Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => Modding => Bug/Patch Discussion => Topic started by: Yitzi on June 02, 2013, 05:48:48 pm

Title: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Yitzi on June 02, 2013, 05:48:48 pm
There are a number of things in the drone calculation formula that can use improvement.  This is the thread for discussing them; I'll start with all the things I've noted and proposed fixes.
Each fix is marked as either mandatory (for things that I think are clearly bugs, and should therefore be changed), or optional (for things that are not bugs, but still could use improvement, and therefore will be made into an option through alphax.txt.)
I'm not counting things related to what units produce pacifism drones, as that's really a different calculation.

I'm posting because I want input (either more problems, or fixes that should be made optional or split into two), so anyone who wants to provide input is welcome.

1. At higher difficulty levels, conquest drones and University drones are next to irrelevant, as the total drones before bureaucracy is capped at population.  With several specialists, even Lal's talents become irrelevant likewise.

Proposed fix (optional): The total drones before bureaucracy will not be capped at population; any extras just become superdrones.

2. When determining whether to cancel talents with drones, superdrones are counted twice (once under "drones", once under "superdrones").  There is really no need for this (as the purpose of said cancellation seems to be so that there are enough nonspecialists to become drones and talents.

Proposed fix (mandatory): Don't count them twice.

3. If more than half the citizens are specialists (unavoidable for bases size 41 or above), it is impossible to have a golden age.  Furthermore, after everyone becomes a drone/superdrone any extras are lost.

Proposed fix (optional): Extra talents and superdrones won't show on the base screen, but will still be present in terms of effect.  Extra drones due to specialists will produce superdrones.

4. The Planetary Transit System counts as a facility rather than a Secret Project.

Proposed fix (mandatory): Count it as a Secret Project.

5. Facilities, police, and secret projects quell superdrones just as well as normal drones.  (Thanks to ete for pointing this out.)  Furthermore, facilities do not quell pacifism drones.  (Thanks to Petek for pointing this out.)

Proposed fix (optional; may be split into two if such is requested): Change these so facilities/police/projects have to first turn superdrones into normal drones before turning them into workers, and facilities do work against pacifism drones.  (Note that this does not make pacifism drones anywhere near irrelevant, as you'll need your facilities for normal drones anyway.)

6. There can be "ghost drones" that show up in the main base screen but not on the psych screen and do not contribute to base riots.

Proposed fix (mandatory): Make them not show up on the main base screen.

7. When finding police units, the Self-Aware Colony (which does not have non-lethal methods) counts before units which have non-lethal methods, so the project can actually reduce the effectiveness of police.

Proposed fix (mandatory): Make it not reduce the effectiveness of police.

8. -1 POLICE is negligible if you're trying to avoid atrocities anyway.  Furthermore, it doesn't make sense that punishment spheres should work when nerve stapling doesn't, and thirdly punishment spheres make it too easy to avoid the drones of Free Market.

Proposed fix (optional): When you have a negative POLICE rating, punishment spheres do not work, and neither does the non-lethal methods ability.

So...any feedback?
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Geo on June 02, 2013, 10:13:28 pm
This is a bit above my game grade, but here goes.

On 4, what difference does it make for the game that a secret project is counted as a facility?

On 8, I could agree on non-lethal methods not working, but I'd let the 'music of the spheres' continue to spread fear throughout the populace. The facilities are there as a threat, while stapling just dulls the drones.
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Yitzi on June 03, 2013, 12:12:54 am
This is a bit above my game grade, but here goes.

On 4, what difference does it make for the game that a secret project is counted as a facility?

Projects are applied after police/pacifism, whereas facilities are applied before.  Also, it means it shows up in a different place on the psych breakdown screen.

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On 8, I could agree on non-lethal methods not working, but I'd let the 'music of the spheres' continue to spread fear throughout the populace. The facilities are there as a threat, while stapling just dulls the drones.

When you have negative POLICE, that generally means the people won't let you spread as much fear.  Examples are the Gaians (hippies), Angels (anarchists), and if you're running something that normally prevents the use of police.
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Geo on June 03, 2013, 03:02:36 pm
Yes, but aversion of police is an entirely different thing then fear of torture. The latter is quite a bit more personal...
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Yitzi on June 03, 2013, 03:35:21 pm
Yes, but aversion of police is an entirely different thing then fear of torture. The latter is quite a bit more personal...

But aversion to police is a lot closer to letting the government commit torture.
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Fal on June 04, 2013, 03:13:06 pm
1. At higher difficulty levels, conquest drones and University drones are next to irrelevant, as the total drones before bureaucracy is capped at population.  With several specialists, even Lal's talents become irrelevant likewise.

Proposed fix (optional): The total drones before bureaucracy will not be capped at population; any extras just become superdrones.

Fully agree with this proposal.

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2. When determining whether to cancel talents with drones, superdrones are counted twice (once under "drones", once under "superdrones").  There is really no need for this (as the purpose of said cancellation seems to be so that there are enough nonspecialists to become drones and talents.

Proposed fix (mandatory): Don't count them twice.

I'm not sure I fully understand this one.  Shouldn't superdrones count twice in all drone calculations?

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3. If more than half the citizens are specialists (unavoidable for bases size 41 or above), it is impossible to have a golden age.  Furthermore, after everyone becomes a superdrone any extras are lost.

Proposed fix (optional): Extra talents and superdrones won't show on the base screen, but will still be present in terms of effect.

Agree with this proposal.

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4. The Planetary Transit System counts as a facility rather than a Secret Project.

Proposed fix (mandatory): Count it as a Secret Project.

Agree.

