End of the Curling Season

March 28th, 2006 by Potato

Well, the curling season finished with a bang, as we came in 3rd place for the hospital bonspiel (of 10 teams in our division). The prize was a keen gym bag with this neat side pocket that allows you to expand the space inside. I’m not quite sure what to use it for though, since it doesn’t create enough room for something like a curling broom or hockey stick, but is more than you’d need for a pair of shoes. Despite the fact that it didn’t go so well this year (lots of absenteeism), I’m really excited for next year. It’s one sport that not only am I vaguely good at, but I’ve also managed to keep it up fairly regularly for a while now (unlike touch football or basketball, where I haven’t managed to get a game going for several years now).

I’ve been at a point lately where I’m really afraid I’ve run out of interesting things to say here; perhaps 3 entries a week was a pace too ambitious to maintain. It’s not that I’ve run out of things to say, it’s pretty obvious that I can just ramble on about any old thing to fill out at least three paragraphs. The problem is that I’m getting close to the point at which this no longer becomes interesting for anyone else to read. I couldn’t even come up with a good curling pun. While the blog format is great for being relatively unstructured and easy to fill in and publish content (easier than using notepad and HTML tags like I used to), it’s a little too easy at times. There’s no point in having it turn into a sort of private journal that just happens to be connected to the internet. Who — except the voyeurs who just want any old random peek into someone else’s daily life — would want to read that?

Anyhow, the last leg of thesis corrections is going pretty slowly, but I’ve still got a week (exactly!) to get it finished, print them all off, bind them nicely for the examiners, etc. I’m thinking of it like the bonspiel: we started off getting completely smoked in our first game. Then came on fairly strong in our second, and dominated the third as well, leading to a very respectable finish. Plus there were 3 games, and my stupid master’s has taken 3 years! Ok, I have to end this before Rez gets in my face about facile metaphors again.

Star Wars on the Brain?

March 1st, 2006 by Potato

Turns out Star Wars: Empire at War was released a few weeks ago. I hadn’t really noticed, and won’t have time to give it more of a try for a while (the demo didn’t grab me and scream at me to get the game so much as whisper, in a sultry tone, “look for me in the bargain bin, and we’ll stay up all night. Oh, and I don’t mind if you spend the whole time wishing I was more like StarCraft… just as long as you play me hard, you video game addicted tool.”) The Onion had this to say about it: “Sure, you could find a deeper or better-tuned strategy game—but this one has AT-ATs.”

Oddly enough, I find myself humming the Imperial March a lot (Vader’s theme) lately, and I’ve had it stuck in my head all night. At first I didn’t really mind because… you know… Star Wars. But now, it’s getting on my nerves. Anyone know of a way to get it to stop, aside from getting a legitimately annoying song stuck up there?

I think it might be some sort of subconscious metaphor about my thesis. However, I’m not yet clear on what exactly it’s alluding to. The fierce oppression of a half-mad sorcerer? The desperate search to retrieve the plans to the ultimate weapon before it can be taken away by the rebel scum? The ascendancy of the pupil by facing the master in combat?

Anyway… I took a look at the site’s traffic. It peaked over the winter break, and has been slowly dwindling. I guess I haven’t been writing very entertaining posts lately. I’ve noticed a few patterns. Firstly, traffic dips significantly on the weekends. I can think of two possible reasons for that, the first being obviously that people like to procrastinate and read this while they’re at work (or that they only check on weekdays and have lives on the weekend), and the other being that since I usually visit my parents on the weekend, it’s never updated anyway. Next, despite my predictions to the contrary, long posts generally don’t generate any comments whatsoever. Perhaps they’re too long to bother finishing? And finally, it’s really exciting to have enough traffic to see patterns in it! (Even if half of it is from search engine crawlers).

Motorola Razr V3C

February 26th, 2006 by Potato

My old cell phone had a small crack in the antenna, and its already mediocre reception became downright shitty. At the same time, my parents decided to upgrade their phones from that same Samsung to the new Motorola Razr V3C (they upgrade their phones every 2 years or so). Since I’m on a family plan with them, they got me one too. It’s a very expensive phone, and Bell offers $125 or $175 (IIRC) off for committing to a 2 or 3 year contract (respectively). I was all for signing up for 2 years again; we haven’t changed cell phone plans in over 6 years, when we left Rogers and the permanently-mounted carphone and got modern portable cells. Moreover, since we’re on a family plan, we pay practically nothing for each phone (I think it’s less than $20 per extension, though that’s because we only have like 200 minutes to share — not that we even use that much), so the savings would be significant. Nonetheless, my mom was afraid of locking in to that long a time and bought the phones outright (yikes!).

