JetJaguar wrote:
Because this is the only reason not to take everything you can, I think that this new mechanism needs to be very strong and have an impact as soon as you start taking any. Even if the other AIs hate the faction you're conquering, it's still very much in their best interest to realized the threat of a conqueror who has taken the core cities of other factions. Else they'll never compete. It also makes the decision to conquer another city a diplomatic one: How will the rest of the world re-act to this?
Well, right now the mechanism is only indirectly reacting to city-captures and also is quite moderate.
It only becomes stronger the bigger your advantage gets.
As I mentioned somewhere else before. It is a thin line to walk.
But you just gave me the idea to try something along those lines:
When a city is captured, it could worsen relations others have towards the aggressor by the following formula:
population of the captured city/population the one who lost the city had before * relationship I had with the faction that lost the city * (1 - myAggressiveness)
This means:
If you capture a small town, noone will actually give much about it.
If you capture a big city, it will be a much bigger deal.
If you capture the last remaining city, you will gain a lot of hate for commiting genocide.
The multiplier at the end means: Factions who are aggressors themselves care less about someone conquering cities than factions who are normally peacefull. But maybe it would make even more sense the other way around.
Example: You capture a size 25 city from Terra Salvum, who still have their size 31 capital and a newly found size 2 city.
The Ambassadors liked them quite a bit, let's say 0.9.
Heid was also at war with them and had a relation of only 0.1.
Now your relationship with the ambassadors worsens by:
25/(25+31+2)*0.9*(1-0.15) = 0.33
while the relationship with the Imperium only worsens by:
25/(25+31+2)*0.1*(1-0.65) = 0.015
JetJaguar wrote:
I really like your ideas for superior AI defense. As far as the staying in vs moving out of cities question goes, while I understand that staying in in many situation may be the wrong decision, I think that overall staying in is the safer and easier choice. and of course defensive buildings should be a top priority always (so far, I've noticed the AI recognizing this quite well).
Well, staying in sometimes is so bad, that I can't go with the "easier choice". Note: There's alien sieges too. Which means one or even several spitters who damage all units in the city every turn, while other alien units never attack and just give vision to the spitters. I have seen several cases of this in my test games. It is an extremely awful sight, when 3 aliens with a combined strength of 4.5 contain 12 strength worth of troops like that.
So it really should be dynamically adjusted to the strength of the units outside of the city.
When there's an easy solution for a quick big improvement, I'll temporarily use it. But in the long run, my ambition is to actually have the AI come to the same conclusions that I would in each given situation. The challenge of this kind of AI-programming lies within translating the players intuition into algorithms and formulas, that simulate it as precisely as possible.
JetJaguar wrote:
Maybe there should also be other deterrents to conquering every city you can. Not necessarily new mechanic, just maybe more conquest migration or something.
Well, in this you have an exactly opposite opinion to some other players, who wanted to have it lowered.
JetJaguar wrote:
Basically, for the sake of game balance, I feel that conquering cities is too efficient compared to settling new ones. The destruction of buildings upon conquest could go far in balancing this.
Once again, for a long time it was seen the other way around by many before the migration after conquest was lowered. (It once has been higher than now)
The factions with economic-bonusses also can become very powerful without having to do anything in particular to do so. So for the factions with military-bonusses it is almost a must to capture something in order to compete in the long run.
This has to be kept in mind.
When you consider multiplayer games, it can be seen there, that it's rare that someone easily loses a city to someone else before quite late into the game. The reason is, that it simply is quite a lot of effort to put in, in order to overcome the defenders advantage.
If the effort to conquer AI-cities becomes equally tough, balancing military vs. research and economy automatically becomes a harder decison.
Like if you focus und research and development while others wage war, you migh have less population but will be ahead in science for quite some time.