1.30 Prestige Woes and my thoughts

I just feel the need to point out the real problems that are created by the current prestige situation, and some partial solutions that I came up with, without modding the game.

To recap: I've been playing the past 4 days on a medium map, and originally I thought that this was a bug.  I re-evaluated my strategy after I "Understood" how the devs wanted this game to be played and I have to say the following.

1. The prestige reduction due to many cities isn't documented in the game. The applied penalty isn't listed properly. It is also buggy and wraps around 0 and 1. I started razing cities to see the penalty cycle from 0.5 down to 0.1 and back to 0.7 again. Also there isn't any warning, you either read the patch notes and visited the forums or you're just lost.

2. It is just silly lore wise because it feels like all people want to live in a megalopolis. If I was a peasant I would want to live in a nation with 20 cities not in a nation with just 2 or 4, I wouldn't feel safe, and I don't like overpopulation.

The way to play on medium and large maps:

3. Build cities only in very important resource clusters. In the end you will have cities only in faction starting locations.

4. Raze all cities you capture, unless rule 1 kicks in, or if it has a very important strategic resource.

5. Build many scouts to keep line of sight intel on the map and protect all gaps in your empire.

The problems that this situation creates:

6. There isn't really a concept about your territory. Just  blobs of lands around your cities.

7. It doesn't create a stable diplomatic environment. You will go to war cause the AI will build cities in the gaps.

8. Caravans are impractical. You now have to guard them cause they will go outside your influence to reach other cities. Also setting up routes is extremely slow.

9. The AI also stalls his pop growth.

10. Game play psychology: You are penalizing the player for playing "incorrect" instead of rewarding him for playing correctly. People naturally expect that having more cities is best.

11.  Conquering territory is useless, Unless the city has 5-6 resources right outside of it, and is considered a premium spot.

There will be situations were you need a single resource or you need to deprive your opponents a resource, but you can't build a new city to do this.

I would be ok with this choice if and only if:

12. There is a repeatable tech to lower the prestige penalty. or add a "bonus city" each time you research it.

13. There is a way to claim resources without the need to have them in your territory. In the past pioneers had that functionality, now they don't. Why?

14. There is a way to claim land without building a city: call it an upgradable outpost or anything else that claims land with similar strength like a city but without buildings, or perhaps only defensive & war buildings ala fortress army boot camp, cause tiles in your cities are even more valuable now. This also fits the lore: "We don't have so many people after the cataclysm to hold the lands" In post cataclysm scenarios outposts are considered essential.

15. Provide a substantial resource bonus to the player that razed a city. Gold, materials, population transfer across all of his cities, cause right now "I razed the level 5 Kraxis capital and all I got was this lousy T-Shirt" - Nothing gained by demolishing buildings. You would have expected in a post apocalyptic world people recycling everything and not going on like "Ow we just need to demolish this mint or Ruevna there, just leave all the gold, wood and stone alone." Give us back the joy of conquest.

 

18,874 views 19 replies
Reply #1 Top

The new prestige nightmare completely ruined the game for me.  I like large maps with all 10 opponents.  Now I can only have 10 to 12 cities TOTAL?? 

Will not be playing again until they fix this.

Reply #2 Top

Mod the prestige penalty.

Reply #3 Top

seanw3 WHERE is the prestige penalty hidden (I hope it is NOT in the exe)?

harpo

Reply #4 Top

Elemental\Data\English\ElementalDefs.xml

Go to the the very end to find the penalty function. Also, look through this document. It contains some really fun stuff you can sink your teeth into for modding in general.

I like to increase level up points to 5.   :D

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Reply #5 Top

Quoting seanw3, reply 4
Elemental\Data\English\ElementalDefs.xml

Go to the the very end to find the penalty function. Also, look through this document. It contains some really fun stuff you can sink your teeth into for modding in general.

I like to increase level up points to 5.  

 

I would gladly do it but it doesn't work with 1.3. At least not on my pc.

If I try to change ElementalDefs.xml in the program folder directly than a weird bug appears which fucks up all random names: All random generated names are exactly the same string and contains only 3 special characters. Can't tell you the exact name because I cannot type it in here. It is like ħ>. One of the characters is afaik not even an extended ASCII character. Everything in the game which has a random generated name has that same name: the world, all cities and all random named people. Worst thing is if I want to get rid of it I have to reinstall the whole game (or copy it from a save location) because the bug lasts even if I change the ElementalDefs.xml to former version or restore the original ElementalDefs.xml. I have tried it several times but it is occurs always and it is always the same string.

And if I try to copy the ElementalDefs.xml to the mod folder and change it there than the game starts properly but a strange error occurs: I get no tax income at all regardless how many population I have. My money is forever at zero. This occurs even then if I copy a unchanged ElementalDefs.xml in my mod folder.

But a unmodded or slightly modded game works properly without any annoying or strange unknown bugs or CTDs.

