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  1. #1
    Deus ret.'s Avatar Civis
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    Default Temple rebalancing

    Ave, creators of Roma Surrectum!

    First of all, thanks for the invitation to join you. I don't intend this thread to show off as a kind of smart alec. My observations are purely subjective and don't aim at goofing on all the work you've put into this truly great mod which I can hardly cease to play....

    After playing it for a while, the temple system attracted my attention. I had the distinct impression that temple bonuses were somewhat unbalanced. Although a fan of different kinds of bonuses for different deities, I think the effects should be distributed more evenly across the board.

    So here we go: This thread may serve as a kind of brain-storming medium for all those interested in an improvement in the temple system in order to further improve the mod.

    My approach was to find a way to equal different bonuses so they can be summed up and compared (much like the general medium of equivalence does with different commodities...okay, no Marx in here). I guess that's also the main weakness of the entire model: The imperfect formula of equation. So that's why comments are more than appreciated!

    Up to now, the formula is this:

    10% of happiness or law (equivalent) =
    1% pop growth (with 0 turn recruitment) =
    5% of public health =
    +1 farm production =
    +1 morale to troops trained
    +1 weapon OR armour.
    +1 exp equals 20% of happiness/law because it raises all stats AND provides a morale bonus, so strictly speaking it's still too strong.

    All these bonuses were counted and summed up (in happiness/law%), providing a 'total bonus'. Upon applying the scheme I noticed some severe differences between the temples. Among the temples which went up to lvl 5, the total bonus ranged from a mere 50 (Dionysos: 10 law 35 happiness and +0.5% pop growth, and Apollo: 30 happiness, +2 morale) up to 140 (Zeus: +2 exp +2 farm +2 weapon, 25 law / 35 happiness) and even 155 (Demeter: +2 exp +5 food +2 pop growth, 10 law, 35 happiness). Among temples reaching only lvl 3 or 4 the differences were similar. Difference in total bonus sometimes, but not neccessarily implied a difference in cost: A pantheon of Zeus costs 12,8k whereas a pantheon of Dionysos comes at 8,8k - the same as a pantheon of Demeter.

    So what I did was cut away or add bonuses, depending on the excess/shortage. A span was allowed: Lvl5 temples between 90 and 110 total bonus, lvl 4 between 75 and 85, and lvl 3 between 55 and 65. It seems pretty clear that the average bonus/temple level should be around 20 --- at least that was more or less the average of all respective temples BEFORE altering their bonuses. In line with bonus adjustments, I'd suggest to level out the costs of the temples, so that all pantheons stands at 10,000. Remaining differences in bonus may be tolerated, after all some gods are mightier and more important than others

    All redistributed bonuses can be found in the .txt file. They're valid for the highest temple level respectively, and may be distributed on the lower levels at leisure (or by mathematical calculation). Some temples have the same bonuses as others; I changed some of them, too (e.g. Merkur would be a better analogy to Hermes than Saturn). Overall law/happiness bonuses were left untouched or increased, while exp bonuses were reduced. No temple/pantheon now provides more than +2, and even then they're comparatively specialized. Concerning the weapon bonus, I suggest that those are given to one type of weapon respectively. E.g. Artemis already gives +3 on missile weapons; similarly, Hephaestus should provide either +2 light or +2 heavy weapons. +1 each would render the bonus pretty much useless IMHO given the overall rather high stats. Maybe this is something which will have to be reworked....

    In the best case the alterations in the temples are complemented by some alterations in other buildings. So the exp bonus should either be entirely removed from academy buildings or be restricted to +1 on the highest level. Similarly, I recommend that sewers start at 10% health (and traders at 1% pop growth) in order to leave some effect to the temples. Public order generally is quite high in RS, so lowering the effects of sanitary buildings shouldn't hurt, especially since some temples received a boost on order bonuses.

    That's all I have for now. I might come up with a detailed listing of all temple levels in the next couple of days.....if my thesis in progress permits, that is . Any feedback on this is greatly appreciated.
    Last edited by Deus ret.; May 24, 2007 at 07:35 AM. Reason: removed out-of-date attachment

  2. #2
    dvk901's Avatar Consummatum est
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    Default Re: Temple rebalancing

    Thanks!! I have a look at these and implement so we can test.

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  3. #3

    Default Re: Temple rebalancing

    if we're lowering the temple's happiness values, can we please then get rid of the penalties for the Roman Villas? it's hard enough keeping the locals in check as it is!
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  4. #4
    Deus ret.'s Avatar Civis
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    Default Re: Temple rebalancing

    Most order bonuses weren't lowered, rather they were raised. The exceptions are exp-heavy temples where the law/happiness bonus has been reduced.

