Most of these mods and opinions are completely subjective and lacking rationalization. They maybe correct and right on the point but lack of objectivity
denies any further shared discussion
and mutual contribution in term of gradual modifications.
social engineering choices |
1. Do you think the idea of evaluating and comparing social effects is helpful for SE mod designers at all or it is a complete waste of time?
2. Do you think my idea of converting the one social effect impact to another using game mechanics is legit? In other words, is the correct way of comparing social effects in general?
3. If you answered yes to both above then what do you think about my assumptions about the game progress and averaging? Is this on target? Any suggestions or statistics to add?
Most of these mods and opinions are completely subjective and lacking rationalization. They maybe correct and right on the point but lack of objectivity
Fairly quickly, I moved quite delibreately towards a gradual system of SE choice effects. I wanted the player to usually be considering a +1 or -1 change to their SE choices, not a +2. I didn't want the player to be able to easily blow the lid off of the top range of effects, as that's generally just a waste of resources. In many cases I did achieve this, if not all. My SE table is designed for much more of a "mix and match" style of gameplay than the original game.
Looking at your various proposed weights, I think your rating of SUPPORT is far too low. My opinion is it's the single biggest game breaking variable of them all.The SUPPORT to INDUSTRY is actually the easiest conversion of them all. They both result in minerals. You don't even need extensive empirical testing for that. Just pure math.
The value of ECONOMY is skewed by the AI's unwillingness or possible inability to rush production. You seem to have proposed a human-centric value for this weight.Well, of course! The use of this weight is to detect SMs those would rarely be used by human. That's why this approach targets SE attractiveness for human. Other than I don't think anyone cares much whether AI is using some models more often then others or how much it benefits from them.
I'm not really sure if GROWTH is as important as you're making it out to be. In my mod, following the trend you observed with other modders, I made it more difficult to pop boom. Nevertheless the AI seems to grow big cities just fine when food is available.GROWTH is your future yield. As my emulation shows, +1 GROWTH makes your empire grow 12% faster. That translates to minerals yield increase and energy yield increase, the latter in turn goes to labs and energy reserves (those can be used for rush production). So it should equate to about 1.2 * (1.25 INDUSTRY + 1 RESEARCH). Which is pretty hefty bonus and that is what you see in my worksheet. Of course, this is based on base growth emulation which may be far from reality. That is why I like to verify my result with others.
The use of this weight is to detect SMs those would rarely be used by human.
Other than I don't think anyone cares much whether AI is using some models more often then others or how much it benefits from them.
That translates to minerals yield increase and energy yield increase
I believe you are making an important mistake on SUPPORT vs. INDUSTRY. If you achieve +3 SUPPORT, you get support equal to 4 or the size of the base. The relationship is nonlinear. It's complex according to base size. If your model were to compare base sizes, you'd also need to compare a faction's ability to grow and hold onto bases. Which invokes map size, start position, and quality of defense. This makes other SE factors non-trivially important as otherwise you aren't going to have beautifully large bases.You are absolutely correct. Many effects are non-linear. That is why it is pretty difficult to determine effect weight as a value of a level change on a scale as this change value varies depending on the current position on a scale along with other variables, of course. Imagine that you are to compare two models and one of them has SUPPORT while other doesn't. How would you value a contribution of SUPPORT in the first model? If we are somewhere around 0 on a SUPPORT scale then the weight is average (as in my calculations). Whereas if we are at +2 and the average base size is much larger than 4 and we support a lot of units per base then the improvement will be significant. However, we need to average it somehow to say that "the contribution of +1 SUPPORT in the model worth this amount with all other conditions equal". So yes, this averaging approach is quite subjective.
It's just a matter of wording. I am assigning value to SMs for comparison purposes. This comparison is mostly for SM balance. In other words, you calculate SM values then you use these values to adjust them so that none of them is significantly lower than others. So the detection part is to find discrepancies and correction part is to balance them.QuoteThe use of this weight is to detect SMs those would rarely be used by human.
But you are assigning the weight, not detecting something.
Also if your end goal is to opine what SE choices are "rarely used", your exercise is inherently fruitless. All of the models get used at various times in a game according to what faction one is playing and what else is happening. There's no such thing as a "never used" SE choice in unmodded SMAC. My weight of evidence in this regard is over a year's worth of AARs available in the AAR section of this site.