I’ve had it for a week now, and here are my thoughts:

The Hardware

The look is fairly distinctive, and you’d have to be living in a cave not to have seen a Razr ad somewhere. I like it. First off, the very fact that it’s a flip-phone is going to drastically reduce the number of calls I accidentally make from my pocket. The screen is quite nice, a colour LCD with something like 200×100 pixels (about 1″ wide by 2″ tall). There’s also a small screen on the back (about 1 cm square) that displays the time, date, signal strength, battery power, and a thumbnail version of your wallpaper when the phone is closed.

The keypad is a little different, being a single piece of metal rather than discrete buttons. I find it makes finding the keys without looking a little harder, though it does help make the phone thinner. There are three buttons on the side, up by the screen. First is the fairly standard volume up/down rocker on the left. Just above that is the speakerphone button. The speakerphone function is pretty neat, and seems to pick up my voice from 3′ away clear enough for the person on the other end to know what I was saying, though they could definitely tell I wasn’t speaking normally into the phone. Then, on the right side, is the voice activation button. This is in a really bad spot, since it’s directly opposite the volume key, and I invariably hit it with my thumb when trying to squeeze/stabilize the phone to adjust the volume. The function itself is pretty cool, though. You press it, and then you can give voice commands to the phone, including having it look up and call someone from your phone book, check the battery status, check the signal, or dial a number you dictate. There’s no need to train the phone or record your friends’ names in advance, it seems to do a good job of doing a speech-to-text conversion. However, while it will recognize just about any name in your phone book, it only has access to a limited number of phone functions. In particular, the one other thing I would want the voice command feature to open up doesn’t work: recording a voice memo. More on that later.

There’s no external antenna, so I should be ok for a while without snapping it off. The signal is quite good, even in my parents house (which is some strange signal black hole, second only to the cottage on PEI, where our phones invariably try to connect to the towers across the Northumberland Straight in New Brunswick or Nova Scotia, rather than the one 4 km away, but that sits oddly enough behind a large hill, rather than on top of it). For the first time ever, Wayfare has asked me to speak softer, so the microphone has very good pickup (helped, of course, by the fact that flip phones inherently get better voice quality by being longer and closer to your mouth when open). The battery life is also pretty good, running for 4 days on standby, along with a day spent inputting my contacts and playing with the settings, etc.

It’s also a camera phone, with a ~1 megapixel camera on it. The camera isn’t too bad for a low-res camera, but I haven’t found a way to view the pictures on anything other than the phone’s screen (which is decidedly nowhere close to a megapixel resolution). It has a 4x digital zoom, but no other way to focus and no flash, which isn’t surprising for a phone. While it might help for those rare moments when you want to take a picture but only have your phone with you, I find it’s not really worth it for camera phones to exist at all. Just by the very possibility that you might use your phone to take a picture, you’re no longer allowed to use your phone in the locker room (though that was a faux pas to begin with), or on tours of our lab, etc. Not worth it, in my opinion (plus that’s got to be a fairly large contribution to the price tag).

The charging port is mini-USB, which should make cross-compatability with other chargers possible in the future (e.g.: the Blackberry also charges via a mini-USB port). More on this below…

The Software

All this neat hardware stuff is nearly killed by the software.

For starters, there are 6 options at the phone’s “home screen”, and you access each one through either one of the 4 directions on the direction keypad, or the two “soft keys” just above that by the screen. My first instinct would be to use the direction pad to move some sort of selection box amongst the options (or to perhaps scroll through more) and then select with one of the softkeys, send, or the center button of the direction pad. Instead, hitting a direction key instantly opens the function on that side. There’s no clear way to open up a more detailed menu (turns out you just hit the centre part of the direction pad), and while that information is in the manual, it wasn’t really explained well enough or emphasized early enough — something I think should have been done since no one in my family found it intuitive (though it might save time when you get used to it and get it tweaked right). The 6 default options are not ideal, at least to us: you have your mobile browser, games/apps, contacts, recent calls, picture viewer, and messenging centre (for voicemail and text messages). It took a few days, but I realized that you can change what those 6 options are through the preferences menu, buried 3 levels deep after you hit the centre button to get the general menu (there is no “menu” button, unlike my Samsung phone).