As a result of it I now have to try changing prestige values in Improvements.xml files and find values which prevents prestige decrease to 0.1 after you have more than 10 cities. Another way to solve it could be increasing prestige value in Fertility-Spell (if AI would also use it) but I am not sure if that spell is working at all. 

But if you know a way to change ElementalDefs.xml in version 1.3 without causing errors I would gladly like to know it. It would save me much time and the file contains so many useful values to play around.

 

Reply #6 Top

The current plan is to delete the prestige function altogether. It will receive a brief trial and then execution by fire. 

Reply #7 Top

It wasn't a bad idea it was just horribly implemented.

Reply #8 Top

Quoting seanw3, reply 6
The current plan is to delete the prestige function altogether. It will receive a brief trial and then execution by fire. 

 

But meanwhile I want to play the game. I really like it. It has depth and it is fun to play despite of the bugs. It is better than eg Age of Wonders. And I like it more than Master of Magic.

That's why I try to find a workaround. If it is possible to change ElementalDefs.xml in version 1.3 without fucking up my game than I think it would be the best way to address the prestige bug.

Do you use a former version of the game? Or do I have to do something else that EWOM 1.3 accepts a changed ElementalDefs.xml in normal program folder?

Reply #9 Top

I never tried anything more than increasing the prestige level of improvements. It seems a very good fix for a couple of problems with the AI. The new beta will be out soon so I am counting on that to get me through the FE hunger pains.

Reply #10 Top

esprito, I copied the ElementalDefs.xml into my items folder and renamed it, then altered the values, and then started a game, and the values are as I had altered, so if you want to do the same it should work for you as well.

harpo

 

Reply #11 Top

Quoting harpo99999, reply 10
esprito, I copied the ElementalDefs.xml into my items folder and renamed it, then altered the values, and then started a game, and the values are as I had altered, so if you want to do the same it should work for you as well.

harpo

 

Do you use version 1.3 or an older version?

I have altered the ElementalDefs.xml to the name testvalues.xml and have copied it in ...\My Games\Elemental\Items but I get the same results as before. No tax income (and no wages for units)

Then I have played around with that file and have changed some values to find out why it doesn't work. The results are quite amazing. Tax is set to zero unless I use a value of 1 or bigger for <TaxIncomeRateNormal>. If I do this than I get tax income again. Funny thing is if I delete the whole line in ElementalDefs.xml than tax income is set to 1 nonetheless. Same goes for wages. If I use a value between 0 and 0.9 than there is no wage to pay for units but if I use a value bigger than 1 then I have to pay wages for units again.

After it I tried to delete all lines in my modded ElementalDefs file except of <PrestigePenaltyPerCity> line and the game works properly but most values are multiplied by 10 which means you start with 1000 gold, get 1 gold tax per citizen (minus an exponential increasing malus the more citizen you have: for 7 citizen you only get 6.1 gold, for 35 citizen only 27.3 and so on.

It would work this way but I would have to increase all prices in Elemental by a factor of 10 as well to keep the game balance. Have to look which is more exciting: no prestige penalty at all and increase all prices or balancing it out with increased prestige values for buildings.

Can anyone reproduce my results with Elemental 1.3?

 

Quoting seanw3, reply 9
I never tried anything more than increasing the prestige level of improvements. It seems a very good fix for a couple of problems with the AI. The new beta will be out soon so I am counting on that to get me through the FE hunger pains.

Ok, thanks a lot for your answer.

 

Reply #12 Top

ElementalDefs does act very weird sometimes. I just finished a QuickFix mod that alters the prestige mechanic that was working for me, but who knows if that means it would work for you or anyone else the same.

I know that when I tried to just include the lines for prestige and deleted the rest my caravan multipliers were like 277%! So I went back and included all the other lines as is, and that seemed to work.

Edit: My ElementalDef file was renamed as well.

Reply #13 Top

esprito, I had renamed the ElementalDefs.xml to harpoElementalDefs.xml after copying it from the program files data\english folder, I then edited the values in the entries that I wanted to change, and I did NOT delete anything in it.

 and regarding the prestige issue I also have my cheesy rings mod that has approx 40 different rings that boot individual stats with  a single ring and there are three related rings ie mild, tasty & vintage with the mild being the low power( magic forging), the tasty being middle power(better magic forging) and the vintage being high power(magical weapons) and each ring I have tried to balance toward the top two ai levels so the game is more fun, but still tough, and have three different ring groups for charisma and prestige ie the truffle, caviar and roe ring sets(which have the gildar cost equalling the boost in the charisma/prestige and can be equiped on the sovs & heros, but not troops).

harpo

 

Reply #14 Top

Quoting DsRaider, reply 12
ElementalDefs does act very weird sometimes. I just finished a QuickFix mod that alters the prestige mechanic that was working for me, but who knows if that means it would work for you or anyone else the same.

I know that when I tried to just include the lines for prestige and deleted the rest my caravan multipliers were like 277%! So I went back and included all the other lines as is, and that seemed to work.