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5. Facilities, police, and secret projects quell superdrones just as well as normal drones.  (Thanks to ete for pointing this out.)  Furthermore, facilities do not quell pacifism drones.  (Thanks to Petek for pointing this out.)

Proposed fix (optional; may be split into two if such is requested): Change these so facilities/police/projects have to first turn superdrones into normal drones before turning them into workers, and facilities do work against pacifism drones.  (Note that this does not make pacifism drones anywhere near irrelevant, as you'll need your facilities for normal drones anyway.)

Agree with the first part.  I'm not so sure about the second part - in real life, I would compare regular drones to general unhappiness in a population, so it makes sense that things like Rec Commons and Hologram Theaters would quell them.  Pacifism drones would be more like rioters responding to specific incidents such as war mongering.  It makes sense, at least in my mind, that facilities would not appease them.  Of course, this is a game and sometimes gameplay trumps realism, but I like having pacifism drones as a very nasty problem to deal with.

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6. There can be "ghost drones" that show up in the main base screen but not on the psych screen and have no effect.

Proposed fix (mandatory): Make them not show up on the main base screen.

Agree.

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7. When finding police units, the Self-Aware Colony (which does not have non-lethal methods) counts before units which have non-lethal methods, so the project can actually reduce the effectiveness of police.

Proposed fix (mandatory): Make it not reduce the effectiveness of police.

Agree, silly for it to override non-lethal methods police units.

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8. -1 POLICE is negligible if you're trying to avoid atrocities anyway.  Furthermore, it doesn't make sense that punishment spheres should work when nerve stapling doesn't, and thirdly punishment spheres make it too easy to avoid the drones of Free Market.

Proposed fix (optional): When you have a negative POLICE rating, punishment spheres do not work, and neither does the non-lethal methods ability.

I can go either way on this one, I think adding it as an optional fix is the way to go.
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Yitzi on June 04, 2013, 03:28:27 pm
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2. When determining whether to cancel talents with drones, superdrones are counted twice (once under "drones", once under "superdrones").  There is really no need for this (as the purpose of said cancellation seems to be so that there are enough nonspecialists to become drones and talents.

Proposed fix (mandatory): Don't count them twice.

I'm not sure I fully understand this one.  Shouldn't superdrones count twice in all drone calculations?

Not quite.  When it comes to cancelling out talents, they should count twice.  But when determining whether there are enough nonspecialists to become drones and talents, counting them twice is silly.

Basically, a size 4 base that's supposed to have 1 specialist, 2 talents, and 2 drones has to do something because there's only 4 citizens (what it does is reduce it to 1 specialist, 1 talent, and 1 drone).  But a size 4 base that's supposed to have 0 specialists, 2 talents, 1 normal drone, and 1 superdrone should be able to stay how it is, as there are enough people for all the "roles".  But what it in fact does is think "2 talents, 2 drones, 1 superdrone, 2+2+1=5, that's more than 4, better do something."

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Agree with the first part.  I'm not so sure about the second part - in real life, I would compare regular drones to general unhappiness in a population, so it makes sense that things like Rec Commons and Hologram Theaters would quell them.  Pacifism drones would be more like rioters responding to specific incidents such as war mongering.  It makes sense, at least in my mind, that facilities would not appease them.  Of course, this is a game and sometimes gameplay trumps realism, but I like having pacifism drones as a very nasty problem to deal with.

Ok, so I'll split it into 2, so if you want to play with one but not the other, you can.
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Fal on June 04, 2013, 04:17:16 pm
Not quite.  When it comes to cancelling out talents, they should count twice.  But when determining whether there are enough nonspecialists to become drones and talents, counting them twice is silly.

Basically, a size 4 base that's supposed to have 1 specialist, 2 talents, and 2 drones has to do something because there's only 4 citizens (what it does is reduce it to 1 specialist, 1 talent, and 1 drone).  But a size 4 base that's supposed to have 0 specialists, 2 talents, 1 normal drone, and 1 superdrone should be able to stay how it is, as there are enough people for all the "roles".  But what it in fact does is think "2 talents, 2 drones, 1 superdrone, 2+2+1=5, that's more than 4, better do something."

Ahh, ok, I see what you're saying now.  Yea, it's clearly a bug that superdrones would count towards the population count twice.
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Yitzi on June 04, 2013, 04:32:11 pm
I realized one more thing:  Max drones are capped at nonspecialists, so any after that are lost.  So in the same optional fix from #3, I think it's also worth making it so that those extra drones become superdrones.  i.e. if you have a size 5 base on Transcend (so it should have 4 drones) and make 2 specialists, you'll end up with 1 superdrone and 2 normal drones.
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Fal on June 04, 2013, 04:43:16 pm
Agreed.
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Geo on June 04, 2013, 05:18:13 pm
But aversion to police is a lot closer to letting the government commit torture.

I'm not going to discuss the fine points of this, sorry. I only offered my :2c:.
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Yitzi on June 06, 2013, 02:08:26 am
One more thing I'll be fixing: As it is, if you use alphax.txt to make a native life form (i.e. premade unit with psi attack, psi defense) with the Non-Lethal Methods ability, the Cult gets the police bonus twice, once for Non-Lethal Methods and once for Worm Police.  I'm changing it to only get it once.
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Yitzi on June 06, 2013, 09:20:27 pm
And one last thing that occurred to me: As it stands, a superdrone counts just like a normal drone for drone riots, i.e. a base with 2 superdrones and 2 talents will not riot.  Therefore, as part of optional fix 3, I will also have them count double for that purpose.
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Buster's Uncle on June 06, 2013, 09:55:21 pm
On a somewhat-related note, what's the deal with when a base golden ages when the population is an even number, and won't no matter what you do when the population is an odd number (or it may be the other way around)?  It may not count as a bug, but once I get the Cloning Vats built, it sure is annoying.
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Yitzi on June 06, 2013, 09:59:25 pm
On a somewhat-related note, what's the deal with when a base golden ages when the population is an even number, and won't no matter what you do when the population is an odd number (or it may be the other way around)?  It may not count as a bug, but once I get the Cloning Vats built, it sure is annoying.

