[0.61] Gilmoy's Bugs and Grumbles

[0.60] Beta 3, no patch, no opt-in.

A. Fun, fun, fun

A1.  Black holes are black.  They no longer twinkle through the fog.  Grumble.  (Yaay!)

A2.  Sound effects.  No problems yet.  (As others have noted, some sounds are too long.)


B. Major mechanism revisions

B1.  Approval is micro-free

  • Approval is now completely independent of wealth!  This actually eliminates micro: now there is nothing you can do in the wheel that affects approval.
  • Approval is now entirely(?) determined by a new Food-like quantity called Goods & Services.  Improvements, techs, and starbase modules give this.
    • +8: civilization capital
    • +4: colony capital
    • +2 Entertainment Center => +4 Entertainment Network
    • +1(!) per level of Approval improvements
      • Paradise hex (Approval +3) is now studly: an Ent Center gives +2+3 = +5, which satisfies 5.0 bp.  That lets you run at max Approval bonus tier for 20-30 turns of growth.
  • Approval% seems to use the rule:
    • if (pop < Goods&Services) then 100%;
    • else it decays by some function.
  • Approval bonus tier is now almost(?) a smooth function.  I think it's pointless to tabulate it, because anyways you cannot micro your Goods & Services, so it will staircase sporadically as you complete buildables.

Some notes:

  • Civ capital starts with 10 bp and 8 G&S, so on turn 2 your approval will drop below 100%.
  • Gambit: On turn 1, have your colony ship land-and-depart your homeworld and take off an extra 2.5 bp.  This fills your colony ship, and drops your homeworld to 7.5 bp < 8 G&S, which gives you 100% approval for a few turns.
  • Colony from half-full colony ship will start with 2.5 bp and 4 G&S, so it will be at 100% Approval for ~10 turns.

B2.  Population-to-raw production decays

  • At very high pop, the exchange rate of pop to raw production is much less than 1.0.
  • Conversely, low-pop planets seem to get a bonus, with 1.0 bp =?= 1.33 raw.  (Earth with +50% Production from max Approval was getting ~2.0 raw per 1.0 bp.)

C.  Things that Make Me Micro:

C1. Queues are still lossy.  Excess social production and research does not carry over.


D.  XML Placeholders

D1.  Terran improvement bonuses still seem overpowered, e.g. Basic Factory +25% Manuf is as good as everybody's Solar Power Plant.  I haven't looked at Drengin, but they used to suck in comparison.  I assume all XML numbers will get some global re-balancing later ... so I'll just abuse it for now :)

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Reply #1 Top


C.  Things that Make Me Micro:

C1. Queues are still lossy.  Excess social production and research does not carry over.


End of quote

 

-Projects. As Yor you get 0.2 growth for 0.1 Manufacturing 0.4 for 10, 0.4 for 19.9, 0.6 for 20 etc.

Reply #2 Top


A1.  Black holes are black.  They no longer twinkle through the fog.  Grumble.  (Yaay!)

A2.  Sound effects.  No problems yet.  (As others have noted, some sounds are too long.)
End of quote

a1) still twinkle just much less noticable since you can zoom out further

a2) there a little intrusive being able to turn them down indepentely of each other say by group (actions, turn, ambient sounds, combat)

Reply #3 Top

[0.61].  I skipped Beta 2 for real life, so Beta 3 is my return to actual gaming.

Terran, large (all default settings), 5 Godlike.  Colonizable planets are few, but not too bad.  On turn 78, I have 6 colonies, which is just about a tolerable burden for my micro style.

  • I still micro everything.  Some habits I will never change :hrmph:
  • I am playing my default growth/weenie style, not (yet) influence growth.

Alas, I have largely ignored (so far) almost all of the Beta 2/Beta 3 additions.

  • I have met 3 other races' ships (not Altarian yet).
  • UP has not yet convened.
  • No trade routes.  I have not built any freighters (and probably won't).
  • No diplomatic trades.  I have not abused negotiations to buy out AIs for cheep.  (Krynn's survey ship severely punished me by stealing 3 Artifacts.  That's 3 fewer chances for His Head Explodes.)
  • I met Iridium's survey ship, and promptly shot it down (which declares war).  Then I used a halfway mining starbase to extend my weenies, and Iridium is no longer space-faring.
  • I am 4th (of 5) on the Power scale.  Iridium is in last place (of course).

