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Old May 25, 2002, 23:51   #31
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Old May 25, 2002, 23:52   #32
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Due to a death in the family, I will be offline until late in the week (My brother-in-law passed away suddenly today), so if there are any questions, post them here and somebody will be able to answer them.
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Old May 26, 2002, 02:50   #33
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I deleted everything. I guess it worked, no more major crashes.
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Old May 26, 2002, 13:42   #34
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Quote:
Originally posted by hexagonian
Due to a death in the family, I will be offline until late in the week (My brother-in-law passed away suddenly today),
wow, I'm sorry to hear that Dave; that sucks
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Old May 26, 2002, 19:34   #35
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Dave:

Sorry to hear mate. See you when you get back.
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Old May 27, 2002, 12:41   #36
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Sorry to hear about the loss. I'll post some feedback when you return. I trust that God will comfort you and all of the others touched by this.
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Old May 27, 2002, 13:48   #37
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Sorry to hear Dave. Such a loss always sucks.

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Old May 27, 2002, 20:11   #38
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OK, we clearly have a different opinion about how the game should be played and I have no particular problem with that although the delay on receiving a unit from a hut is not acceptable me personally.

Here's another one to consider. In const.txt there is provision to get an advance on capturing a city. This doesn't work. Has any thought been given to make this work via SLIC. Some very fancy code would be required and I suspect that it may be in the too hard basket.

CTP2, however, must keep track of all this information in one of its own database files. Does anyone know which file? Does anyone know how to read this file? Lots of SLIC possibilities here if it could be cracked.
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Old May 28, 2002, 07:19   #39
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I know Hex will be gone for a while, but I wonder if anyone could help. I have tried starting a new game, but after a few turns I get an error message that says:

Unable to find the file M.Lanciere.TGA and the tutorial comes on. Anyone have any thoughts on how to fix this?

Thanks in advance.
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Old May 28, 2002, 10:35   #40
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It is probably a diplomatic civ leader pic.
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Old May 31, 2002, 10:36   #41
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First off, thanks to everyone for the condolences. My brother-in-law had some optional surgery a couple of weeks ago, and something must have gone wrong, because he was back in the hospital last week after being released. He had a 108 fever, lasped into a coma and never came out of it. He was 48 years old with 4 kids.

Quote:
Originally posted by Aias
Unable to find the file M.Lanciere.TGA and the tutorial comes on. Anyone have any thoughts on how to fix this?
This is part of Leonardo's graphics enhancement package (BTW, this is not included in the basic Cradle setup but is an add-on). I checked the files, and that .tga file is included in his main download. I think you may only have the update package, so make sure you have the zip file with all of the graphics (approx. 2 MB in size) The main download also includes all updates (the updates are there for anyone who is using the add-on and wants his setup to be compatible with 1.32.

Any takers on implementing the capture city advance code???
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Old May 31, 2002, 10:54   #42
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That did the trick, thanks
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Old June 1, 2002, 20:08   #43
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Cradle 1.32 comments
I have just 'completed' two sensationally good games. Here are some comments/concerns.

Polution from Population
There are plenty of 'growth' improvements in the game so as the game progresses the polution from population goes through the roof. When the time comes to move to 'Democracy' the whole thing becomes totally ridiculous. I think keeping your people happy should be a struggle but I think this is a little bit overdone. A government like 'Corporate Republic' largely solves the issue.

Money
The player should have to work very hard indeed to make money in the game. The problem here is with the money producing improvements. They don't. A marketplace will not make money in a city of less than 10. An agora will lose money but is needed to build a marketplace which will make money. Bank, City Clock, Brokerage and Airport are all financially ruinous. As I mentioned in another thread it is impossible to work out how CTP is actually doing its calculations. By watching your 'net gold' carefully it is possible to see that these structures aren't doing what you think they should. The idea of a % increase in gold is a nice one but in practice it is impossible to determine ahead of time whether the improvement will actually do good. In effect the combination Bazaar/Agora/Marketplace will make money in a city size 12. Because a Bank is needed for a Factory the maintenance on a factory is effectively 17! Don't bother with City Clock or Brokerage at all! Unless someone can work out what CTP is actually doing this area of the game is problematical.

