Moderator: Cartographers
carlpgoodrich wrote:One comment that I was going to save until later is that the TSF's and the doomsday device are not really advanced techs because there are no "basic" versions of them. The TSF's should probably be located directly under the Labs, since they are more of a spring board to other techs than a tech itself, the doomsday device probably belongs as the last of the basic techs. I think it would look fine to move the thick tube that separates the basic and advanced techs down a bit so that things fit.
carlpgoodrich wrote:Thanks Tanarri for the explanation. I understand the rationale behind using this method to calculate neutral counts, however I think it leads to some results that won't make sense for how the gameplay will unfold. For example, I would argue that the more important "turn" quantity is how many turns does it take to research the tech, not how many turns after you get the benefit do you break even. Of course, this is much harder to measure.
I disagree with you about bringing the open conscription cost down so much. This is an advanced tech that will be used primarily in the later stages of a game. At this point, it becomes incredibly powerful (it has the potential to be more powerful than the doomsday device). Unlike Activated reserves and Deep mining, I forsee this tech as being a game changer (i.e. if there are only two or three players left, then the first with this tech gets a huge advantage). Accordingly, I like the neutral count of 90 (or as in my last post even 100).
As in my last post, I agree with you on secret conscription. I think 20 world work well.
Finally, I think we have to give people the option of being able to get a tech on their first turn (if they devote all their troops on that turn to research) to help move the map along. Otherwise, I am worried that the first few turns will be very boring. Therefore I think standing army, which is the most basic/fundamental tech, should have a few less than the maximum number of troops you can have on a lab to start your first turn. If memory serves, labs start with 9 and the first turn deployable is 6. Therefore, 12 I think is ideal, although 15 would be ok if labs started with a bit more.
Actually, now that I think about it, it would be nice to make people choose between TSF and Standing army on their first turn. How about keep the labs at 9 (so max is 15), then move TSF's cost down to 12 and have Standing army at 15. Therefore, they can go the safer rout and take the TSF or they can risk getting bad dice and try for the standing army, which gives the same number of troops but they are deployable rather than autos.
TaCktiX wrote:carlpgoodrich wrote:One comment that I was going to save until later is that the TSF's and the doomsday device are not really advanced techs because there are no "basic" versions of them. The TSF's should probably be located directly under the Labs, since they are more of a spring board to other techs than a tech itself, the doomsday device probably belongs as the last of the basic techs. I think it would look fine to move the thick tube that separates the basic and advanced techs down a bit so that things fit.
I'm going to disagree on two different fronts. One is the fact that if I implement this I'm going to break the symmetry that I just established with the Basic and Advanced researches being in clear, rectangular boxes. No confusing loop-de-loops, no weird organization, clearly demarcated. Which is good for a complex map.
Second, I've been thinking of Basic and Advanced this entire time in terms of "cost." Yes there are three pairs of Basic and Advanced where one follows the other, but Doomsday is the most expensive technology there is. If it ISN'T advanced, something is wrong with the research priorities of the country in question. And since TSF is essentially a lab with more abilities, it's an Advanced version of the Lab itself. So taking these two together, Advanced is a way to denote that the researches in question should be saved until later. With TSF as cheap as it is though, I wouldn't be averse to switching Zeppelin Strikes with TSF. Consider that Zeppelin Strikes costs more than Activated Reserves does.
TaCktiX wrote:The title says it all: Research AND Conquer. To oomph it some more, the flavor text "Only the Most Advanced Shall Triumph." We want research to be an integral and required part of the map. It offers the greatest rewards, the greatest flexibility, and the greatest chance of winning (c'mon, Doomsday vs. attacking everyone else?). But in all likelihood, going pure research is a death sentence as you won't be able to take advantage of most of the bonuses, nor will you be able to defend your borders very effectively. So while research is required, some degree of conquering is as well. Where a player strikes on that spectrum (the middle ground) is where all the choice is, and where we should aim the map to stand. The extremes should not be possible as viable paths to victory against informed opponents.
And for reference, labs start with 6, not 9.
-=- Tanarri -=- wrote:Alright, so if I understand correctly, the map is intentionally being designed to discourage Conquer heavy strategies. For example, if someone were to consciencely decide to spend 3/4 of their reinforcements on Research and 1/4 on Conquer, they should expect much better results than spending 3/4 on Conquer and 1/4 on Research.
TaCktiX wrote:carlpgoodrich wrote:One comment that I was going to save until later is that the TSF's and the doomsday device are not really advanced techs because there are no "basic" versions of them. The TSF's should probably be located directly under the Labs, since they are more of a spring board to other techs than a tech itself, the doomsday device probably belongs as the last of the basic techs. I think it would look fine to move the thick tube that separates the basic and advanced techs down a bit so that things fit.
I'm going to disagree on two different fronts. One is the fact that if I implement this I'm going to break the symmetry that I just established with the Basic and Advanced researches being in clear, rectangular boxes. No confusing loop-de-loops, no weird organization, clearly demarcated. Which is good for a complex map.