So, the first thing I did was replace mobile browser, recent calls, and games (it doesn’t come with any games, you have to buy them!) with calculator, voice record, and datebook. The fact that it comes with a calculator is going to be really handy, and not something I’ve seen in a cell phone before. The datebook will also be quite useful to me. But the thing that had me saying “holy shit!” out loud is the voice record option. About 2 years ago, when some of the first MP3 phones were first coming on the market, I actually wrote a letter to Samsung and Motorola, begging them to use the hardware that was already in place to let people use their phones to record audio such as brief reminders or even meetings/lectures. Turns out they listened (or already had this on the development track), and there is a voice memo record function on the Razr. I don’t know if this has quietly become standard or what, but I was really surprised it wasn’t mentioned in the phone’s list of features on the box. It’s such a useful thing to record notes to yourself with — I used to burn airtime on my old phone calling myself to leave messages on my answering machine. No more of that now! Of course, the odd thing about the voice record is that you can’t get to it via the voice activation commands when you hit that side button. You would think this would be one of the best things to have that function access (much more important than say “send picture to”).

Now, let’s do some quick logical thinking. Charging port: mini-USB. Advertised on box and in manual: a way to sync your contacts list with your computer. Present on phone: camera with 48 MB of memory. Conclusion: this phone has some way to connect to your computer via USB for syncing your phone book and transferring photos, and potentially for use as a small USB drive to carry with you.

At least, that’s the conclusion I came to. Turns out I was completely wrong: the USB port is for charging only, unless you buy a special USB cable and software package from Motorola for $50 US. The syncing and transferring functions were only intended to be done over Bluetooth. However, seeing as how neither my desktop nor laptop have bluetooth, this sucks for me (and even then, looking online it appears as though you still need to buy the software package). I call this some of the biggest stinking pile of bullshit surrounding this phone. Now, it is handy that you can charge it from your computer’s USB port, since you might be able to bum a charge from just about anywhere without having to take your adapter with you. However, this function appears pretty buggy: windows keeps bugging me for a driver when I plug the phone in, and it only seems to charge for a few seconds before disconnecting itself. I have found drivers online that will satisfy Windows and let the phone charge, but it still doesn’t seem to charge up beyond halfway.

As I quickly mentioned above, the phone has no games pre-installed. You have to buy them from Bell, paying not only about $5 per game, but also wireless browsing access fees to download them. Not such a huge deal if you have a plan that includes data, but we don’t. I don’t know what went wrong with cell phone companies and games. The first phone I remember having games was Dan’s old Nokia, which had 4 or 5 actually fun games preinstalled (snake for sure, and I think it had asteroids too). My old phone came with 3 games on it, and they were all slightly different versions of the same “automatically scroll sideways and dodge crap” game. One was a “run for cash” game where you had to run down the road, grab cash, and dodge cars. Another was the exact same thing, except on a motorcycle where you grabbed gas and had to avoid rocks, too (they move slower than cars). The last one was in a plane, and you had to not only avoid whatever random crap was in the air, but also had to worry about the ground contours taking away your “lanes”. The big problem with that phone though was that no matter what the volume was set at for calls, the games played at max volume, no matter what. So you could never play them on the subway or in a waiting room, making them useless (like I’m going to play my cell phone when I’m at home and can tolerate the noise?). But now, to have to pay just to get some of these crappy games loaded on to a $300 cell phone is nuts.

A Crippled Phone

So, to sum up, the Razr V3C has some pretty decent hardware on it, which is completely crippled.

However, there is hope. The games that you could buy from Bell for the phone are simple Java games: the phone has a Java engine, and should play a variety of compatible games, if you can just get them on there. As I said, I found drivers for it online that get rid of the prompts Windows throws up for the new hardware wizard. In addition to those were some instructions and tools for flashing the firmware to restore functionality to the USB port. However, the problem is that most of these tools are for the V3 (note the lack of “C”), which is the more popular version. It’s the black one (mine’s grey), and runs on a different type of cell network and has a number of other differences, which makes the hacks for it not work with the V3C. Furthermore, different carriers sell different versions of the V3C. For example, Bell and Verizon sell very crippled ones: you can’t even do file transfers with bluetooth, let alone USB. Reportedly, the ones sold by Telus aren’t quite so crippled. This is of course complicated by the fact that the information you need to get this stuff working again is scattered all over the internet. Nobody wants to host the files needed, so they tell you to “check Google or Kazaa”, which is not terribly helpful.