Upgrading Units
This has an intermittent bug. Sometimes it works, sometimes not. There are two specific instances of concern.
If you are doing a partial upgrade (haven't got all the money) it steps through your units one by one. The unit index is out of whack here since frequently it will offer to upgrade only a few before stopping altogether.
The second issue is more serious and concerns naval upgrades. All ship units in port are wiped out!!!! Only units at sea are upgraded. You still get charged for the entire upgrade of course.
In my last game the AI was having problems too. I was fighting spearman well into the mid game.

Spy unit
The Great Library says this can steal advances. It can't.
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Old June 1, 2002, 22:14   #44
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Tile Improvements
I have long been disatisified with the Trading Post and Super market tile improvements. Why put a supermaket in a forest tile? Indeed, why put a supermarket outside a city at all? Crazy stuff.
Given what can be achieved by the MODers how about these as suggestions:

Replace Trading Post With 'Timber Mill' targetted for maximum benefit in a forest tile. Reduce commerce value of Latifundia by 5 in a forest tile.

Forest now lookes likes this:
Latifundia + 5 food, +5 commerce.
Timber Mill +10 commerce.

Replace Supermarket with 'Cattle Ranch' targetted for maximum effect in plains.

Plains now look like this:
Latifundia +10 food, +5 commerce
Adv Farm +15 food
Cattle Ranch +5 food +10 commerce

Suggestion only and the numbers are up for discussion. What do you think?
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Old June 1, 2002, 23:02   #45
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Lou,

Thanks for the observations.

IMPORTANT...
Could you send me a gamefile so I can see what is happening - preferably one during Democracy. This will help immensely in analyzing what is happening.

RE: Population Growth
A question - Did you disable the disaster code in your game? The reason why is in my game (turn 650 - 38 cities/Caliphate), I had been hit with several plagues that have kept the population down, so I am not getting hit with huge unhappiness problems due to population yet.

One thing that I really wanted to do is make unhappiness an issue for a player. In the default CTP2 game, it wasn't really a problem. Even in earlier versions of Cradle, it was rather easy to maintain happiness. My hope is to make a player have to use entertainers, and possibly specialists to maintain a balance between happiness/growth. This is intentional. And at the same time, it is also intended that a player may have to take a hit on the global sliders to maintain happiness, or make sure that he stays within the city cap. Again, a hard choice, but one that forces a player to carefully consider what he wants to do. In my current game, I have been near the cap and also have gone over the cap with consequenses, stopping any military pushes. It forces me to carefully consider what I want to do long-term.

One thing that I want to see with your file is exactly what level your unhappiness is at, and whether these other measures will help you to overcome the pollution/unhappiness. If even after implementing these stopgaps, you cannot maintain a stable level of unhappiness, then I can easily fix the buildings to help in that regard.

One other question - are you having Global disasters and destroyed tiles due to pollution? Cradle was initially designed to play through the Industrial Age, so the whole idea of late game pollution may need to be balanced.

RE: Gold
The reports coming in concerning the default game when I was setting Cradle up was that there was too much gold in the game. I had added some additional gold buildings, but also increased the costs of maintenance as a means to reduce the gold taken in.

In earlier versions of Cradle, players were reporting that the Medival/Modern buildings were still creating piles of gold. What I did was reduce the effect of those buildings, but also kept the maintenance costs as they were.

I do believe that the Ancient gold buildings are fine as they are. The purpose of them is to pick the time and the place to build them - so I monitor the gold intake of a city balanced with the maintenance costs. You are right in saying that the time to build a Marketplace is when your city is at size 10. (intentional, BTW) I also hold off on Bazaars until the city is generating at least 12 gold. One thing I do is build a lot of gold-generating tile improvements, like Ports, Trading Posts, Latifundias, and Mines which will help increase city gold intake - in fact Mines/Latifundias are my primary builds.

Changing the names of the Trading Posts/Supermarkets is an easy change to make - any other opinions on this??? But keeping the gold in Latifundias will also alliviate the gold issue.

In my current game, I am doing pretty well in the gold department, but am still in the Medieval Age without building Banks/City Clocks and so forth. I may have to decrease the maintenance costs for those buildings though, and seeing your file will help me analyze just what is happening, and how much I need to do so.