I'm not sure what you're talking about; it should always golden age when at least half the population is talents and there are no drones.  Perhaps you can provide a savegame where it happens?
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Buster's Uncle on June 06, 2013, 10:22:38 pm
Okay, I get that every game, so no problem when I have one at the point where it happens.
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Nexii on September 17, 2013, 03:13:37 pm
I've recently been playing with the 8 bitmap (mode 30 actually) enabled for Drones formula.  These seem like good changes to avoid a lot of drone exploits.  Is there any way that superdrones could be have a different graphic from normal drones?  The issue is for example I have a base with 1 talent and 1 superdrone.  The base riots as it should, but I have no way of knowing whether it will or not beforehand as the drone could be a normal drone or a superdrone.
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Yitzi on September 17, 2013, 05:09:47 pm
I've recently been playing with the 8 bitmap (mode 30 actually) enabled for Drones formula.  These seem like good changes to avoid a lot of drone exploits.  Is there any way that superdrones could be have a different graphic from normal drones?

They already do; they are bright red instead of normal red.  Only the "phantom drones" do not show up.
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Nexii on September 17, 2013, 07:34:47 pm
Interesting! I never noticed - I guess since the drone/superdrone distinction never mattered until this fix.  The graphic is kind of similar.

It's too bad SMAC didn't implement the citizen happiness UI from Civ2 - where population happiness is shown 'before' and 'after' certain modifiers.  The devs really obscured a lot of this code even from themselves by doing it this way. 

I suppose one can keep in mind that a superdrone requires 4 PSYCH to pacify.  If extra icons representing additional discontent(or happiness) can't be displayed, would there be any way to modify the PSYCH # in the city screen to make it more meaningful?
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Yitzi on September 17, 2013, 08:04:26 pm
Interesting! I never noticed - I guess since the drone/superdrone distinction never mattered until this fix.  The graphic is kind of similar.

It's too bad SMAC didn't implement the citizen happiness UI from Civ2 - where population happiness is shown 'before' and 'after' certain modifiers.

Click on the psych tab under the resource screen.

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If extra icons representing additional discontent(or happiness) can't be displayed, would there be any way to modify the PSYCH # in the city screen to make it more meaningful?

None that seems feasible enough to be worth it for the rare cases where it happens and is relevant.
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Nexii on September 17, 2013, 09:16:24 pm
Ah jeez I should have known that too.  Yea I guess this is fine.  My only concern is the cases where you'd have a small captured base + B-drones.  Doesn't happen a lot I agree, only with --POLICE to not crush the superdrone.  And usually at those settings you're not conquering because of the P-drones.
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Yitzi on September 17, 2013, 10:50:24 pm
Ah jeez I should have known that too.  Yea I guess this is fine.  My only concern is the cases where you'd have a small captured base + B-drones.

Even then, it's usually not a concern, as all the superdrones have to be eliminated before talents from psych start showing up...so unless it's really small with a Paradise Garden or talent-producing project, it would drone riot without the phantom drones anyway.

The one real concern case I could see is if you have an all-specialist base (engineers or maybe thinkers if you're low on psych-boosting facilities), so no drones show up but they're there anyway...but that's a rare case and one where you can just set a nonspecialist to check what's going on.

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Doesn't happen a lot I agree, only with --POLICE to not crush the superdrone.  And usually at those settings you're not conquering because of the P-drones.

Well, you could have exactly -2, such as Gaians running Police State/Cybernetic (which, with Green and Wealth, is actually a pretty good setting for late-game native-based conquest) or Spartans (or anyone with the Ascetic Virtues) running Police State/Market  (nice to know that Spartans can run early-game Market without pacifism drones if they run Police State as well, by the way, though that precludes going Fundie/command center/monolith for instant elite troops) or plain Cybernetic.
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Nexii on September 19, 2013, 10:43:34 am
Yea it seems to work pretty well in actual play.  I'm playing with custom SEs lately but it works, there's actually some significant difference between -3 to -1 POLICE and 0 now.
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Nexii on September 21, 2013, 11:09:31 pm
I've been playing with mode 30 and overall it's much better on Transcend.  POLICE is really important and the amount of drone control needed feels right.  I've been playing custom Hive with Drone/4, and running custom SE with --TALENT (+2 DRONES/base).  +3 POLICE SE and 3 military units in a captured size 6 base.

I tested a bunch of cases  because PSYCH seemed weak.  Often times turning a base to all specialists wouldn't quell riots.
10 psych - riots
11 psych - no riots
14 psych, --TALENT - base riots
15 psych, --TALENT - no riots
0 psych, --TALENT, Rec - riots (4 psych equiv)
0 psych, --TALENT, Rec+Holo - no riots (8 psych equiv)
0 psych, --TALENT, +2 normal unit to Police - base riots (8 psych equiv)
0 psych, --TALENT, +3 normal unit to Police - no riots (12 psych equiv)

So the TALENT SE seems right, as it's equivalent to 4 PSYCH (15-11).  What's weird here is that Rec Commons and Hologram theatre stop riots more effectively than just PSYCH (8 equiv psych instead of 15 allocated psych).  Also NLM police units seem to crush drones more effectively than Psych but not as effective as Rec Commons and Hologram theatre (12 equiv psych instead of 15 allocated).