    I just looked it up and can assure you: the only temples which actually lost order bonus are Kolaksay (-10) and Baal (-5). All others have remained the same or have got more or less substantial boosts.

  5. #5
    ♔Jean-Luc Picard♔'s Avatar Domesticus
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    Default Re: Temple rebalancing

    very interesting. i wonder where my goddess arethusa stands in the numbers rankings before your changes.

    Skandranon Rakshae

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  6. #6
    Deus ret.'s Avatar Civis
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    Default Re: Temple rebalancing

    You're right, I probably should have included the old stats....

    Maybe in the next version

    Anyway, Arethusa didn't suffer much. Point-wise she actually ddin't suffer at all (100 -> 100), I just traded 1 exp for 2 morale. Before, she had +2exp; 25 law and 35 happiness weren't changed.

    All values for the Pantheon.

  7. #7
    dvk901's Avatar Consummatum est
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    Default Re: Temple rebalancing

    I'm afraid I don't understand what you're doing with these stats. You'll have to explain better for me.

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  8. #8
    ♔Jean-Luc Picard♔'s Avatar Domesticus
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    Default Re: Temple rebalancing

    he has essentially set up a scoring system for temple bonuses and is trying to even them out.

    Skandranon Rakshae

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  9. #9
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    Default Re: Temple rebalancing

    In your scoring did you take into account the traits/ancillaries that are associated with each temple? These can be quite good and/or bad so if you improved a temple that had good traits/ancillaries . . .
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  10. #10
    Deus ret.'s Avatar Civis
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    Default Re: Temple rebalancing

    @SquidSK: No, I didn't. Could you name me the file where they are listed, along with the ancillaries? I'll incorporate that.....although I'm not really sure if they're balanced right now. The Dionysos temple is among the worst as it is now and the traits it bestows aren't good for much, either - if they're the same as in vanilla RTW: drinker, laziness....

    @Skandranon Rakshae: Exactly. And I suppose most 'errors' i.e. imbalances can be traced to the system according to which I compared the different bonuses, so again....if someone has some ideas or criticism, please don't hold back.

    @DVK901: It's quite easy basically. I used law/happiness (order)% as equivalent to all other bonuses. E.g. +1 to farming output equals +10% order bonus; 5% public health bonus also equals 10% order bonus, as do +1wp, +1arm, +1morale, +1% population growth - they're all 'worth' 10% order. The exception is exp which is worth 20% order. The total numbers I got represent the summed-up temple bonuses (total bonus points) in order%. That's what I meant by designating them as 'equivalent', and I redistributed bonuses according to shortage or excess of these total bonus points. If you 'sum up' the values in changes.txt, you should come to the number in the 'overall' column.

    Since trait bonuses and ancillaries are still missing from the calculations, they are not definite.

    Oh, and as for differences between 0-turn and 1-turn play: I guess they use the same temples, so I'll re-adjust pop.growth again. Although strictly speaking squalor levels should also be higher generally in 1-turn play.....

  11. #11
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    Default Re: Temple rebalancing

    All trait information is in export_descr_character_traits.txt and ancillary information is in export_descr_ancillaries.txt. You'll need to go to the triggers section of the two files (its the bottom half) to find those triggers that require a temple as part of the list of conditions.

    Also bear in mind that the ancillaries are still vanilla and haven't been touched at all, and re-doing the temples is on my traits/ancillaries to-do list.
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  12. #12
    Deus ret.'s Avatar Civis
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    Default Re: Temple rebalancing

    Oh my seems like there's still a heap of work to be done....I checked the ancillaries, and interestingly I know of no mod who ever has undertaken to alter the priests significantly. Some change minor things (as I would do, too: Casualty recovery rates for example are too high and should be 15 at most) but basically it's the same everywhere.

    The ancillary priests are more or less balanced. I'd tweak a little here and there,* but each one has its uses....more or less.....and even go in line with the deity they're associated with. Not too a big priority I'd say.

    The traits are probably a different issue. I'll have to associate myself with export_descr_buildings to sort out the different kinds of temples (temple_of_victory, temple_of_battleforge etc), and afterwards look up the respective traits somewhere which those temples provide (e.g. I don't know what the 'girls' line of traits means). I already peeped in export_descr_buildings and discovered some funny things....the temple of Apollo for instance provides an exp bonus to troops up to lvl4 but only a morale boost on lvl5.....does anyone know if this is intended? If not there needs a lot to be done. Let's see how long it takes until I can present something definite....