RE: Upgrades
Peter will have to look into both of these issues, as they are SLIC-related. I do not know if there is a way to specifically cycle through the units multiple times, upgrading only the ones you want to until you run out of gold, because it works as a one time cycle. It has been discussed to have multiple times to upgrade a unit, but this reduces the need to pre-plan.

What I can do is make available a SLIC file option that offers a second chance to upgrade units.

One thing is now Cradle 1.32 has a Shipyard tile improvement which will reduce the need to park ships in cities. Still, this needs to be addressed if possible.

RE: Other
Great Library will be fixed.

Also, in looking at the civs in my current game via the cheat mode, I am impressed by the number of buildings each of the AI cities will have. In this regard, the AI is doing a very good job in Cradle concerning this issue. Players will not notice this so much when they take an AI city because there is coding that will destroy buildings during an assault. War is meant to be costly in Cradle...

Again, thanks
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Old June 2, 2002, 06:56   #46
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Quote:
The second issue is more serious and concerns naval upgrades. All ship units in port are wiped out!!!! Only units at sea are upgraded.
Nice one, Lou. You appear to have discovered what I'm tempted to call a buglet in the original game. I tried to set up a test for this, but when I went into Cheat Mode I found that I couldn't place Naval units in ports! That's why you can't update them either, I'm using the same CreateUnit function.

Edit: When all else fails read the instructions. You have to use the CreateUnit event if it's in a city but the CreateUnit function if it's in the field. So that one's fixed.

I shall see what I can do about making partial updates more user friendly and making sure they work properly.

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Old June 2, 2002, 08:18   #47
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Sorry Hexagonian but I have moved on and recycled my save games. The polution from population problems are very much a feature of Democracy.

Here is an example of a city size 30+. At this stage of the game typically I will have fully developed the first 2 rings. This requires 20 pop. The rest I treat as 'surplus' and these become scientists, merchants and entertainers. My capital at this time looked like this:

Entertainers - 5
Merchants - 5
Scientists - 10

With this configuration there was maybe a net gold of 50. Putting a Bank here will result in a loss of money even though the surrounding area is fully developed. Examining the 'Status' Tab in city manager reveals that the population pollution is a staggering 600! The Apothecary etc are only reducing this by 66 for each structure. I have 13 Unhappy faces as a result of this pollution.

Don't get me wrong here. I enjoy having to struggle to keep up my happiness. But I found this pretty tough going until I switched to Corporate Repulic which has a 'relaxed' attitude towards pollution whereas Democracy is 'strict'. I noticed that under Corporate Republic the benefits from the overcrowding structures were increased. In the example above population pollution dropped from 600 to 132!

As for the money, I couldn't agree more that it must be tight. In fact it should be so tight that the gold from trade is the only thing that keeps your civ afloat. This truly makes the trade goods 'Strategic Resources'. My gripe is that it is impossible to determine whether a gold producing structure will make your treasury go up or down. The City manager simply doesn't give information to allow this to be determined. I tried to manually calculate the 'net gold' based on tiles, improvements, science%, government type, etc. This proved to be impossible.
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Old June 2, 2002, 08:33   #48
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Quote:
Originally posted by Lou Wigman
As for the money, I couldn't agree more that it must be tight. In fact it should be so tight that the gold from trade is the only thing that keeps your civ afloat. This truly makes the trade goods 'Strategic Resources'. My gripe is that it is impossible to determine whether a gold producing structure will make your treasury go up or down. The City manager simply doesn't give information to allow this to be determined. I tried to manually calculate the 'net gold' based on tiles, improvements, science%, government type, etc. This proved to be impossible.
To calculate this you could use the cheat editor, just start a new game and add to a city a building, tile improvements, change city size etc and see whats happen.

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Old June 2, 2002, 08:41   #49
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Forgot to mention the sliders. Food was maxed out, Working hours were at a mininum only the gold slider was 'neutral'. How I could have used a couple of extra notches here to keep the b...s happy!
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Old June 2, 2002, 17:21   #50
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Quote:
Originally posted by Lou Wigman
Here is an example of a city size 30+. At this stage of the game typically I will have fully developed the first 2 rings. This requires 20 pop. The rest I treat as 'surplus' and these become scientists, merchants and entertainers. My capital at this time looked like this:

Entertainers - 5
Merchants - 5
Scientists - 10

With this configuration there was maybe a net gold of 50. Putting a Bank here will result in a loss of money even though the surrounding area is fully developed.
This seems to be a choice on your part to have that city concentrate on science instead of commerce. Perhaps you need to have more merchants and less scientists?