I'm also seeing in the city that talents will show up before all superdrones are eliminated - at least for Talents from secret projects and perhaps in other cases too.  The drone formula is really complex... :S
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Yitzi on September 22, 2013, 04:18:28 am
I've been playing with mode 30 and overall it's much better on Transcend.  POLICE is really important

That's the idea.  Transcend is supposed to be hard.

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and the amount of drone control needed feels right.  I've been playing custom Hive with Drone/4, and running custom SE with --TALENT (+2 DRONES/base).  +3 POLICE SE and 3 military units in a captured size 6 base.

I tested a bunch of cases  because PSYCH seemed weak.  Often times turning a base to all specialists wouldn't quell riots.
10 psych - riots
11 psych - no riots
14 psych, --TALENT - base riots
15 psych, --TALENT - no riots
0 psych, --TALENT, Rec - riots (4 psych equiv)
0 psych, --TALENT, Rec+Holo - no riots (8 psych equiv)
0 psych, --TALENT, +2 normal unit to Police - base riots (8 psych equiv)
0 psych, --TALENT, +3 normal unit to Police - no riots (12 psych equiv)

So the TALENT SE seems right, as it's equivalent to 4 PSYCH (15-11).  What's weird here is that Rec Commons and Hologram theatre stop riots more effectively than just PSYCH (8 equiv psych instead of 15 allocated psych).  Also NLM police units seem to crush drones more effectively than Psych but not as effective as Rec Commons and Hologram theatre (12 equiv psych instead of 15 allocated).

That does seem strange...and if 10 psych produces riots then 11 should too (assuming no psych-boosting facilities).  I'm wondering if inefficiency could be responsible...how did you check the various psych values?  Also, what were the exact details of the base (base size, number of bases, turns left to assimilation if it was conquered, and any facilities?)

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I'm also seeing in the city that talents will show up before all superdrones are eliminated - at least for Talents from secret projects and perhaps in other cases too.

Yes; the rule is that workers will be turned into talents without having to cancel superdrones first; only talents from psych need to cancel superdrones first, and that's because there's no way to get workers at that stage without cancelling superdrones.
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Nexii on September 22, 2013, 05:53:34 am
Probably better if you check the attached.  The Psych values are just those in the city screen (2 per specialist, and tweaking Psych allocation/worker allocation to get specific numbers).  In a few cases it required adding a Tree Farm I believe.

Morgan Collections is the base, size 6.   I'm not sure how to know how many B-drones and C-drones there are.  When I check via Scenario editor I get 39 turns to assim
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Yitzi on September 22, 2013, 03:28:37 pm
Ok, so here's what I figured out:
-Firstly, you've got a lot of bases, and not very much EFFIC; as a result, you're getting horrible bureaucracy drones.  Between the bureaucracy, the --TALENT, the University-style drones, and the captured base, you really have 16 drones' worth in that little size-6 base.

-With 15 psych (and 2 talents), it does riot if there are no police units.  (I tested by setting 4 doctors and a tree farm, let me know if you test a different way and it does not riot.)  With police units is where it gets interesting: A police unit will suppress a superdrone as if it were a normal drone, but only if there are real superdrones (which are of course capped at the maximum number of nonspecialists.)  So even 7 psych will be plenty to prevent drone riots with 6 units of police (e.g. 3 non-NLM units at +3 POLICE) if there are no specialists, but with a lot of specialists they're less effective.
-With a recreation commons, hologram theater, and no police, it will riot assuming no psych, and if there are police then more police won't boost by that much, so I'm not sure what you're dealing with there.
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Nexii on September 22, 2013, 03:46:37 pm
I should clarify the police units better in my test cases, I think I was confusing.  It's definately something to do with the specialists

10 psych, 3 non-NLM units - riots
11 psych, 3 non-NLM units - no riots
14 psych, --TALENT (FM), 3 non-NLM units - base riots
15 psych, --TALENT. 3 non-NLM units - no riots (4 doctors)**
15 psych, --TALENT. 3 non-NLM units - riots (5 doctors)**

0 psych, --TALENT, 3 non-NLM units, Rec - riots
0 psych, --TALENT, 3 non-NLM units, Rec+Holo - no riots
0 psych, --TALENT, 2 NLM units and one non-NLM unit - base riots
0 psych, --TALENT, 3 NLM units - no riots

I'm still not too clear on why Rec+Holo is enough to suppress but it requires around 15 psych to equal those two facilities.  Shouldn't they be closer to 8 psych equivalent?

Similarly why is 3 extra police suppression somewhere in between?  It does seem like they're suppressing all the extra superdrones, with an effectiveness somewhere in between Rec+Holo and psych.  3 police suppression should be ~12 psych?
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Nexii on September 22, 2013, 04:02:24 pm
So to summarize this isn't too clear since the three methods of drone suppression seem to have different effectiveness.  It takes around 15 psych to stop riots with specialists/psych allocation.  Or Rec+Holo (which is ~8 psych).  Or 3 extra police units (which is ~12 psych).
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Yitzi on September 22, 2013, 04:02:52 pm
I should clarify the police units better in my test cases, I think I was confusing.  It's definately something to do with the specialists

10 psych, 3 non-NLM units - riots
11 psych, 3 non-NLM units - no riots
14 psych, --TALENT (FM), 3 non-NLM units - base riots
15 psych, --TALENT. 3 non-NLM units - no riots (4 doctors)**
15 psych, --TALENT. 3 non-NLM units - riots (5 doctors)**

0 psych, --TALENT, 3 non-NLM units, Rec - riots
0 psych, --TALENT, 3 non-NLM units, Rec+Holo - no riots
0 psych, --TALENT, 2 NLM units and one non-NLM unit - base riots
0 psych, --TALENT, 3 NLM units - no riots

I'm still not too clear on why Rec+Holo is enough to suppress but it requires around 15 psych to equal those two facilities.  Shouldn't they be closer to 8 psych equivalent?