So, with all of this misinformation and conflicting reports and different models, it’s hard to figure out just how to hack your Razr. It took me hours and hours to do, most of which was spent in trial-and-error with some of the programs, and even more spent reading all kinds of forums. Here’s what I figured out:

1. Bell has removed the “Java App Loader” from the phone entirely, so even hacking the configuration files won’t help you turn it back on. While it looks like a straightforward way to load games onto your computer, any guide suggesting you edit a “seem” file to enable it and then use a program such as Midway to get your games on your phone just won’t work. If you’re with Telus, it might…

2. The one use for editing seem files that did work for me was adding the menu option to turn the “camera shutter” noise off entirely, instead of just choosing how I’d like to be annoyed. For reference: seem file 2742 page 0001, offset 005e, enable bit 6.

3. You’re going to need at least 4 seperate pieces of sub-legal software to do anything with this phone. The first is the driver set, which is still kind of buggy. The second is the Product Service Tool from Motorola. I first got this as another way of trying to enable the Java App Loader (apparently, you can send your phone to Motorola to have them enable it for you at significant cost… all they do is load the phone into this program and upload a profile). Since it’s a Bell phone, this program actually did nothing for me, however, it appears to stabilize the USB connection for the other programs you have running. The third program is one called P2KCommander (often bundled with P2kSeem). This is a very basic data transfer program to move data between your phone and computer. It’s how the games and other things go on (I haven’t tried custom ringtones yet, but I might), and how the pictures come off. Lastly, you’ll need the “710 Game Editor” program to create the configuration files the phone needs to run the Java games.

It’s really annoying, but even with the PST program running, the phone’s connection to the computer craps out after about a minute, making any transfers painful at best. Some important notes about P2K: I saw it mentioned elsewhere that you have to set the file retrieval limit to “unlimited” for it to work with the Razr. More importantly, and not something I noticed anywhere, is that the default “slow/safe” data transfer rate doesn’t work at all. The connection seems to crap out before it even finishes handshaking. Use “normal” and you should be able to work with it, though it is sill annoying. Every time the connection dies, you’ll need to reset the phone. Also, it seems to work much better if you plug in the USB cable with the phone initially off — plugging it in will turn the phone on, but it won’t connect to the network.

So, what have I gained from my hours of tinkering? First, and most importantly, I got Tetris, which was $6 from Bell (plus approx. $3 to download it). I’ve managed to take pictures with it and get them off the phone without paying Bell for the data transfer over their network (and, if you don’t have data transfer as part of your package, it’s billed at 5 cents/kB, so each picture would run at about $11). And, I have the theoretical ability to take any MP3 file I have, convert it to mono sound (reports say that stereo-encoded MP3s crash the phone), and use it as a ringtone (I haven’t tried this yet… I don’t usually care what noise my phone makes as long as I know to answer it and it doesn’t send shards of glass down my nerves).

In conclusion: 5 cents per kB, holy shit. What are they smoking? Hopefully, providers and cell phone manufacturers will stop selling crippled phones and let us actually use them (especially when they cost so much, even if you do commit to 3 years).

Curling

February 23rd, 2006 by Potato

Why is it so hard to get a curling team together? I know it’s a challenging sport, involving strength, agility, balance, strategy, yelling, housework, and a creative way of keeping score. It’s also fairly expensive (only slightly cheaper than hockey, after you figure in the equipment). We’re pretty lucky at Western, since we can put a team on the ice for only $300 (plus a $90 “performance bond” to dissuade us from defaulting, which it looks like I’m going to lose this year), whereas at a private club it would run more like $300 each.

Yet even after I managed to get a team of 6 together, proven on the ice that they can handle the sport, and got them to agree to the cost (not that they’ve paid me yet), I can’t even get 3 people (just 2 others out of 5) to come to the games so we don’t forfeit.

Part of the problem, I think, is that I actually listened to people when they professed a genuine preference for the 5-7 timeslot instead of the late 9-11 pm one. Next year, I’m definitely going to sign up for the late league without consulting them: while they claim it’s rough since they all have to get up early in the morning and need their beauty sleep, or can’t stay up that late without falling down, and it’s also hard since the rink is on campus and many of them can just come straight from class/labs at 5, whereas at 9 they’d have gone home and then have to go back… the fact of the matter is that at 5, it’s too easy to let something else sneak into that timeslot and eat up curling time. “4 pm meeting? Sure, sounds good sir… oh crap, even if it’s only an hour long, I’ll still be late for curling! Sorry Tater, guess I’ll have to sit this match out.” “Oh, my class that usually ends at 4:30 leaving me with perfect timing to get to curling got out early, so I went home and now I don’t feel like coming back in. See you next week, I guess.”