However, here is what I propose for the Gold Improvement maintenance costs...
Bank - from 7 to 3
City Clock - from 5 to 4
Brokerage - from 8 to 5
Airport - from 10 to 8

TV - from 3 gold per pop to 2 gold per pop - maintenance goes from 14 to 30 (actually a bargin for this improvement)

This will make those buildings worthwhile.



Quote:
Originally posted by Lou Wigman
Examining the 'Status' Tab in city manager reveals that the population pollution is a staggering 600! The Apothecary etc are only reducing this by 66 for each structure. I have 13 Unhappy faces as a result of this pollution.
IMO, this is a manageable number of unhappiness. If you are in a democracy, you will have access to (+7) of City Happiness improvements (pre-industrial), plus the Monastery, City Wall which will help in war discontent. Building happiness wonders becomes even more of a priority too.

In democracy, you do not get any martial law benefit, but this is the price you pay for the best science for the governments that are available at that time.

From the sound of it, the use of 5 entertainers in a +30 size city seems about right to me. This may also mean that you have to adjust your specialists even more - in keeping with my philosophy that players cannot and should not be able to achieve everything that they set out to do, or make it extremely tough to do so.

My main concern with the pollution number is whether you are experiencing destroyed tiles and global disasters before being able to repair those tiles. If this is the case, I need to make adjustments on the availability of the ability to repair them.

Still, I propose the following fixes...
Apothecary - (-10%) pop pollution
Aqueduct - (-10%) pop pollution
Physician - (-10%) pop pollution
Bath House - (-10%) pop pollution
Drug Store - (-20%) pop pollution
Hospital - (-25%) pop pollution
Public Trans - (-5%) pop pollution
Eco Trans - (-5%) pop pollution

Building that series of buildings will become more of a priority.

This will make for a slightly tougher early game but should ease some of the pollution burden during the Modern Age. At the same time, I will boost the happiness benefit for Movie Palace to (+2).



Quote:
Originally posted by Lou Wigman
Don't get me wrong here. I enjoy having to struggle to keep up my happiness. But I found this pretty tough going until I switched to Corporate Repulic which has a 'relaxed' attitude towards pollution whereas Democracy is 'strict'. I noticed that under Corporate Republic the benefits from the overcrowding structures were increased. In the example above population pollution dropped from 600 to 132!
This is unusual because I ran a test through the cheat mode with a large city (size 39), and the Corporate Republic had higher pollution numbers. Both had the same buildings too.



Quote:
Originally posted by Lou Wigman
My gripe is that it is impossible to determine whether a gold producing structure will make your treasury go up or down. The City manager simply doesn't give information to allow this to be determined. I tried to manually calculate the 'net gold' based on tiles, improvements, science%, government type, etc. This proved to be impossible.
What I have been doing is seeing how much an individual city is producing in gold and then comparing the the benefit of a new building + the cost of maintenance to determine whether I should build that city improvenment in that particular city. I tend to have cities specialize on a particular area and only build the buildings in that city that help in that area (with the exception of population/production boosters, which go everywhere.)

And I have been building a lot of gold producing tile improvements.

BTW, are there other players out there who feel that Cradle is too hard in the Modern age in regards to these points that have been brought up???
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Old June 2, 2002, 17:39   #51
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Shouldn't Physician be Doctor's Office?

You know, because you don't actually build a Doctor.

Unless, of course, he's Frankendoctor?
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Old June 2, 2002, 18:19   #52
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Lou,

Re:

Quote:
The unit index is out of whack here since frequently it will offer to upgrade only a few before stopping altogether.
If you're playing with DebugSlic=No, could you do me a favour and set it to "Yes". Since I'm invariably fiddling with SLIC, I always play with DebugSlic=Yes and rarely come across other people's bugs. Mind you I haven't downloaded the most recent Cradle updates so there may be bugs there that have yet to surface.

Anyway, could you confirm that when this happens you get an error message "In object PartialUpdate, function_GetArmyFromUnit: Wrong type of argument"? If so, then at least I'll know that I've found the problem you're talking about.
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Old June 3, 2002, 07:21   #53
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Hexagonian
I have had dead tiles in some of my games but not in these 1.32 games. But then I was careful to keep pollution from production down. Indeed this type of pollution was neglible throughout. The pollution thermometer showed no red at any stage. Perhaps dead tiles are not caused by population pollution.