What you're missing is that it's not Rec+Holo vs. 15 psych.  It's Rec+Holo+3 non-NLM police with no specialists (and thus 6 superdrones and 4 phantom drones) vs. 15 psych+3 non-NLM police with 4-5 specialists (and thus 1-2 superdrones and 12-14 phantom drones.)

Police, of any sort, are double effectiveness against superdrones...but you can't have as many superdrones in a small base if most of them are specialists.  Compare cases with the same number of specialists (i.e. for 0 psych, turn the doctors into technicians rather than workers), and it should make more sense.

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Similarly why is 3 extra police suppression somewhere in between?  It does seem like they're suppressing all the extra superdrones, with an effectiveness somewhere in between Rec+Holo and psych.

Two extra police points (by making 2 of the police units NLM) are worth only 4 psych (since even without them you have one per superdrone), whereas rec+holo is 8, so that's why rec+holo is worth more.

It's only in extreme cases like yours (where there were a ton of drones in a small base and a lot of police) that these effects really stand out, but that's what's happening.
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Nexii on September 22, 2013, 04:37:11 pm
Ok thanks! So you're saying that the specialists get converted to two phantom drones rather than one superdrone.  I'm not sure that really makes intuitive sense though.  What's the reasoning behind specialists affecting the number of superdrones vs phantom drones?  I assume this is partly to mitigate all specialist bases that don't riot?  I guess what I'm asking is why not convert all those phantom drones into a lesser amount of superdrones?  Essentially this weakens Psych from specialists to an extreme degree because two normal drones is worse than a super drone.

And yea I agree this is perhaps an extreme example, but these scenarios do come up more than you'd think.  If you're playing a war-based game on Transcend you are going to have a lot of B-drones and C-drones to deal with.  I guess it wouldn't really be such an issue if there was a way to know if a base was due to riot on the next turn.  But when all you can see in game is non-Drones and specialists in your base, you can only hope and assume it won't riot.  I think it's a good fix in terms of difficulty but I find I'm guessing a lot on the riots
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Yitzi on September 22, 2013, 05:41:52 pm
Ok thanks! So you're saying that the specialists get converted to two phantom drones rather than one superdrone.  I'm not sure that really makes intuitive sense though.  What's the reasoning behind specialists affecting the number of superdrones vs phantom drones?  I assume this is partly to mitigate all specialist bases that don't riot?  I guess what I'm asking is why not convert all those phantom drones into a lesser amount of superdrones?  Essentially this weakens Psych from specialists to an extreme degree because two normal drones is worse than a super drone.

And yea I agree this is perhaps an extreme example, but these scenarios do come up more than you'd think.  If you're playing a war-based game on Transcend you are going to have a lot of B-drones and C-drones to deal with.  I guess it wouldn't really be such an issue if there was a way to know if a base was due to riot on the next turn.  But when all you can see in game is non-Drones and specialists in your base, you can only hope and assume it won't riot.  I think it's a good fix in terms of difficulty but I find I'm guessing a lot on the riots

Actually, I've thought a bit more, and realized that even if phantom superdrones could happen, you'd still see these effects.  The reason is that psych (or anything that creates talents) will turn all superdrones into drones before removing any drones, which will affect police.

Basically, police are double-strength in the really bad cases where you have superdrones, and psych attacks superdrones before normal drones whereas facilities try to get rid of as many drones as they can even if it means leaving superdrones.

As for seeing whether the base will riot on the next turn...I think I'll add (probably in either 2.4 or 2.5) an "enhanced information" option which shows, when you open the base screen, things such as the "drone balance" (basically drones of all sorts minus talents; the base will riot if this is positive) and free supply remaining.
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Nexii on September 22, 2013, 07:03:46 pm
Yea.  I also think that how police can crush superdrones as good as normal drones might be a bit too powerful.  If that sample game showed me anything its just how crucial (I'd argue non-optional) running a positive POLICE SE is - and not just as this extreme version of Yang.  At +3 POLICE SE and 3 NLM units (this only costs 30 mins), thats 9 superdrones crushed (36 PSYCH equiv!!) and a per turn upkeep of say 3 minerals (0 with good SUPPORT SE/Clean).  Compare with Rec Commons at 40 minerals and an upkeep of 1 energy, which only pacifies 2 normal drones.  Even with Holo and Tree Farm, PSYCH feels rather weak in comparison. 

I might suggest toning down B and C drones a bit to compensate?

Sort of on the side topic of drones and drone modding, I've modified Democracy to be the -5 POLICE SE.  I wanted an alternative mechanic to the base FM where +2 ECON is used to run 20%+ PSYCH to compensate.   So I gave it ++TALENT instead (which as you noted suffers from the same effects).  The problem is ++TALENT while good early doesn't scale up at all like POLICE does.  NLM mostly, but things like Brood Pit help reach that +3 POLICE for the tripling.  If you're -5 POLICE then really you have no hope of even getting to -1 for even 1 military unit per base later game.  I assume it'd be difficult to add any new SE settings like TALENT/X citizens or DRONE/X citizens.  But how about if +TALENT from SE was modified by PSYCH facilities?  It's essentially like +2 PSYCH per base anyways...only that it seems tacked on separately.