Edit: My ElementalDef file was renamed as well.

 

I have tried out your QuickFix mod but because it uses a modified ElementalDefs.xml I don't get any tax income and don't have to pay any wages for my units. 

Maybe something with modding in my game version is wrong. Or I use a different game version. My version is 1.30.064. This information is from my debug.err file. Are you so kind to let me know if you have the same version? I have to find out why this mod works for you but not for me.

I noticed some other weird things if I mod the game, eg I try to change prestige values in KingdomSpecialImprovements.xml and it basically works but then I have two different prestige values in my game. Inn and Pub shows two different prestige values and I have to pay double maintenance for them.

But that's not all. I have to pay even for other buildings double maintenance as well which I haven't even touched eg like school. I can provide screenshots and my modified files. The results are absolutely reproducable and are always the same on my computer.

 

Quoting harpo99999, reply 13
esprito, I had renamed the ElementalDefs.xml to harpoElementalDefs.xml after copying it from the program files data\english folder, I then edited the values in the entries that I wanted to change, and I did NOT delete anything in it.

 and regarding the prestige issue I also have my cheesy rings mod that has approx 40 different rings that boot individual stats with  a single ring and there are three related rings ie mild, tasty & vintage with the mild being the low power( magic forging), the tasty being middle power(better magic forging) and the vintage being high power(magical weapons) and each ring I have tried to balance toward the top two ai levels so the game is more fun, but still tough, and have three different ring groups for charisma and prestige ie the truffle, caviar and roe ring sets(which have the gildar cost equalling the boost in the charisma/prestige and can be equiped on the sovs & heros, but not troops).

harpo

 

 

I have tried to use your ElementalDefs.xml but same result as if have used my own one. No tax income and no wages to pay for units. That's so odd. Now I would like to ask you if you could provide me your exact game version. You can find it in first line of your debug.err. Mine is 1.30.064.

BTW I only deleted lines in my ElementalsDefs.xml after it didn't work to change prestige malus for cities only. I did it because I wanted to know how it would change values in a game and if tax income would show up again.

Your "ring"-approach seems very interesting. Never thought about that solution. It is a very creative approach to the problem. How did you manage AIs get them too? Because in my test games AIs which don't get the same prestige bonus is doomed from beginning (inserted 2 AIs with prestige bonus and 2 without and the 2 AIs without it was destroyed very fast).

Cheesy rings mod seems to work on my pc but I only made a quick test. Haven't got one yet. I need more time for testing it out.

 

   

Reply #15 Top

1.39  beta is out! "+ Prestige penalty eliminated" :) So problem fixed.

Reply #16 Top

esprito, my version was '  Version 1.30.064 last updated on: 12-26-2010 11:50' before I just updated, have not tested since the update, with a LOT of luck I will be able to test tonight(ie all the customer problems are fixed quickly and easily.

harpo

 

Reply #17 Top

Updated to 1.39. Now I have to be online to start the game because if not I get an error "Data Filed could not loaded" and program ends itself after clicking on "OK". Is that normal?

And in addition I still have the same issue. Even after I have installed it again: If I use a modified ElementalDefs.xml in my mod folder than I get no tax income and I have to pay no wages.

BTW: Thanks harpo99999 for letting me know your software build number. I am only a bit astonished because 1.30.064 was realeased on July 27th, 2011. I guess the date is wrong or wasn't updated in your last software update.

 

Reply #18 Top

Quoting Esprito, reply 17
Updated to 1.39. Now I have to be online to start the game because if not I get an error "Data Filed could not loaded" and program ends itself after clicking on "OK". Is that normal?

And in addition I still have the same issue. Even after I have installed it again: If I use a modified ElementalDefs.xml in my mod folder than I get no tax income and I have to pay no wages.

Yes it's normal, betas are online so that they can update on the fly.

Did you try renaming the file? Other then that the new patch changes most the things you would need to modify EleDefs for, It increases base health and removes prestige mechanic, so maybe just forget it.

Reply #19 Top

Quoting DsRaider, reply 18

Yes it's normal, betas are online so that they can update on the fly.

Did you try renaming the file? Other then that the new patch changes most the things you would need to modify EleDefs for, It increases base health and removes prestige mechanic, so maybe just forget it.

 

Thanks a lot for your info regarding betas.

And yupp! I have renamed the file to testdefs.xml.

It's really weired. The game itself works great. Only issue I have is that underlying menus are overlapping with menus I am currently use eg if I make a normal save than I can see options menu "shinging through" but for me that is only a small annoyance and I couldn't find a quick fix for it for Windows XP because my screens folder is always empty and completly deleting it doesn't solve it.

So my only issue is modifying ElementalDefs.xml and why everybody else can mod it but me. Now I have to try it out to uninstall the game, get rid of any Elemental connected entries in my registry and install it again. But this will take a while. And if it is not working I will ask Stardock support.