It’s a shame, too, because curling is the only sport I’m actually half decent at… wait, does StarCraft count as a sport? What about in Korea?

Civilization 4 Mods

February 12th, 2006 by Potato

I took some time today to play a bit more Civilization 4. It really is a fun game, with a number of changes from the previous civs to get used to. One really nice thing about the game is that the developers had modders in mind when they wrote it, and actively encourage changing the game to make it suit your needs (whether it’s to tweak the base rules, or to make total conversions). There a few things about the game that I’d like to change, so hopefully someone will write a mod for me to do these things (Rez thinks I’ll have to write it myself, and it may yet come to that… shudder).

First is the pacing of the game. If you’re not familiar with the concept, let me explain: Civilization is a turn-based strategy game that simulates all of human civilization from 4000 BC through to 2100 AD. You found cities, farm the land, mine the hills, build armies, wage war, explore the face of the earth, and engage in diplomacy with your neighbours. You basically take a civilization from the stone age with a single town pumping out club-weilding barbarians through to a modern nation with tanks and planes, discovering every technology along the way. It’s a very epic scope, and a lot of fun to play in. However, there are times when it’s not quite epic enough: at the beginning, you skip over 50 years per game turn, which means it can take centuries just to send swordsmen to scout out the next town over, or to found a new colony with your galleys rowing always in sight of land. As technology advances, so does the pace of life, and game turns end up running at about 1 year per. However, this is still a pretty slow pace: if you decide to relive World War 2 and try to Blitzkrieg through France for old time’s sake, you’d find that instead of driving your tanks from Belgium to Paris in just a few weeks, it would be 15 years before you tasted salt water (assuming minimal resistance, which, given that you’re in France, is likely).

Of course, there’s very good gameplay reasons for that: you need to make players take a few turns before completely wiping each other out, or defense would be too hard. Also, you have to skip over time a bit, or you’d never finish a game (as it is, a game of Civ4 on a normal sized planet can take a whole afternoon or three, and plan on committing a week of your summer vacation to a huge planet if you micromanage a lot). However, it’s still a little weird to send out swordsmen and archers at the start of a war, and to advance to the point where musketmen and grenadiers relieve them for the siege on the 3rd city in the campaign. So that’s why one of the most popular (and repeated) mod is one for ultra-epic play, allowing full wars to take place within a single technological era. The 1.52 patch also introduced “marathon” speed, which is closer to this feel than the “epic” speed was that came with the game — nonetheless, I know there are users out there who have written mods that take it even further.

I really like the idea of being able to mod the game to ridiculous degrees. Game designers are never perfect, and this way you can change many rules that you don’t like. Moreover, if you want to add further layers of complexity to the game, you can do so after you’ve had a chance to play the regular game, which helps reduce the learning curve. For example, I’d never want to try to learn any of the Civilization games on long/epic timescales with huge planets: it just takes way too long to play a game (and if it’s your first few, likely lose). Only after I’d conquered a few small planets would I want to attempt the ultra-epic speed on a huge planet.

I haven’t had a chance yet to see what sort of mods are out there, whether some of my other ideas have already been implemented or found to suck, but here are my thoughts on ways to mod Civ4 for a better (or at least different) game. Feel free to write these changes for me and let me know how they turn out. See civfanatics.com for more mods (look in the Civ4 forums). Like I said, I haven’t had a chance to check any out yet, but I know there are tons there.

1. Religious Differences
2. The Spread of Technology
3. Modernising the Military
4. “Red Team”
5. Climate Change
6. Polar Expedition
7. Forcing Movement into Impassable Terrain
8. Manoeuvre Warfare
9. Minor Nations/Neutral Countries
10. The Oil-Hungry States
11. Guns and Butter
12. Join City
13. Spy Missions

1. Religious Differences

This is the first Civ game to incorporate the idea of different religions (though Civ3 did have the various world cultures, which slowed assimilation between dissimilar cultures). They did it in a pretty good way: there are 7 religions available, and there are benefits to sharing religions with your neighbours (or consequences for attacking your brothers of the faith). Cities with the state religion get benefits to production with certain governments; diversity brings happiness with others. The founding city for a religion will get some income from the various churches and pilgrims. Despite having names of various real-world religions (Buddhism, Cristianity, Islam, etc.) they all have identical in-game effects, with the exception of how early you can found them. Since this has the potential to be a very divisive and passionate issue for some, that was probably the best tack to take. It’s a pretty good abstraction.