Also to add: that would be awesome to get in 2.4/2.5.  I really like the challenge of the drone fixes, but they sort of brought some new display bugs with them :/
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Yitzi on September 22, 2013, 10:20:50 pm
Yea.  I also think that how police can crush superdrones as good as normal drones might be a bit too powerful.  If that sample game showed me anything its just how crucial (I'd argue non-optional) running a positive POLICE SE is - and not just as this extreme version of Yang.

Not quite.  With large bases, good EFFIC, and not too many conquests, a significant psych modifier can be worth enough to make Police State not worth it.  High EFFIC is desirable anyway for a more pacifist game...the only time POLICE is really important is when you're conquering a lot...which is sort of what Police State and Thought Control seem to be designed for.

I think there was a discussion, and the general consensus was that police should work against superdrones like normal drones; barring a heavy conquest spree or a lot of small bases, Police State will generally not be worth its efficiency downside.

And that especially goes if you play at a more "normal" difficulty; Transcend is supposed to be the really really hard difficulty, so naturally it'll skew things somewhat.

Quote
I might suggest toning down B and C drones a bit to compensate?

Conquest drones aren't really that heavy; in your example it was only 2.  Your 16 drones broke down as follows:
5 from base size.  (On librarian, which I consider "normal" difficulty, it would have been only 3.)
2 from conquest (on librarian, it would have been only 1.)
2 from -TALENT.  (This would not occur in the normal game.)
1 from your Zakharov-like drones.  (And Zak is strong in the early game anyway; those drones are supposed to be a substantial balancing factor.)
6 from bureaucracy (and it would've been more if bureaucracy drones weren't capped at base size).

You had a total of 51 bases with 0 EFFIC, of course you're going to have drone problems.  That is not a normal situation (and it's fairly obvious that anyone in the actual situation of the Hive in that game could win extremely easily).

So no, it's not just in this extreme version of Yang that police is so strong...but it is only in extreme cases like this one (essentially when you've got a ton of bases, many of them captured, with low efficiency)...and it's not such a bad thing for POLICE to be important in certain special situations (after all, we don't want Police State to keep being useless, do we?)

The revised drone rules were, among other things, intended to help Police State have an important niche other than just for Yang.  So now it has one.

Consider, on the other hand, a more peaceful faction, who would like to run Democracy/Market or Democracy/Green:
-Firstly, he's not going to have such a ridiculous number of bases, since he's not conquering everyone.  20 bases is a strong faction on a normal-sized map if he's not well into conquering the world.  (Unless he's ICS'ing, but I think we all agree that making ICS unviable for peaceful factions is not a bad thing.)
-If he's running Market, he's got +2 EFFIC; even on Transcend, that gives him 9 bases before the first bureaucracy cap, so he'll have 1 bureaucracy drone in most bases, 2 in a few.  No conquest drones since he's peaceful, so he's got 1 drone per citizen.  With a tree farm and hologram theater, that's just 1 energy-to-psych per citizen, meaning that Market (+1 energy per worker) is effectively completely solving his drone problem (but of course rec+holo+hospital is worth 5, plus means he needs even less energy to keep his citizens happy, so he's clearly coming out ahead).
-If he's running Green, then he's got +4 EFFIC, so 12 bases before the first bureaucracy cap, so 1/3 of his bases will have no bureaucracy at all.  He also gets 1 police unit (NLM unless playing Gaians or Angels), so that's worth a bit too.  Add in psych facilities and devote a bit of energy to psych, and it should still be easily manageable.

So no, Police is not remotely mandatory...it's only mandatory if you're going on a conquering spree.  Thus, we have the following roles for the Politics choice:
-Police State is for conquering factions weaker than you; SUPPORT helps you keep a support-free army (rehoming troops to conquered bases as needed), and POLICE helps you keep them pacified even when psych facilities were destroyed.  But between the wide-spread empire and low EFFIC, give up on getting a decent research rate (at least until you assimilate the bases and rebuild the psych facilities so you can switch to Dem and tech on an empire twice the size of your rivals.)
-Democracy is for peaceful expansion and growth.
-Fundamentalism, with the boost to morale and probe security, is good for fighting an empire roughly your own size.

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Sort of on the side topic of drones and drone modding, I've modified Democracy to be the -5 POLICE SE.  I wanted an alternative mechanic to the base FM where +2 ECON is used to run 20%+ PSYCH to compensate.

Keep in mind that that compensates only for the POLICE penalty (there are ecodamage modding options now that can worm rape depend more on your PLANET rating than your ability to stay under an ever-growing mineral cap), and only if you don't have a lot of troops outside your territory.  With an army outside your territory (and no punishment spheres working on negative POLICE), 20% psych isn't going to cut it.  Which is the whole idea.

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If you're -5 POLICE then really you have no hope of even getting to -1 for even 1 military unit per base later game.

You could get +2 with Brood Pit plus Police State plus Thought Control plus Ascetic Virtues.

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I assume it'd be difficult to add any new SE settings like TALENT/X citizens or DRONE/X citizens.  But how about if +TALENT from SE was modified by PSYCH facilities?  It's essentially like +2 PSYCH per base anyways...only that it seems tacked on separately.

An interesting idea...when I start taking general requests you might want to suggest it.
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Nexii on September 24, 2013, 07:45:04 pm
Ok.  B-drones are really one of the few things that remotely stop ICS...I can appreciate that.  At 50+ bases usually the game is won, yes.  And this game was in a 'won' state.