Second, I've been thinking of Basic and Advanced this entire time in terms of "cost." Yes there are three pairs of Basic and Advanced where one follows the other, but Doomsday is the most expensive technology there is. If it ISN'T advanced, something is wrong with the research priorities of the country in question. And since TSF is essentially a lab with more abilities, it's an Advanced version of the Lab itself. So taking these two together, Advanced is a way to denote that the researches in question should be saved until later. With TSF as cheap as it is though, I wouldn't be averse to switching Zeppelin Strikes with TSF. Consider that Zeppelin Strikes costs more than Activated Reserves does.
carlpgoodrich wrote:Thanks Tanarri for the explanation. I understand the rationale behind using this method to calculate neutral counts, however I think it leads to some results that won't make sense for how the gameplay will unfold. For example, I would argue that the more important "turn" quantity is how many turns does it take to research the tech, not how many turns after you get the benefit do you break even. Of course, this is much harder to measure.
-=- Tanarri -=- wrote:carlpgoodrich wrote:For amusement (and procrastination at work) sake, I messed around a bit with the version 5 draft and tried to figure out what the common attack paths were without specifically going for extras for Conscription techs.
OliverFA wrote:Thanks carlpgoodrich and Tanarri for your comments about Standing Army and Activated Reserves
I tend to agree with you that maybe Standing Army (SA) tech could be lowered down a little bit (and consequently reduced in its cost) in order to provide a "fast" tech to grab early at the start. But I wouldn't reduce the power of Activated Reserves (AR) because I want it to have some utility at medium/late game. The point of SA is getting an early boost. The point of AR is having a(n almost) decent income during the late game even if you have few land. So in extreme situations when your empire is almost lost, you will have at least 18 armies for defending or for trying a desperate attempt at research.
With that in mind, I agrew with you in reducing SA from +6 to +3 and increasing AR from +9 to +12
- Standing Army:
+3 armies --> for a total of minimum 6 armies --> 3% of maximum OC bonus --> Cost 12- Activated Reserves:
+12 armies --> for a total of minimum 18 armies --> 10% of maximum OC bonus --> Cost 50
I am a bit concerned with SA costing only 12 armies, but I am also afraid that if it costs too much players will just skip it, and I want it to be useful for an early boost and not only as a path to AR.
OliverFA wrote:TaCktiX wrote:carlpgoodrich wrote:One comment that I was going to save until later is that the TSF's and the doomsday device are not really advanced techs because there are no "basic" versions of them. The TSF's should probably be located directly under the Labs, since they are more of a spring board to other techs than a tech itself, the doomsday device probably belongs as the last of the basic techs. I think it would look fine to move the thick tube that separates the basic and advanced techs down a bit so that things fit.
I'm going to disagree on two different fronts. One is the fact that if I implement this I'm going to break the symmetry that I just established with the Basic and Advanced researches being in clear, rectangular boxes. No confusing loop-de-loops, no weird organization, clearly demarcated. Which is good for a complex map.
Second, I've been thinking of Basic and Advanced this entire time in terms of "cost." Yes there are three pairs of Basic and Advanced where one follows the other, but Doomsday is the most expensive technology there is. If it ISN'T advanced, something is wrong with the research priorities of the country in question. And since TSF is essentially a lab with more abilities, it's an Advanced version of the Lab itself. So taking these two together, Advanced is a way to denote that the researches in question should be saved until later. With TSF as cheap as it is though, I wouldn't be averse to switching Zeppelin Strikes with TSF. Consider that Zeppelin Strikes costs more than Activated Reserves does.
I also think about basic and advanced techs in terms of costs. For that reason I would suggest to make the change that you are pointing yourself. Swap TSF and Zeppelin Strikes. TSF makes more sense as a cheap tech, and Zeppelin Strikes, even if it does not have a basic version, certainly looks more expensive than TSF.
OliverFA wrote:About the conscription techs:
The debate here is only about the cost, as everybody agrees about the effect (which is good ) I think it's not correct to say that those techs require territories to be conquered in order to obtain their effects. Remeber that even without Secret Conscription (SC) players get +1 army per each 3 territories. So the bonuses here are added bonuses. Very important bonuses, but added ones.
For SC I am comfortable leaving at 25 armies, but Open Conscription (OC) I agree more with 90. OC is just a too good technology. You get 1 army per each territory no matter what. And this cannot be broken except by taking each territory. If OC is too cheap, everybody will have epic armies. Keeping it at 90 will make it a choice for the late game. Somebody will pick it and somebody will prefer other options. SC on the other hand with 25 armies is likely to be researched by everybody.
- Secret Consctiption:
+1 army per 2 territories --> Cost 25- Open Consctiption:
+1 army per 1 territory --> Cost 90
So this is a bit in line with Standing Army and Activated Reserves techs. The basic version is somewhat easier to get, but the advanced costs a bit more, as it is a lot more powerful.
