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few tunings on houses
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Authored by mimo on Mar 13 2017, 10:31 PM.

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Summary
  • currently a fully garrisoned small house (as gaul) decays when outside territory while a big house (as athen) doesn't because of the garrisoning capacity. I propose to prevent both from decaying by decreasing by half their TerritoryDecay.DecayRate (as we may understand that an invading influence will quickly spread through official buildings, but not inside houses where people will follow their traditions).
  • futhermore, as all garrisoned structures, the garrisoned units inside houses have a GarrisonRegenRate of 5, which imo is too big for houses (specially that currently only support units can be garrisoned inside) and could be decreased a bit, although keeping maxGarrison*GarrisonRegenRate > TerritoryDecay.DecayRate to prevent the decay. Going from 5 to 4 works (could also be further decreased if we also further decrease the DecayRate).
  • popBonus tech: there is currently a tech to increase the popBonus of houses by 20% already available in village phase. But for village phase, its price is quite high and it's better to build houses. So i propose to switch it to town phase and to add another one at city phase so that each phase upgrade will allow to improve this house popBonus
  • finally, as we have a loom icon, better use it for the loom technology from the houses
Test Plan

Check that all changes work

Diff Detail

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Event Timeline

mimo created this revision.Mar 13 2017, 10:31 PM
Owners added a subscriber: Restricted Owners Package.Mar 13 2017, 10:31 PM
Vulcan added a subscriber: Vulcan.Mar 13 2017, 11:44 PM

Build is green

Updating workspaces.
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Running release tests...
Running cxxtest tests (302 tests)..............................................................................................................................................................................................................................................................................................................OK!
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Running cxxtest tests (302 tests)..............................................................................................................................................................................................................................................................................................................OK!

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elexis added a subscriber: elexis.Mar 13 2017, 11:56 PM

Works, even with

  • huts, longhuts and taverrns that inherit the house template
  • all special structures like the library, theatron, elephant stables, embassy

The blacksmith can garrison only one unit, but the problem doesn't really transfer to that building (I agree with the substantiation that garrisoned civil buildings ought to keep their loyalty while others might or might not depending on garrison count)
The outpost has a territory decay rate of 2, so survives in enemy territory if garrisoned.

Tested with D204, thanks :-)

(There is also a remotly related issue with garrisoned fortresses being able to capture garrisoned civic center #3528 and a captured barracks near a CC converting the CC to gaia)

While at it, might want to consider:

(23:46:01) elexis: Grugnas: didnt you mention something with house tech in the lobby or something? garrison capacity increase with a tech?
(23:46:46) Grugnas: yes
(23:47:12) Grugnas: i wanted to increase garrison limit of houses when the houses pop limit increase tech is researched
(23:47:42) Grugnas: because women are already difficult to hide when people raid
(23:48:17) elexis: not opposed to that idea, makes the tech more interesting
(23:48:17) Grugnas: and that would incentivate people researching the tech

(As an addition, not replacement)

binaries/data/mods/public/simulation/data/technologies/health_females_01.json
7 ↗(On Diff #792)

Good change, good icon

binaries/data/mods/public/simulation/data/technologies/pop_house_01.json
14 ↗(On Diff #792)

Why move it to town phase? Noone will likely afford this tech in village phase, unless someone comes up with an exceptional strategy or build order

binaries/data/mods/public/simulation/templates/template_structure_civic_house.xml
51 ↗(On Diff #792)

Ok to add it, balancing of the tech seems fine

mimo added inline comments.Mar 14 2017, 12:19 AM
binaries/data/mods/public/simulation/data/technologies/pop_house_01.json
14 ↗(On Diff #792)

It looked a bit artificial for me to have it available already at village but still too expensive to be used, while now both increases in popBonus can be seen as an additional bonus due to the phase upgrade.

elexis accepted this revision.Mar 14 2017, 12:23 AM

Alright, makes sene (contrary to increasing the garrison capacity with a tech, as the building itself didn't change, thus doesn't provide more space for units)

This revision is now accepted and ready to land.Mar 14 2017, 12:23 AM
fatherbushido accepted this revision.Mar 14 2017, 7:13 AM
fatherbushido added a subscriber: fatherbushido.

That adress the complain about repetitve task and/but the choosen numbers allow the choice between tech and not tech.
The choice you did to not use relative templates seems more clear (in that case).

That adress the complain about repetitve task and/but the choosen numbers allow the choice between tech and not tech.

(Neglecting the 100 stone cost, a +20% pop bonus for 500 wood is only worth it, if one receives more population bonus than when building houses for 500 wood.
A big house costs 150 wood and gives 10 population bonus, a small house half of both.
So when building houses for 500 wood, we get 33.3 pop bonus.
Therefore the tech is only worth the resources if one gets more than 33 pop bonus from it.
This is the case when having built houses giving 166 population, i.e. 17 big houses costing 8500 wood.
Before researching the technology, the player also has the +20 population bonus of the civic center, i.e. already has room for 186 population.
After having it researched, one therefore has 204 + 20 population room and still needs to either build 8 houses or research the second tech and add 4 more houses.
So I'm not convinced the tech addresses the issue of having the repetitive house builder task and the techs are only relevant in 250+ pop games, but I don't see it as a big issue either)

I wanted to avoid such a discussion :/

fatherbushido resigned from this revision.Mar 14 2017, 2:08 PM

(It was one of the first equations I solved when discovering the game, similarly computing when the wood gatherrate tech is worth it. It was when having 26 gatherers IIRC, while some players like Mario and ffm said it's more relevant to have more military units, it's not a unique choice. Building houses sucks, I forget it all the time, but I'm not sure how to address the repetitiveness)

mimo added a comment.Mar 14 2017, 7:50 PM

It depends a lot of the pop cap, and as the house repetition is worse when big pop cap, it still goes in the right direction even if not sufficient. The problem is that the increase can only be a multiple of 0.2 to fit with house of 5 and 10, and going to 0.4 is possibly too much (maybe we can change it later (after tests) to a 40% increase of pop cap but a 20% increase in cost, or whatever is needed for balance).

This revision was automatically updated to reflect the committed changes.