However, I’d like to see some differences to make the choice between one religion and an other a little more meaningful. When I first proposed this to Rez, he wisely advised me not to create traits for each religion, since that would just represent my bias, and take away from the abstraction and the ability to shape history as you see fit. So what I’ve come up with is a way to set the level of centralization and tithes that the holy city of the religion collects. You define the balance when you found the religion: a more oppressive religion that collects more money is harder to spread, particularly amongst other civilizations (who wants to worship a parthenon of gods that gives money to a foreign king?), but will get you more money, especially amongst your own people. Or, if you choose to forfeit some of the collections, your religion will spread more quickly, behind enemy lines, which will strengthen your diplomatic position.

Also as part of this revamp to religion, I wanted to include a mechanism to lose religious influence, since currently you can spread your religion into enemy territory, and no matter how totalitarian their regime is, it will never get stamped out (though totalitarian theocracies can limit the spread of non-state religions). I haven’t quite thought of how best to approach this idea, since it seems like the sort of thing that would require added programming. Adding a “tolerance” slider when founding a religion as well as the money vs spread when founding the religion was an idea, but I haven’t quite sorted out exactly how it should work.

Finally, I wanted to tweak the tech trees that lead to religions. Right now Hinduism usually goes to a spiritual civilization, since they start with the prerequisite mysticism technology, allowing them to avoid the race to Buddhism. So within the first few turns, we typically see two religions founded by two different civs (I’ve only managed to sneak them both on tiny worlds on easy difficulty with no other spiritual civs). But I usually find that whoever gets Judaism tends to get Christianity (since the prereqs for Christianity are Monotheism/Judaism and Writing), and then Islam (since the prereqs for that are Theology/Christianity and Monarchy, which is opened up by Monotheism/Judaism). That limits the number of civs that can found religions (unless the tech race is particularly tight, or they’re not interested in racing to found religions and instead explore the side branches of the tech tree). Likewise, Code of Laws gives you Confucianism, and also opens up Philosophy, which founds Taoism. I was planning on changing that so that either more co-requisites were required, or better yet, spreading out the technologies that lead to founding a religion so that they don’t quite lead one-into-another.

2. The Spread of Technology

Right now, you have to either buy technology outright from the other civilizations in the game, or research it yourself at full cost. There are some wonders that allow you to learn technologies that other civs know (such as the Internet in Civ4, or the Great Library of Alexandria in previous civs), which can go a long way to preventing you from falling behind. But it’s still all too easy to fall behind and stay behind in the tech race. One mod I’d like to make is a way to have technology spread passively somewhat. You’d never get free technology, but you would “leech” research points towards certain fields from other civs that already know that technology, speeding the discovery by your own scientists.

Consider the humans in Babylon 5: they were a relatively backwards civilization before making first contact, having barely set up colonies on mars and some of Jupiter’s moons. Then, after the Centari found them and gave them the secrets of faster-than-light travel, they made leaps and bounds in terms of catching up to the rest of the galaxy, becoming a major player within a few short decades. Part of that was due to the Centari selling them technology, but largely it was simply because now they knew it was possible, a fact that on its own did wonders for their research programs. This is supposedly a parallel to the Soviet development of nuclear weapons, where although fairly significant knowledge had been stolen from the Americans, British and Germans through spying and acquisition of personnel after the war, it wasn’t actually shared very well with the Soviet scientists. Instead, they developed their own bomb just based on rough outlines of the American one, and the knowledge that it was possible.

So, my idea is to lower the cost of researching tech (or equivalently, granting progress towards discovery) as more civilizations learn and implement that tech. The basic outline is to have a full tech cost if fewer than 1/4 of the civs know a tech, 90% cost for fewer than 1/2, 80% when fewer than 3/4 know the tech, and 70% cost when more than 3/4 of the civs know the tech (and down to 65% when you’re the only civ left who hasn’t discovered that tech). So this really only has a significant effect when you’re really behind in the tech race, or when you’ve ignored a tech that the others have grabbed, which tends to be cheaper anyway. A twist to this is that it should only apply to civs that you’ve had contact with, after all, it does the Incan archers in North America little good to know that everyone in Europe is developing gunpowder if nobody has sailed the Atlantic yet. However, the ratios still apply to all the civs. What I mean is, if more than 1/2 of all civs know a tech, you have the potential to get a discount of 20% off the cost of that tech, but only if you’re in contact with those civs. If you’re only in contact with half of them (1/4 of all civs), you’ll only get 10% off your tech costs. This should also acheive another goal I wanted: to make this spread of technology more relevant to the modern world, and not so much for the ancient world.