OliverFA wrote:Those are the new tech values:
*snip*
Changes:
- Lowered Standing Army bonus from +6 to +3 and cost from 15 to 12. Reason: Make it more accesible as an early basic tech.
- Raised Activated Reserves bonus from +9 to +12 so the final bonus stays at +18, and changed cost acordingly. Reason: Keep this tech valuable as a last stand in the late game.
- Kept Secret Conscription cost at 25. Reason: Less than this would be too cheap.
- Raised Open Conscription cost from 75 to 90. Reason: Is a very powerful tech not ony because of the big bonus it provides, but also because the bonus is unbreakable
- In general, basic techs cheaper than their advanced counterparts.
And by the way, Merry Christmas!
MarshalNey wrote:I believe that all major concerns about gameplay clarity and balance have been addressed. Further discussions on gameplay can take place in the Graphics Workshop, as this map ultimately needs Beta testing in order to have truly fruitful progress in this area.
And so, after a long time coming, this map has been approved for gameplay.
MarshalNey wrote:The above post notwithstanding, I have a few parting thoughts-
The Doomsday Device I think is a very good idea, but ultimately I don't like it being attackable without going through a basic tech first. Along those lines...
How about attaching Zepplin Strikes as a Basic and Doomsday Device as an advanced version? The bombardment ability links them already, plus it fits thematically as there has to be a good method of delivering the ultimate bomb/deathrays/etc (see the B-29 Superfortress and the A-bomb as an example).
Just a thought
Merry Christmas everyone.
-=- Tanarri -=- wrote:I could see Activated Reserves being set at +12 for a total of 18 deployable minimum. I do think that 50 is a low cost for a permanent unbreakable and deployable bonus. I think that a neutral of 60 would be a better choice, then at least it would have a 5 turn cost. This would make it on par with OC and owning 1/5 of all the territories, or around 1/3 of the 120 typically conquered territories that I mentioned earlier. I think that this would be a reasonable comparison, especially since the OC bonus can be reduced. While it does allow for a bonus of 1 for every 1 territory (which, for the OC bonus itself is 1 for every 2), those territories are likely to only have 1's guarding most of them and hence be easy to take.
Having SA at 12 is way too low. At the very, very least it needs to be at 15 and even then I would suggest even 18, especially if you're having SC at 25. Comparing it to SC for example, you would need to own 25 territories (1/7 of the board) in order for SC at 25 to be a 6 turn cost. In order to take over 25 territories one would have to expend a fair amount of effort, even if they landed on the blue homeland. I think that SA would still be more than worth it at 18. This map will produce games that will be long enough that 6 turns to receive payback on a tech shouldn't be too much of an issue. If you think that 18 is still too high, then I would suggest absolutely no lower than 15.
-=- Tanarri -=- wrote:I had planned to save this feedback until we reached the point of discussing TSFs, but if this change is about to happen because of the above listed reasons, then I should mention it now...
I strongly disagree with the idea of TSFs being only +3 autodeploy. The entire point, as far as I am aware at least, of TSFs is to provide a bonus for players who make a conscience decision to play a more research heavy strategy. If this is the case, then having something that is only a +3 autodeploy is pointless, as is having them cost so little, since it's hardly any investment. I would suggest raising the TSF bonus to something more like +8 or +10 and have the tech cost around the same turn cost as Activated Reserves, perhaps slightly higher. The thinking behind this is that TSFs would not require going through a basic tech (SA) in order to get the bonus, however they are an autodeploy and would not allow a player the same flexibility as Activated Reserves would. I think, perhaps, if TSFs were put at +8 then 45 (around 5.5 turns) would be a good cost and if it was set at +10, then either 55 or 60 would be a good cost.
Using these bonuses and neutral values, it allows a player to over the long run gain a distinct research advantage, however it has a signficant upfront cost which makes it so that it's not a tech that everybody will research as a matter of course, no matter what their strategy is.
-=- Tanarri -=- wrote:On another note, it seems that there's still some discussion to have over whether basic techs are prerequisites for advanced techs or not. If they aren't, then I would suggest having the cost of TSFs be increased in turn cost according to their ability to research all advanced techs without the basic ones first; something that is a significant advantage and should be reflected in their cost, even if they remain as low in bonus as they are now. If basic researches are prerequisites, then I think the values that I posted above are good.
OliverFA wrote:That's a valid point. I had not debated about TSF yet because we were busy with the other techs. But with SA and AR closed, we can now open the TSF debate.
I think you are right about +3 being too low for the tech to make any sense. Maybe +10 is too high. So +8, which if I remember correctly was the originally proposed value, would be a good compromise between making the tech useful and making it too powerful. Also, the cost of 45 seems good, because it forces players to choose between an early investment for tech boost or using their armies somewhere else.
TSF can attack any tech, but you must have the basic tech in order to enjoy advanced tech benefit. However, there is no way to apply this to Zeppelins and Dommsday, so I think you are right in raising the cost a little bit to compensate for this. I say this is worth 5 more cost, for a total cost of 50 and a bonus of +8.
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