As for the number of scientists these are necessary to keep up with the AI. It gets an enormous science advantage. Even with these numbers my infantryman and cannons were facing up against machine gunners, tanks and bombers. Quite an adrenalin rush that!

The combination I am now playing with is certainly giving me an incredible struggle. The early game is a bit dodgy since I get overwhelmed a bit too often at this stage.

The settings are
Land 40%
Continents 70%
10 AI plus barbarians
Gigantic map.

This allows the AI room to get big without interfering too much with each other. An unbelievably tough game on 'Very Hard' level.

As for the changes to the money producing improvements I'd go easy here. The amount of money is about right the way it is. Unlike earlier versions I never at any stage had enough cash to buy a wonder outright. If anything there may still be a bit too much. It is certainly a nice feature that banks etc are only profitable in commerce cities but not elsewhere. This locks that city into a commerce mode. City differentiation is a good thing.
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Old June 3, 2002, 10:33   #54
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Thanks Lou for the clarifications on these issues.

Quote:
Originally posted by Lou Wigman
As for the number of scientists these are necessary to keep up with the AI. It gets an enormous science advantage. Even with these numbers my infantryman and cannons were facing up against machine gunners, tanks and bombers. Quite an adrenalin rush that!
A side note...Unlike civ3 when early game units can beat later game units, CTP2 does not seem to have that problem, so getting tech parity is very important.

Yes, I know its a cheap shot...

I was mostly concerned with runaway pollution affecting tiles. My original intent was to use population pollution as a means to affect happiness. Think of it as disease - so the population pollution reducers are mostly medical and sanitation-based improvements.

Actually in 1.32, I I did not have a pollution reducer for the Drug Store, and the percentages for the Modern based reducers needed to be higher, because cities with a lot of population do generate a lot of population pollution (based on testing yesterday). So my new numbers should help in this regard. My goal has always been to make the need to use entertainers more of a priority as you get later into the game. I may still do some tweaking on these numbers though.

As for the maintenance costs, the use of specialists should always cost the player in other areas, and I was glad to see your breakdown. When you initially posted your impressions, I was thinking that you were not using so many specialists, and if that was the case, then something definitely needed to be done.

I may revert back to what I had set up in 1.32, or not make the maintenance costs so drastic. Still have to think on this issue...
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Old June 7, 2002, 03:51   #55
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Dark Ages
Basic to the civ style games is the concept of continous ptogress. This is very much a Western concept based on the last few hundred years. For most of history in most parts of the world 'progress' was either very slow or non existent. Indeed decline was just as prevalent as progress.

Cradle recognises this in part by including the 'Dark Ages' but then fails to do anything with it. Let me test the waters with a few ideas.

Is it possible to link the dark ages with 'Monarchy' as the most advanced government and make Tribunal Empire and Republic unavailable?

What is certainly possible is to make this era more realistic from a military point of view. That is, make it weaker. This accords very well with the European experience. Europe was all but overun by the Ottoman Turks and was basically powerless to stop it.

I suggest that the 'Knight' become the most powerful unit available and that 'man at arms' should be made significantly weaker. More akin to a hypapsist. This means that the 'legion' unit has to disappear from the build list.

What I am trying the simulate here is a forced period of 'decline' before further 'progress' can be made.
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Old June 7, 2002, 13:07   #56
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Re: Dark Ages
Quote:
Originally posted by Lou Wigman
Basic to the civ style games is the concept of continous progress. This is very much a Western concept based on the last few hundred years. For most of history in most parts of the world 'progress' was either very slow or non existent. Indeed decline was just as prevalent as progress.

Cradle recognises this in part by including the 'Dark Ages' but then fails to do anything with it. Let me test the waters with a few ideas.

Is it possible to link the dark ages with 'Monarchy' as the most advanced government and make Tribunal Empire and Republic unavailable?
I do not know if there is a conventional way to obsolete a government - I know that there is a way to do that with units/buildings though. There are some flags that do not work in every one of the .txt files. Still, it can be tested.