==================
Gameplay Grumbling: Strategic-level Decisions (and why there are so few of them)
==================
Other than micro-hell draining all of my attention away, around turn 75 I hit one strategic decision point that actually caused me to stare at the wall and think for three minutes without twitching.  The micro-level decision was fairly innocuous: What shall Earth's shipyard build?  But for the first time in the game, this question had no knee-jerk answer.

  • no empty planet to colonize
  • no starbase to upgrade
  • Iridium backfield already owned
  • three sensor-wagons already en route (with full overlapping coverage of my border)
  • I don't build freighters, nyah nyah

There was literally nothing (simple) left to do.  Hence, this one ship-build should spawn and advance a new strategic-level plan.  I could not think of one!

In a more open-ended game, I might chafe at the monotony of having a paucity of grand options for things to do.  But given that GC3 is a 4X, and I'm trying to win the game by subjugating AIs, I suppose it's tolerable that the game should steer me toward a small palette of plans that involve beating another AI.

Hence, for a challenge and a field test, I think I've just decided to open a two-front war vs. Drengin, who happens to be #1 in power with about 2x power over me.  I actually expect this to be not-enlightening in uninteresting ways.  The placeholder AI still does nothing with its combat strength, and seems to be blind to each individual race's peculiar abilities.  I expect the AI/Drengin to play exactly the same way that AI/Iridium et al. have been playing.  (If I discern any differences, I'll post.)

So now I'm in a fun tech-race to catch up to Drengin's massive lead in weapon techs + ships in play.  I just need to take down his air defenses once, and then I can prevent him from rebuilding.  (Which is the same cheesy anti-shipyard trick from Alpha 0.31, but let's look beyond that and assess the tech-race itself.)

Things will improve once I hit Age of War and invade all of Iridium.  Then I might open two more fronts.  Bring it on, I laugh (benevolently) at your diplomacy.

Reply #4 Top

[0.61] Ideology issue:

  • [bug] Benevolent Breakthrough does not deduct 45 Benevolent points.
  • [UI-flaw] When I complete a tech (normally), and unlock Breakthrough before visiting Technology, then I must loop back to Ideology to see my +300(?) rps update the research progress bar.  In more detail:
    • I finish a tech normally.  Let #A = W4 Kinetic Weapons (for my railguns).
    • At the next turn-start, my Missionary Center's +1 Benevolent point per turn gives me exactly enough to unlock a tier 3.
    • The only remaining tier-3 is Breakthrough.
    • Without clicking Technology to choose a new tech, I click Ideology.  Now I'm trapped in the Ideology screen until I unlock (but that's OK).
    • I select Breakthrough and click Unlock.  It does not deduct the 45 points.
    • I click Done (to exit Ideology).  As expected, this takes me to the tech newsbot for #A, then the technology screen.
    • Within the tech tree, I select #B = W5 Kinetic Range Extension.
    • I click Done (to exit Technology).  My research progress bar does not update.  It still shows 0 pixels.
  • Work-around: In the same turn, re-enter Ideology and go down the waterslide.  This forces it to update.
    • I click Ideology to re-enter the screen.  I cannot unlock anything.
    • I click Done (to exit Ideology).  It takes me directly to the Technology screen (but not the newsbot).
    • I click Done (to exit Technology).  My research progress bar promptly updates to ~80% of #B (as expected).
  • I don't know what happens if you skip the work-around.  Maybe you lose your Breakthrough bonus ??

It's a placeholder UI.

Reply #5 Top

[0.61] Bizarre production bug: 11.1 mp exactly produced 207 bc.

Extracted to https://forums.galciv3.com/460244/page/1.