The thing is EFFIC is far worse at stopping B-drones than POLICE.  Take 18 bases on a normal sized map.  That's 3 B-Drones a base at 0 EFFIC or 1.5 B-Drones per base at 4 EFFIC.  Even in the worst case where POLICE is crushing normal drones rather than superdrones, this means going from +2 POLICE to +3 POLICE is far better for putting down riots than any increase in efficiency.  Those 3 B-Drones are always put down by 3 police units.  Then consider that POLICE crushes superdrones which are actually very common with the high amount of basic drones.  For example I continued this game on.  In one of my size-13 bases later game I counted ~27-28 Drones.  But even that was easily pacified at just 10% PSYCH (0 ECON so really only around 6 PSYCH in the base) due to the insane power of Police crushing 18 of them.  To get the same pacification with -2 or below POLICE, I'd have had to allocate 60% PSYCH!  That pretty much means +3 POLICE is now more powerful than +2 ECON...the extra energy just doesn't keep pace.  Which might be another aside (the wonkiness of the whole ECON SE is another real game-breaker)

And yes this effect might be amplified since only the custom Yang as a big faction got 27-28 Drones.  Nonetheless it shows that even University could easily offset their DRONE/4 penalty just by getting to +3 POLICE.  I'd still argue the following:
- Police units should only quell one normal drone worth of discontent (phantom or otherwise) each (doubled for NML, tripled with NML and +3 POLICE)
- This would fix the strangeness with specialists influencing riots due to order of operations
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Yitzi on September 24, 2013, 08:51:53 pm
Ok.  B-drones are really one of the few things that remotely stop ICS

Apparently expensive facilities do a lot to hurt ICS as well.  But yes, that's what they're for.

Quote
The thing is EFFIC is far worse at stopping B-drones than POLICE.

Depends on base size and number.  But usually, yes...on the other hand, EFFIC means that you can actually get tech and money from the fringes of your empire, or run a high labs without a crippling penalty for doing so.  POLICE is better at drone control, because that's all it's good for.
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Nexii on October 01, 2013, 10:35:35 pm
Well anyways Police is very powerful now.  I'll have to do more calcs...Psych does get good with multipliers and +2 ECON as well.  It might still be okay where Democracy can really help population growth and for larger empires EFFIC really matters too.  Far bases pretty much only make minerals with Police State. 

As far as the P-drone modifications, I noted I was always getting P-drones from unarmored sea transports no matter what setting (other than no P-drones).  Has anyone else seen this?  I think they might be getting classified into some 'other' category.

Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Yitzi on October 01, 2013, 11:21:31 pm
Well anyways Police is very powerful now.

Depends on your situation.  If you've got decent efficiency, not a ton of bases, and don't do much conquering, it's not all that important.  If your SOP when encountering a weaker faction is to take them over, you'll want to run Police State.

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Far bases pretty much only make minerals with Police State.

Well, Green helps some, but yes if you've got an empire over half the world and are running Police State to keep that empire under control, your outlying provinces will be good only for production.

Quote
As far as the P-drone modifications, I noted I was always getting P-drones from unarmored sea transports no matter what setting (other than no P-drones).  Has anyone else seen this?  I think they might be getting classified into some 'other' category.

I think this is the bug that I fixed with one of my minor patches.  Make sure you're running version 2.3d, and not an earlier version of 2.3.  (Check the date modified on the executable; if it's before the date that 2.3d was posted, just put in 2.3d and you should be good.)
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Nexii on October 02, 2013, 08:53:22 pm
I just re-downloaded 2.3D and I'm still seeing unarmored transports (all chassis) creating P-Drones.  This is with the default settings but I also believe many other modes are creating P-drones that shouldn't.

5,       ; Pacifism rules for units in owner's territory or in bases {0 to 15}
11,      ; Pacifism rules for units in pact brother's territory {0 to 15}
11,      ; Pacifism rules for units in unowned territory or with truce/treaty but no pact {0 to 15}
11,      ; Pacifism rules for units in enemy territory {0 to 15}

11.Only noncombat units do not produce pacifism drones.
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Yitzi on October 02, 2013, 09:25:03 pm
Hmm...looks like there's another bug, thanks for finding it.  I'll fix it and have 2.3e (which will fix the base graphics bug too) up shortly.
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Nexii on April 19, 2014, 09:00:00 pm
Yitzi do you have the production check order documented?  I've noted that population growth can again cause a drone riot the same turn.

It seems to go something like growth check, minerals production, population is added, drone riot check.  Thus on a riot turn you will get minerals production, but not the turn it stops rioting.

IMO it should go: drone riot & GA check, minerals production, population (or starvation) check.  Starvation should probably cause riots but that could be optional.

Also semi-related, I've found that the multi build works only if production is in excess of 2x the required minerals.  For example 20 minerals will make 2 scout patrols if they cost 10.  But mineral carryover doesn't seem to work, excess minerals are being discarded (this line).  Positive or negative it doesn't seem to matter - they aren't converted to energy either.
100,      ; Minerals carried over to next item {0 to 32767, or -1 for unlimited}

A third sort of related thing I noted, more related to the population growth check.  If say a size 1 base has 19N stored, gaining +2N a turn, it won't grow even though hitting 21N.  Bases seem to need to fill the nutrient bar before being able to grow.  If you re-work booming this will become more apparent.  Perhaps not a bug but I consider it a flaw because if playing optimally, this adds a ton of micromanagement.
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Yitzi on April 20, 2014, 03:43:28 am
Yitzi do you have the production check order documented?  I've noted that population growth can again cause a drone riot the same turn.

With the "don't recalculate base statistics" feature active?  That seems strange; can you attach a savegame (before it happens) and the alphax.txt you're using?

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It seems to go something like growth check, minerals production, population is added, drone riot check.