If this works, I would probably use Theocracy as the first of the Medieval Governments, simply because this mod was developed initially from a more Western mindset. It was the power of the Church that helped establish many of the European monarchies, and logically, the monarchies eventually surpassed Rome in true power.



Quote:
Originally posted by Lou Wigman
I suggest that the 'Knight' become the most powerful unit available and that 'man at arms' should be made significantly weaker. More akin to a hypapsist. This means that the 'legion' unit has to disappear from the build list.
The one thing I have been trying to do is to maintain the AI in terms of its ability to advance. I've wanted the AI to continually upgrade/grow and not experience any dips in its ability to put out the strongest forces and to advance as quickly as possible through the tech tree.

Off the top of my head...The one (potential) problem I see is that there is no easy way to prevent the human player from exploiting the tech tree to use this unit decline against the AI. Let me explain - it is based in large part on the fact that aspects of the AI are scripted...

Generally, at the harder levels, the AI is still ahead of the human in tech at the Dark Ages. I had given some thought to this concept when I set up the Dark Ages, but what I ended up doing is flow all of the techs through the Dark Ages, and doubled the cost of the Dark Ages over comparible advances.

Also, in Cradle 1.3, the Man-At-Arms was weaker than the Legion - at least in my current game I ended up never building them. I was finding was that the AI was losing a lot of Man-at Arm units when it attacked my Legion stacks.

As you get into the mid-game now, the unit stats for an infantry-type unit will not have too much variance in its attack/defend numbers to help the AI build forces that can act as both attack and defend stacks. I have changed the stats of the Man-at-Arms in 1.32 to make it stronger, both defensively and offensively, than the Legion, mainly from the standpoint to keep the AI supplied with the best unit, because the AI is scripted to build the most technologically advanced unit available on the list.

When the human player gets the ability to build Legions, all he has to do is make the decision to build a ton of of them before getting to Dark Ages. From an offensive standpoint, he can time an attack based on when an AI civ goes into the decline knowing that the AI will not be able to build the strongest unit to counter him. And it works the same way on the defensive side of the coin - he will be better prepared to handle any AI attacks when the human is in the Dark Ages.

In fact the human player can shut off science for a time to allow him to build even more Legions, and then also build more science improvements during that time. Then when he cannot hold it off any longer, he can beeline through the Dark Ages and any other techs to get to the point where he can recover by putting everything into science/gold. This could be a potential fail-safe strategy.

The AI cannot think along those lines though...

My biggest problem in my games now is matching the AI on unit strength, not so much on sheer unit numbers - give me units that are stronger than what the AI can put out and I would find the game a whole lot easier.

This is not to say that this cannot be simulated as you described, and I may be off-base on my analysis. Any comments by others?
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Old June 7, 2002, 15:13   #57
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Re: Re: Dark Ages
Quote:
Originally posted by hexagonian

I do not know if there is a conventional way to obsolete a government - I know that there is a way to do that with units/buildings though. There are some flags that do not work in every one of the .txt files. Still, it can be tested.

If this works, I would probably use Theocracy as the first of the Medieval Governments, simply because this mod was developed initially from a more Western mindset. It was the power of the Church that helped establish many of the European monarchies, and logically, the monarchies eventually surpassed Rome in true power.
Just a small look into my flag list and I know that the ObsoleteAdvance flag is available in the government.txt. And I think it will work, so far most entries work espealy the standart ones like this one, except in the goods.txt.

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Old June 7, 2002, 21:51   #58
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I appreciate what is being said here. But the idea that a civ is weak for a period of time and hence vulnerable is an appealing one. My experience is that the man at arms is not weaker than a legion at all. Compare these two armies which I might typically use :

Flanker x2
Legion x6
Composite archers x4

versus

Flanker x2
Man at arms x6
Composite archer x4

The main punch here comes from the archers. Since the man at arms is able to defend the archers for longer, the legion will collapse! That's been my experience anyway.

Irrespective of this I believe that the idea of making certain earlier forms of government become obsolete has merit in its own right.
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Old June 8, 2002, 00:52   #59
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Are you currently using 1.32? If so, then you are seeing the effect of the Man-at-Arms with the improved stats. They should be able to overpower Legions. At the same time, the Legions do have a bonus against mounted units, making them a more versatile unit themselves.