Imagine we are about to start a game with completely random factions both you and AI (or all AI). Can we say that redesigning SMs would make AI play better? I don't think so. Social engineering is there for everybody with same exact effect. On large average scale no changes in social engineering makes AI play better. Of course, some faction would do better with some choices amplifying their innate abilities but this is exactly what I abstract from in my calculations by globally averaging everything. In this study I am trying to give better game variability perception to human player and don't care about AI performance.QuoteOther than I don't think anyone cares much whether AI is using some models more often then others or how much it benefits from them.
Um, I think it's fundamental to improving AI performance without actually patching the .exe. Also, the AI vs. AI behavior is the only thing you can test relatively rapidly. Relatively rapidly. I sure spent a lot of time today waiting for results, and it's delaying the release of my next mod iteration.
Yep, I assume a lot. One cannot get far in research without assuming first. Later on these assumptions can be adjusted to better values if they were too off initially. That is why I present my assumptions and subsequent computations to the public to get a feedback on them. By feedback I mean some constructive criticism of particular parameter, assumptions, and technique rather than "You're assuming a lot".QuoteThat translates to minerals yield increase and energy yield increase
You're assuming a lot about the quality of the land at your disposal, the speed at which you can improve it, and its defensibility. Particularly from an onslaught of Needlejets against your Formers. GROWTH unfortunately does not offer a straightforward benefit, because there are several other limiting factors. One thing is certain though: any faction starting on the Monsoon Jungle dominates the early game. Until possibly someone shows up midgame to take it away from them.
Imagine we are about to start a game with completely random factions both you and AI (or all AI). Can we say that redesigning SMs would make AI play better? I don't think so.
Social engineering is there for everybody with same exact effect.
In this study I am trying to give better game variability perception to human player and don't care about AI performance.
We are talking about different things here. I do not argue with your findings because I didn't do similar research. I definitely may be wrong. However, I still cannot grasp the idea how generic and gradual adjustments in social engineering make random AI faction generally tougher? Let me repeat myself. You are playing random faction against random AI factions with certain social engineering table. Now you tweak one of the SM giving it more INDUSTRY, for example. Are you able to tell now based on your empiric data whether it makes your next random game tougher against AI and by how much? I feel like even if such dependency exists it would be impossible to detect.QuoteImagine we are about to start a game with completely random factions both you and AI (or all AI). Can we say that redesigning SMs would make AI play better? I don't think so.
You are wrong. This is proven on my box using my mod all the time. Of course one has to set an expectation for how much better. There's a point at which I can't make a silk purse out of a sow's ear, it takes .exe patching to do that.
You are right again and again we are talking about different things here. That is true that faction abilities combined with certain SM produce slightly different effects. Add to that faction choice abilities and preferences. So yes - certain faction may be strengthen by certain social engineering tweaks. However, if you randomize them and play many games then sometimes AI will be that powerful faction and sometimes you. So on average it would give human player as much change in benefits as AI. So again don't see how social engineering help human over AI or vice versa.QuoteSocial engineering is there for everybody with same exact effect.
Not true. Most factions have restrictions of things they can't use, and leanings towards things that make it more optimal for them to use. This is inherent to the notion of "having factions". If we didn't have factions, we'd just have generic nationalities ala Civ II.
Nothing, not surprisingly, as this is not a scope of my research.QuoteIn this study I am trying to give better game variability perception to human player and don't care about AI performance.
But this doesn't have to be inherently meaningful, because the dynamic range of human strategic choice is much larger than the AI's. What do your equations have to say, for instance, about a Recon Rover rush?
You could learn something differentially about SE values, if you ran AI vs. AI tests, on the same faction for all 7 players, changing only 1 variable by +-1. So any given SE choice, you could test the -3, -2, -1, 0, +1, +2, +3 versions with AIs, by making custom factions. That may only measure starting / early game advantage, as when the game progresses, more SE choices may blow the lid off of the value range. Although, it may also result in cost shifting, if the AI is given flexibility to choose whatever they like.That's a great suggestion. Thank you, bvanevery. I probably should try it to get alternative point of view on this.
How do you set up AI only game? I never did this before.
I probably can figure it myself too but you can push me there faster.
What are criteria you use to measure effect of your changes? Like you give some bonus to one faction and then what? Do you count how much more often it wins?
Do you measure how bigger faction power it gets at certain point in time?
How do you stop and restart AI only game at certain points?
Like if you want to stop at 100th turn, write down some statistics and then continue?
How do you make it run fast? Do you blacken screen so you don't see AI moves?