Sounds about right, I don't remember exactly.

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IMO it should go: drone riot & GA check, minerals production, population (or starvation) check.

If so, that would mean that building a rec commons would not end the riot until the next turn, possibly resulting in a revolt.

The solution that I used is that instead the order stays as it was before, but nothing is recalculated, so the drone riot check uses the pre-growth numbers.

Quote
Also semi-related, I've found that the multi build works only if production is in excess of 2x the required minerals.  For example 20 minerals will make 2 scout patrols if they cost 10.  But mineral carryover doesn't seem to work, excess minerals are being discarded (this line).  Positive or negative it doesn't seem to matter - they aren't converted to energy either.

Very strange; I'll have to test it.  (If you've got a savegame, that probably wouldn't hurt.)

Quote
A third sort of related thing I noted, more related to the population growth check.  If say a size 1 base has 19N stored, gaining +2N a turn, it won't grow even though hitting 21N.  Bases seem to need to fill the nutrient bar before being able to grow.  If you re-work booming this will become more apparent.  Perhaps not a bug but I consider it a flaw because if playing optimally, this adds a ton of micromanagement.

I see what you're saying, but it is indeed not a bug, and the non-micromanaging approach isn't that much less optimal than with high micromanagement, so I don't think it's going to be such a high priority.
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Nexii on April 20, 2014, 04:50:37 am
No that was with don't recalculate to not active.  Putting that variable to zero fixes the drone riots.  I rarely got revolts even with how it was, perhaps the revolt check is bugged or is after the "stop rioting" check.  So no worries on this one.

Far as the mineral bit, see attached
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Yitzi on April 20, 2014, 12:50:56 pm
No that was with don't recalculate to not active.  Putting that variable to zero fixes the drone riots.  I rarely got revolts even with how it was, perhaps the revolt check is bugged or is after the "stop rioting" check.

I'm afraid you misunderstood; you wouldn't get revolts with how it was or how it is, but you might with the alternative fix that you proposed.

Quote
Far as the mineral bit, see attached

Ok, thanks.
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Nexii on April 23, 2014, 03:59:51 am
One more thing to check for Drones.  I'm finding that with the "1" flag on for Drones rules code {1 to 31} (pacifism drones can be quelled by facilities) that pacifism is still calculated last.  Tried "1" and "31".  Doesn't seem to be a flag reversal as "30" also makes pacifism calculated last.
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Yitzi on April 23, 2014, 04:14:14 pm
One more thing to check for Drones.  I'm finding that with the "1" flag on for Drones rules code {1 to 31} (pacifism drones can be quelled by facilities) that pacifism is still calculated last.

Yes it is; if it weren't, that would have numerous other effects.  What the flag does is that if you don't use up all your facilities' drone control ability on other drones, what's left can be applied to pacifism drones when they show up.
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Nexii on April 23, 2014, 05:02:54 pm
Gotcha.  Yea this seems to work correctly - the order in Psych screen is off but they are (effectively) calculated before facilities and drone-controlling SPs.  I assume that's one of the side effects - the +TALENT SPs have to be last?  Not that I'm complaining really...it probably doesn't make a huge difference.
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Yitzi on April 23, 2014, 05:18:00 pm
Gotcha.  Yea this seems to work correctly - the order in Psych screen is off but they are (effectively) calculated before facilities and drone-controlling SPs.  I assume that's one of the side effects - the +TALENT SPs have to be last?

They're last anyway; the issue is more that it would make pacifism mostly irrelevant in a base depending on facilities for drone control (as pacifism can't create superdrones.)
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Yitzi on April 24, 2014, 02:17:02 am
Regarding the minerals: Carried-over minerals are always capped at the base's production, in addition to the alphax value.  So it doesn't matter whether you have 10 or 20 or 1000 minerals stored; if your production is only 3, you'll only carry over 3 minerals and will not produce more than one unit.

This is desirable, as otherwise you could use carried-over minerals to hurry one thing as though it were another.  It also means that you cannot hurry a multibuild; because multibuild is designed to benefit high-production bases, this is working as intended.

I did, however, find a bug in that a -1 value was properly working as infinite when calculating whether you would carry everything over, but as 0 when calculating how much you would carry over if not everything, meaning that if you over-hurried you'd end up losing even that turn's production.  It has been fixed, and the resulting patch should be up shortly.
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Nexii on April 24, 2014, 02:31:50 am
Yea, thats fair.  Good catch!
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Nexii on April 28, 2014, 05:35:57 am
I discovered something else related to production. 

20,      ; Retool exemption (first X minerals not affected by penalty) {0 to 32767}

This variable also determines the amount of free minerals for a new base.  Would it be difficult to break this out?  When set to 0 for example there's no difference between -1 SUP and -2 SUP.  And set to high amounts it gives a game-breaking amount.
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Yitzi on April 28, 2014, 05:57:38 am
Shouldn't be difficult at all.
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Nexii on April 28, 2014, 06:17:19 am
Cool.  Something else you may discover when examining the rush cost code is that the exemption amount is also used as the double cost rush threshold for facilities.  For SPs it seems to always be 4 rows of minerals. I can see how these sort of relate but may also want to consider breaking out rush thresholds for both. 
Title: Re: Bugs, flaws, and other things to be fixed: Drones formula
Post by: Yitzi on April 28, 2014, 12:25:08 pm
Cool.  Something else you may discover when examining the rush cost code is that the exemption amount is also used as the double cost rush threshold for facilities.  For SPs it seems to always be 4 rows of minerals. I can see how these sort of relate but may also want to consider breaking out rush thresholds for both.

Seems a good idea.
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