This should help keep the tech gaps lower (so you’ll have fewer cases of modern armour flattening musketeers), but will still give the first few civs to discover a tech a headstart to actually use it.

An additional refinement to this idea is to give further bonuses for seeing units, civics, or improvements based on this technology implemented. So, it’s one thing to hear that gunpowder has been developed in a neighbouring land, quite another to see a musketeer in the field. Then, further bonuses for defeating/capturing one in battle (allowing proper reverse-engineering). The same would apply to terrain improvements (seeing a windmill or railroad actually built provides another 5% bonus say, and capturing one another 10%) or buildings in cities. After all, as the in game quote says “It is not from their friends that cities learn the art of building high walls, but from their enemies.” However, this would probably be a much bigger headache to program (checking for LOS on stuff with technology the other side doesn’t know yet? Yikes!).

3. Modernising the Military

Keeping the theme of the above, this has to do with the development and spread of technology. In the Civilization games, you will quickly find that your old units have become obsolete, and you must spend gold to upgrade them to the latest in technology. For example, you can build archers fairly early on, and then upgrade those to longbowmen when the technology becomes available, and later yet, to riflemen. I’m not sure if it’s a problem with the way I manage my empire’s finances or what, but I always find that the cost of upgrading more than a small handful of units on the front line is too steep, and my standing army becomes obsolete very quickly. By the time I get riflemen at the dawn of the modern era, I find that I still have a few regular archers (not even longbowmen) defending the less valuable cities in my interior. It’s actually cheaper to just delete the unit (and lose its accumulated experience) and build a new rifleman, than it is to upgrade it.

But I don’t want to just simply lower the upgrade cost, since I’m afraid it might imbalance the game a bit too much. So my idea is to have a building serve as a refit-and-repair depot. I’m not sure exactly what form it should take as yet. One thought was to make it the barracks (which reduced the cost of upgrading in Civ3; I haven’t noticed an effect in Civ4), but I didn’t necessarily want units to upgrade in every city. So what I’m thinking is using the palace and forbidden palace for this task: units can rotate back to the capital, and at a rate of one unit per turn, can be upgraded and sent back out into the field. Or you can spend gold to refit on the spot as it stands. Or, in the same vein, I could create a new national building (i.e.: you can only build one per civ) that would do this task. That way, you can slowly keep your defensive force up-to-date if times are fairly peaceful without having to almost constantly build military units (even in peacetime!), but if you want to rapidly a large force before or in the midst of a battle, it’ll cost you. The downside I see to a single building is that it can make it very difficult on units stationed overseas, or particularly for the palace buildings, naval vessels. However, I think it would still be an improvement to the game. Perhaps a new building (upgrading barracks?) that you can build as many of as you want to; I hesitate to use the regular barracks since they’re so cheap and ubiquitous.

Another thought is to simply allow one (or a few? A percentage?) of free upgrades per turn, regardless of where the unit is located. While this may make it easier on expeditionary forces and the navy, I’m still more partial to using a small number of special buildings, and having units rotate through.

4. “Red Team”/OPFOR

Most modern armies engage in wargames for training and to keep sharp. Some even modify their equipment to match that of their expected enemies, such as the Mig fighters and T-72 tanks the US practiced against during the cold war. Some were mockups and retrofits of American equipment, some were purchased through third-party nations, and others were obtained when defectors drove them over the border.

In Civilzation, I think we could get friendly units to fight each other to gain combat experience (up to a certain point, say 10/10?). One way is to simply allow friendly-fire missions where both sides stop and heal before death, and it would take a few of those to rack up the XP (so if you try to do it on a large scale before an attack, you’ll find yourself weaker overall due to damaged units). The damage could be real, due to actual casualties taken during the simulated combat, or it could represent the time it takes to rearm with real weapons after using paintballs and wooden swords for practice.

Another idea is to allow units to set up shop as your OpFor; similar to a settler founding a city, a military unit could found an academy. To limit the XP delivered, the OpFor could take damage for each point of XP gained by friendlies. Since it wouldn’t be a real unit anymore, you couldn’t heal them, and fairly shortly your OpFor unit would be exhausted, and you’d need to dedicate another one to the cause. This method might be too costly to really use (sacrifice one unit to get two elite ones?), but would give those obsolete units another way of going out with a purpose.