The more I think about it, the obsolete government idea has merit in that it can simulate a slowdown of research, which is one of the most important aspect of the Dark Ages. This will not affect the AI so much as the reduced unit stats either.

Lou, if you are handy with files, can you run a test for me in your next game. Go into the CRA_govern.txt file and add the following flag

ObsoleteAdvance ADVANCE_DARK_AGES

to all of the Ancient governments

DYNASTY
CITY STATE
OLIGARCHY
REPUBLIC
DICTATORSHIP
TRIBUNAL EMPIRE

except
TYRANNY and ANARCHY.

Boost the max city number in TYRANNY to 25. This is lower than the 30 for TRIBUNAL EMPIRE - the thinking here is that the human player is usually closer to the city cap of 30 than the AI, and if he is over the cap, there will be more difficulty in maintaining a stable happiness.

Increase THEOLOGY advance cost in CRA_Advance.txt to 40000, making it harder to get to the Medieval government tech tree - all of the Medieval governments start at that point anyway.

Go into CRA_strategies.txt and make sure that all of the various strategies have entries for THEOCRACY. The entries will look like this below (there are several entries like this in the file), and to activate the type of government, it needs to appear in the proper sequence as to where it falls on the tech tree. (the top list is the actual list used by the AI - the bottom list is the remaining governments and are turned off by the //

I believe that if the AI has no options, the AI will default to TYRANNY, so it will not need a duplicate entry in the list.

// GOVERNMENT SETTING
//

Government GOVERNMENT_CORPORATE_REPUBLIC
Government GOVERNMENT_FASCISM
Government GOVERNMENT_CALIPHATE
Government GOVERNMENT_THEOCRACY
Government GOVERNMENT_TRIBUNAL_EMPIRE
Government GOVERNMENT_DICTATORSHIP
Government GOVERNMENT_REPUBLIC
Government GOVERNMENT_DYNASTY
Government GOVERNMENT_TYRANNY

// other governments
// Government GOVERNMENT_TECHNOCRACY
// Government GOVERNMENT_ECOTOPIA
// Government GOVERNMENT_VIRTUAL_DEMOCRACY
// Government GOVERNMENT_DEMOCRACY
// Government GOVERNMENT_COMMUNISM
// Government GOVERNMENT_MONARCHY
// Government GOVERNMENT_OLIGARCHY
// Government GOVERNMENT_CITY_STATE

Finally go into the
CRA_advancelists.txt file
and move the entry
Advance ADVANCE_THEOLOGY
right after
Advance ADVANCE_DARK_AGES

This will help the AI get out of the Dark Ages quickly.

I would probably test it, but I am in a very good game now and I want to play it out - this game may take a few more weeks or even months - and I do not get to play as much I wish.

Finally, (and this is for any player) if you want to try any more changes anywhere in Cradle, feel free to do so on your setup and report back to me the findings, and I'll bundle it in if it works - I do ask that you send me a gamefile (and any changed text files) so I can see the effects though. If you are not sure, post a request as to how to change something.
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Old June 8, 2002, 12:51   #60
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Hex sez....

Boost the max city number in TYRANNY to 25. This is lower than the 30 for TRIBUNAL EMPIRE - the thinking here is that the human player is usually closer to the city cap of 30 than the AI, and if he is over the cap, there will be more difficulty in maintaining a stable happiness.

---------------

Has there ever been any testing with the idea of reducting the empire sizes for ALL govt types? If the human is using this to pull ahead of the AI (especially in the latter stages of the game) and the AI isn't using it, then maybe the human empires should be reduced slightly. That would give empire builders something to consider besides who to kill and who to spare (namely, how to deal with all those rioting citys).

Further, has anyone else looked into the advantages of drasitcally shortening the "stance upgrade" times. Taking 15 turns to go from peace to alert (and then another to go to war) is way too long. And this is shown by how few people EVER use it. I experimented with reducing the times to no more than 4 turns per level (I don't remember how I factorded the breakdown, but once I reinstall 1.32, I'm going to repeat it). It really adds an element into the game, namely that it can occasinally push fence-sitting AIs to attack you (which livens up the peace and gives the player excuse for some "clobberin' time".

Sorry I've been away from the base for a while. Been reading the messages but haven't had a chance to participate. I got plaster all over a train layout and a book half-written. Busy, busy, busy...
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