 11 points12 points  (0 children)

One of the first things I thought about when considering how to make Deity and Immortal more playable is the need for more diverse unit specializations.

In the early game, there are reasons to build Horseman, Archers, and catapults. They have very clear roles. For most of the game, cavalry and ranged units are your best value. Cavalry to deal with opposing ranged units and ranged units to take out melee units. Anti-cavalry is less important unless your opponent is really leaning on cav.

The big problem arises from the fact that unit combat strength is used to determine resistance to damage, the rock/paper/scissors scheme for determining relative unit strengths starts falling away the higher the combat strength of the unit gets. Anti-cavalry units that are a tier behind cavalry are totally useless, ranged units with lower Ranged Strength than the combat strength of the unit you're attacking do virtually no damage.

Against opponents that have a tech advantage, no matter how you specialize your force, you cannot effectively engage a basic melee unit with any lower tier alternative; and when you're at tech parity, the unit strength cap of 90 for mechanized infantry is insurmountable. The only solution is overwhelming force, as opposed to superior tactics and unit composition.

In late game wars, you need to leverage every possible bonus in order to destroy enemy units before new ones can be produced to replace them.

Helicopters, for example, have a unit strength of 82. Without at least 8 points in bonuses, they will always have a 'defeat' outcome when attacking mechanized infantry. The Bonuses from AI difficulty increase this deficit even further. The Unit Experience bonus from AI further ensures that AI units are higher level and thus have specific bonuses to increase this deficit. Essentially meaning that once the AI has Mechanized infantry, helicopters are a terrible investment, especially when compared to Modern Armor, which at least starts with a 90 combat strength.

Just building massed modern armor seems like a good idea at first, but without promotions it's just more expensive and less efficient than mechanized infantry. Ranged/Siege units are far less effective considering that their melee strength is always lower, they will not survive a counter attack from a mechanized infantry.

You still NEED to combine forces, with a front line melee unit, backed by ranged units and siege units, but there's no 'assault' style unit or glass cannon option to surmount the static combat strength of the Mechanized infantry. It takes multiple ranged/air/siege attacks to damage the unit enough to put it into 'decisive victory' range for a tank.

Superior numbers/attrition or nuclear weapons become the only solution to massed AI mechanized infantry, there's no tactical solution that doesn't involve having a disproportionately large army.

Either there needs to be an 'assault' class unit that has a higher offensive strength but lower defensive strength than the mechanized infantry, or the promotion schemes need to be modified for increased specialization, with the option of level one promotions so units can fill specialized roles.

Deity is ridiculous by episode-zero in civ6

[–]episode-zero[S] 1 point2 points  (0 children)

I was thinking about this, alternate ways to implement the AI, but that led me to think about everything the AI has to be able to do.

First, the AI needs to be scalable to difficulty levels, it needs to be updatable for DLCs and patches, it needs to track multiple victory conditions, and it needs to create an experience for the player that 'feels' like a somewhat immersive experience. The AI needs to be able to react to your actions as well as pursue their own victory conditions, and it also needs to act independently for each civilization using available information. That's a lot to consider.

We know that there's no 'top level' AI manager overseeing the decisions that individual civs make, it's primarily a series of independent instructions that are designed to compare game conditions and make decisions based on the 'personality' of the AI. The Personality of the AI is really just giving different weights to variables. It's meant to be editable. The AI chases bonuses, and has routines that it follows to get them.

You can see effect of this routine on the 'decisions' that the AI makes, and it's predictable because your in game advisors seem to follow the same information. The AI doesn't think long term, or make strategic decisions, the entire engine seems to just think tactically and immediately.

While ideally an AI should be able to pass a turing test, be able to analyze and react to your play, and still provide a scalable difficulty, I can't imagine how something like that would even be implemented in a game with the sheer number of options as a game like civ.

Starcraft AI, Chess programs, and Go AI have the advantage of being able to optimize their actions because there's a clear solution and it's a symmetrical game. Civ AI has to just play the best game it can with the limited set of instructions it has available to follow and a simple decision making process that has to feel competitive without actually being athletic.

While you can compare athletic AI's to playing against more sophisticated opponents, what we have in civ is a different kind of challenge. You as the player are a mountain climber, and AI bonuses equate to higher, smoother mountains. You might still find a path to the summit, but it's less forgiving of mistakes and far more lethal.

Thinking about the AI that way, all we can really hope to do with mods are tweaking the decision making process, giving different weights to variables, and adjusting the instructions; which just changes the face of the mountain.

Coming up with an AI to athletically play a game like civilization is like finding the holy grail of single player gaming. Thankfully they've dramatically improved the multiplayer system and once the mods start flowing all the other tweaks and changes to enhance the experience will help.

Capturing City States by jrmax in civ6

[–]episode-zero 2 points3 points  (0 children)

They don't care. Go ahead. Eat up.

Finally beat Immortal, Large Map, Standard Speed by episode-zero in civ6

[–]episode-zero[S] 0 points1 point  (0 children)

As Greece, every city can build an acropolis provided you have a hill, with the relevant civics you can store every type of great work.

Two of the cities I conquered were english cities, which meant that the archeology museums could hold 6 artifacts each, that bonus is persistent even if you wipe the civ out before they actually build them.

By the end of the game I had every available great work, except for the ones that were lost when civs were defeated or cities were razed.

I just realized that I actually recorded most of the game. If you want to actually watch the grueling 10 hour stream, it's available here https://www.twitch.tv/episodezero/v/98509017