    * Bacchus/Dionysos: remove 2nd influence point and replace w/ +1 to law (would have chosen happiness but that's not possible);
    Jupiter: remove +1 command and replace w/ +1 siege defence (so ancillary is the same as the priest of Zeus stat-wise);
    Artemis: Improve line of sight bonus to 2 and lower recruitment bonus to 2.

    The only priest w/ +1 to all attributes should be Zoroastra, for the reason that the Parthians can't build another temple and thus collecting more priests is difficult for them.
    Last edited by Deus ret.; May 21, 2007 at 05:23 PM. Reason: typos

  13. #13
    ♔Jean-Luc Picard♔'s Avatar Domesticus
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    Default Re: Temple rebalancing

    could you possibly post a list of each god's/goddess' temple at the maximum level with their points value? it may help to see what you are doing so perhaps a before and after type with the scores.

    Skandranon Rakshae

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  14. #14

    Default Re: Temple rebalancing

    Just curious, what did you change with the Armenian temples? Want to make sure you did it correctly since few people seem to know much about Armenian mythology.
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    Deus ret.'s Avatar Civis
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    Default Re: Temple rebalancing

    @Drtad: Tbh I also have no knowledge of Armenian mythology at all. I orientated myself on the existing bonus weightages and sought to bring these in line. If you find any grave inconsistencies with the Armenian pantheon please let me know it....the same goes for any other god or goddesses. Aside from Roman and Greek deities I'm not really adept in the matter....

    @Skandranon Rakshae: A complete list is included in a .txt file (see second page), but you're right: I should include the old values. That's why another file is attached to this post; you will find the old values in brackets.
    Oh, and thanks for the sig hint
    Last edited by Deus ret.; May 24, 2007 at 12:49 PM. Reason: file removed
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    Default Re: Temple rebalancing

    Quote Originally Posted by Deus ret. View Post
    @Drtad: Tbh I also have no knowledge of Armenian mythology at all. I orientated myself on the existing bonus weightages and sought to bring these in line. If you find any grave inconsistencies with the Armenian pantheon please let me know it....the same goes for any other god or goddesses. Aside from Roman and Greek deities I'm not really adept in the matter....
    Hmm... I checked it over, and it seems okay. Just to let you know, Aramazd is the Father of the gods, Vahagn is the war god, and Anahit is the Mother goddess, at this time thew highest I believe. However, in your text I found this strange line:

    Anahit (only lvl5 temple of the Armenians and named 'temple of fun'...?)
    I'm sorry, but what does this mean?
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  17. #17
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    Default Re: Temple rebalancing

    It means that the internal name for the Temple of Anahit is "temple_of_fun". Each diety doesn't have their own temple, many dieties share a temple with dieties from another culture, therefore since Anahit shares the temple with Dionysos (i.e. you can upgrade a Dionysos temple to an Anahit temple as Armenia) and Dionysus is the Roman.

    @Deus Ret.
    Where are you getting your temple equivalences? I know for a fact that in game the temple of Neptune is not equivalent to the temple of Poseidon yet in your document you have them as being the same.
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  18. #18
    Deus ret.'s Avatar Civis
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    Default Re: Temple rebalancing

    That's how I intend them to be. Similarly, the Jupiter temple right now isn't the same as the Zeus one (it corresponds to Athena bonus-wise), and few of the bonuses in the list are real as things as now. But you're right, I need to clarify which temple equivalences are left as they are now and which need to be changed. Another candidate for change is the Saturn-Hermes match-up, Merkur-Hermes would be far more appropriate.

    EDIT: file in post #15 updated.

    @drtad: The line expresses my confusion that the other two temples of Armenia only reach up to lvl4 and this one to lvl5, plus it's named incorrectly....seems like this needs to be tackled.
    Last edited by Deus ret.; May 22, 2007 at 09:59 AM.
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    Default Re: Temple rebalancing

    The reason that Armenian temple don't go to level 5, is that in vanilla eastern factions (except Parthia I believe) could only build up to level 4 temples, they weren't able to build Pantheons. I guess DVK just never really changed it.

    @Deus Ret. - If you give me finalized list of temple equivalences I can update the export_buildings.txt file.
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  20. #20
    Deus ret.'s Avatar Civis
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    Default Re: Temple rebalancing

    If I get you right the traits have to be respected, too? All adjustments up to now have left them aside, so I'd need some more time....

    If you don't insist on the trait system being incorporated in the changes I will include the slight alterations to priests in the next version of the file, but I'm afraid there won't be another update until Thursday....work's calling!

    Should I provide you with a complete and comprehensive list of bonuses from lvl1-5 or is the maximum level sufficient (but significant readjustments will be necessary on lower levels!)?
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