Reply #6 Top

Micro is the micro-hell scale.  Macro is the grand, sweeping policy-level decision scale.  It follows that one macro-level decision can cause you to retool your entire production base, move your shipyards, commit to a tech path, and trundle your ships, all to fulfull one harmonious objective.  Seen as a tree-of-orders superimposed over your empire, it might dominate and unify 80% of your units (planets, ships, starbases, tech-path).  It may persist for 50-100 turns, until you've achieved your macro objective (or you must fight fires of such distraction that they force you to pull back or abandon, c.f. the Punic Wars).

Generalizing, a macro-level decision may involve replacing your tree-of-orders, from whatever you were doing before to what you'll do now.  This is why we stare at the wall for several minutes and weigh the cost.  N.B. CEOs do exactly this when they issue a 2-paragraph statement that shifts 1/3 of their corporation toward a new horizon-goal.  Humans are pretty good at doing this kind of macro-level thinking.

For yuks and a field test, and because already I'm getting kind of bored of being kind, I committed to a macro-level decision that

  • I (Terran, power ~800) shall conquer Drengin (power ~1400) by military butt-kickage.  I chose Drengin because they're #1 in this game.

Let D = the turn I made this grand decision.  At D+10, we are still at peace while I trundle my weenies across the fairly large gap (~50 hexes!).  Some broad observations:

  • The placeholder AI mis-manages approval.  Drengin's planets are at 35%-55% approval.  (Krynn are at ~60%.  Iridium don't count since I'm playing whack-a-shipyard.)  I'm at 100% throughout.  So I am almost surely out-producing and out-researching faster than Drengin, despite the power gap.
  • The placeholder AI is oblivious to a build-up.
    • Range extension.  I have a naked mining starbase (two Durantiums, yaay!) halfway, which lets my sensor wagon see Drengin, but my weenies are ~4 hexes short of fighting.  I am 5 of 6 turns into a 2nd range/mining starbase in Drengin ZoC that will let me swarm his backfield.
    • Stream of weenies.  It takes my speed-5 weenies almost 10 turns to fly the gap.  I have about 10 of them at or near Drengin's borders.  The forwardmost 2 of them have sat adjacent to his planets for several turns (using Open Borders from Universal Translator), until I pulled them back to upgrade.
    • Tech peeking.  Whenever you finish a tech, do all other players immediately see it in your Diplomacy list of techs for trade?  Even if you don't trade them away, they can still see what you've been researching(Consider, if necessary, the Diplomacy-free game style in which nobody trades techs, so your list of tradeables does reflect your own work.)  Then all AIs should see my tech-path as a blatant declaration of intent to invade some planets, because I kinda-sorta beelined to it at AoW.
    • No response.  Of course I expect the placeholder AI to have no geometrical reasoning capability.  Still, this is about the slowest possible way to prep for a grunt war, and yet ... it's going to work.  It's been an intriguing exercise in running a pre-invasion arrangement.  The build-up phase is 90% of the time and effort!!  This is historically accurate, e.g. the Roman legions, or Napoleon's troops, would march 50-100 days to fight once for 8 hours and win.
  • The placeholder AI builds insufficient fleet strength.  With Improved Logistics for +2 = 12 logistics per fleet = 4 Small hulls (and railgun with range extension), I expect to kill his Cutters et al. 4-v-1 until his standing forces are wiped out, then whack-a-shipyard until my transports arrive.  I just need to momentarily outnumber him.  We know the placeholder AI does form fleets if you give it time.
  • I admit (without shame ... it must be my vast benevolence, uh huh) that this entire grand strategic plan essentially amounts to a Battlestar Galactica ambush, where I'll line up my fleets-of-4 within sprint range of his backfield, and then ... let the first salvo also auto-declare war.  It's viable only because the placeholder AI is so utterly blind to it.

More deeply, the very concept that a grand strategy decision creates (and thus is) a tree-of-orders over your empire is a bit of a revelation.  The real AI should plan at this level, because it will surely need to do all of the above to launch gap-crossing invasions of human player space.

The war vs. Drengin will probably begin around D+20.  More on it as it unfolds.

This is what happens when I'm bored ;)

Reply #7 Top

If you zoom in to a "star" in the fow and click the mouse and slowly move the camera, you can see faint black hole particles! :D

 

DARCA '_;