[Freeciv-Dev] [patch #5592] civ2civ3: adjust Federation and Fundamentalism govs

2015-02-09 Thread David Fernandez
Follow-up Comment #7, patch #5592 (project freeciv):

On balance, I suspect we shouldn't take this to S2_5 (despite Fundamentalism
apparently being a bit useless without it), since it perturbs the AI behaviour
so much.
I agree.

If not included, I think Fundamentalism would still be useful, when you no
longer need science research, at the end of the tech tree.

I think the part of the patch that affects to Federation could be included in
2.5, but not very important either.

If the AI always goes for Fundamentalism, isn't it going to be even easier
for humans to win the tech race than usual?
This was my fear too, and it is surely true, but my tests lead me to think
that fundamentalism is not the only problem.

If I disable this patch, I see that many AIs keep using monarchy and despotism
in modern times (both are similar when railroad is researched), while few of
them use republic or democracy, needed to really boost the research.

When I enable this patch, it looks like the AIs that used monarchy/despotism,
now tend to use fundamentalism, and there is no real decrease of research rate
compared to monarchy/despotism, because the increment of gold due to tithes
allows to increase the rate of taxes to science, and it compensates the
penalty. 

But I agree the research race would be much more challenging if we get more
AIs using republic and democracy.

Should we have a new ticket to see if the AI can be tweaked to avoid this
before 2.6.0?
Sometimes little tweaks to the ruleset can workaround possible flaws of the AI
that would be hard to avoid in the AI code. 
For example, I suspect that the optional setting happyborders=disabled is
making hard for the AI to keep a republic or democracy.
I'd like to perform more tests with these rules in 2.6. Maybe some little
adjustment allows to see the AI using a good variety of governments again. But
any possible improvement to the AI is always welcome.


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[Freeciv-Dev] [patch #5592] civ2civ3: adjust Federation and Fundamentalism govs

2015-02-08 Thread Jacob Nevins
Follow-up Comment #6, patch #5592 (project freeciv):

On balance, I suspect we shouldn't take this to S2_5 (despite Fundamentalism
apparently being a bit useless without it), since it perturbs the AI behaviour
so much.

If the AI always goes for Fundamentalism, isn't it going to be even easier for
humans to win the tech race than usual? (Untested.) Should we have a new
ticket to see if the AI can be tweaked to avoid this before 2.6.0?

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[Freeciv-Dev] [patch #5592] civ2civ3: adjust Federation and Fundamentalism govs

2015-01-09 Thread David Fernandez
Follow-up Comment #5, patch #5592 (project freeciv):

I have uploaded my version of the help in a new patch #5691.

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[Freeciv-Dev] [patch #5592] civ2civ3: adjust Federation and Fundamentalism govs

2015-01-07 Thread Jacob Nevins
Follow-up Comment #4, patch #5592 (project freeciv):

 I plan to create another patch to add a help text for each 
 government, as you did for experimental rules.
I was going to get to this in patch #4936 eventually; but I haven't got to
governments yet, and I'll leave them for now in favour of your version.

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[Freeciv-Dev] [patch #5592] civ2civ3: adjust Federation and Fundamentalism govs

2015-01-06 Thread David Fernandez
Follow-up Comment #3, patch #5592 (project freeciv):

A side effect of this patch seems to be that Fundamentalism is now the
favourite governemnt of the AI in most of my tests. Some AIs still use
Democracy, but most of the other governments, like communism and federation,
are rarely used by the AI once Fundamentalism is researched.

I still like the changes of this patch, and I think Fundamentalism is not that
good. But I guess AI likes it because it is easier to make money.

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[Freeciv-Dev] [patch #5592] civ2civ3: adjust Federation and Fundamentalism govs

2014-12-24 Thread Sveinung Kvilhaugsvik
Update of patch #5592 (project freeciv):

  Status:  Ready For Test = Done   
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #5592] civ2civ3: adjust Federation and Fundamentalism govs

2014-12-22 Thread David Fernandez
URL:
  http://gna.org/patch/?5592

 Summary: civ2civ3: adjust Federation and Fundamentalism govs
 Project: Freeciv
Submitted by: bardo
Submitted on: Mon 22 Dec 2014 08:24:34 PM UTC
Category: rulesets
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

This patch gives a little boost to these governments.

- Fundamentalism (and Anarchy): -50% to Output_Bonus, instead of
Output_Bonus_2.
The old penalty halved the entire science production, and this government was
only usefull at the end of the tech tree (with tech upkeep, not even then).
With this adjustment, I think it is a good government to maximize the
production of gold/money, even in the middle of the game.

- Federation: +1 luxury per city (placed in the city tile, like other wonders
do).
It is a minor boost, but it maxes a bit easier to celebrate than other
governments. This way, it could be a good alternative to Democracy in some
cases, even at small maps.

In the future, I'd like to allow the construction of a 2nd palace, as a small
wonder, and it will reduce the main advantage of Federation, that is, the lack
of corruption by distance to palace.
This bonus to luxury could be increased to compensate this, too.



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File Attachments:


---
Date: Mon 22 Dec 2014 08:24:34 PM UTC  Name: civ2civ3-governments-Trunk.patch 
Size: 4kB   By: bardo

http://gna.org/patch/download.php?file_id=23266

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[Freeciv-Dev] [patch #5592] civ2civ3: adjust Federation and Fundamentalism govs

2014-12-22 Thread David Fernandez
Follow-up Comment #1, patch #5592 (project freeciv):

I plan to create another patch to add a help text for each government, as you
did for experimental rules.

Until then, let me summarize here my objective while designing the
governments. Mainly, to give something unique to each one:
- Tribal/Despotism: only ones where units out of cities do not cause
unhappiness.
- Monarchy: lowest unit upkeep.
- Fundamentalism: best to maximize gold (tithes).
- Republic/Democracy: best to maximize science.
- Federation/Communism: no corruption/waste by distance to palace.
Communism better to maximize shield production.
Federation now better to maximize happiness (easier to celebrate).




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[Freeciv-Dev] [patch #5592] civ2civ3: adjust Federation and Fundamentalism govs

2014-12-22 Thread Sveinung Kvilhaugsvik
Update of patch #5592 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = sveinung   


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[Freeciv-Dev] [patch #5592] civ2civ3: adjust Federation and Fundamentalism govs

2014-12-22 Thread Sveinung Kvilhaugsvik
Update of patch #5592 (project freeciv):

 Planned Release: = 2.6.0  


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