Not to generate more national projects (miniwonders) with my mods, but this could also work as a project in one city that simply hands out XP at a certain rate to units in its tile, up to a reasonable limit (10 or 15 sound about right to me).

5. Climate Change

This one is fairly important to me as a concept, but would be furiously difficult to program (I think). When you consider it, the game is supposed to cover the rise and fall of civilizations over the course of over 6000 years of history. The climate would certainly change over that amount of time, and fairly significantly: the fertile regions of Egypt and Mesopotania that formed the basis of civilization thousands of years ago are today harsh deserts. A thousand years ago, the Vikings visited Greenland, which was significantly greener (and warmer) at the time. Another few hundred years, and we might see that anything south of Virginia is too hot and dry to inhabit (that is, except for the parts that have been flooded and become swampland), while the fertile grasslands of the prarie provinces have dried up and become deserts, with the breadbasket moving to the Northwest Territories.

Yet in Civilization 4, we don’t see any changes to the terrain, not even the movement of oceanic icepacks. Now, in Civ3 (I think it was 3, definitely one of the previous ones) you could have desert encroach on your plains and grasslands, though that was largely a consequence of global warming caused by too much pollution. Civ4 does see forests grow and spread, but very little change happens to the map that isn’t man-made.

The game I played today was an “Ice Age” scenario: the planet is covered with thick ice caps, so the only habitable land is towards the equator. It was neat, because it took just as long to circumnavigate the globe as in a regular map, but there was much less land to the north and south, which made it more likely that empires would stretch from pole to pole in bands, so you only had to worry about two fronts at any one time. However, I expected the ice to slowly retreat, revealing new land ripe for the colonizing as the game progressed. Sadly, that never happened.

This will probably be a difficult mod for someone to write (particularly to try to guess the rain shadows of mountains and the like), but I believe the framework is there in the game, since I’ve heard of (but not tried) mods that introduce natural disasters like volcanoes — which permanently alter the land as they generate new islands.

6. Polar Expedition

Keeping with my ice age game, I noticed that there was a fair bit of ground covered by ice, which was impassable to my units. This gave me the idea for a new national project: the polar expedition. Completing this project will give your units the ability to cross over ice (or use icebreakers for fleets), which may bring greater tactical flexibility for you. I’m not sure if I should create a new unit upgrade, or just allow all units to execute it after completion of the project. Another alternative was to allow all units to travel on ice from the get-go, but with a chance of being lost (think sending Civ3 galleys into ocean squares). As soon as one made it a certain way to the pole, you’d get the ability to freely use ice tiles for movement (similar to the way circumnavigating the globe works now). Since the ice caps aren’t all that useful in most games, this won’t have much of an effect, but would be kind of neat.

7. Forcing Movement into Impassable Terrain

Thinking of Civ3 galleys, I noticed that in Civ4 you simply don’t have the option of taking the risk of sending your early naval vessels out of sight of land. I think that’s something you should get back: as long as there’s the healthy risk of losing your units, the player should be able to take that risk. Though instead of the criteria relating to ending the turn in the high seas, the odds should instead be calculated when you try to move into the tile. The same can be done for the ice, as I’ve mentioned above.

After all many colonies, both in Civ3 and real life, were founded by people in vessels that were not seaworthy nonetheless making the journey across the seas.

Also, mountains are completely impassable in this version of the game. I wonder if I should allow some units to go right over them (infantry perhaps moreso than tanks, but it’s still a little fuzzy — should I include a chance of getting lost too?).

8. Manoeuvre Warfare

I talked about blitzkrieg earlier, and how impossible it is to do in Civilization. I think part of the problem is that you can’t really use fast units to their full advantage: part of the point of blitzkrieg was to bypass cities and take out the supply lines with the fast tanks and aircraft, using the infantry to mop up and secure the cities later. But cities are what it’s all about in Civ: sure, you can grab some fast units and run around behind the lines pillaging improvements, but that only gets you so far.

My idea is to allow more manoeuvre warfare than there is currently. Right now, the game takes into account a number of terrain factors, but only for defense. Certain units do have a chance of withdrawing from an engagement, taking damage as well as causing it, but having neither side lose the units. This is based on random chance, and doesn’t seem to happen very often though. So instead I’d like to introduce a new attack option: harrassment/manoeuvre warfare. Basically this would be a conscious option to engage and withdraw without committing yourself to the point of losing the unit. The terrain you were attacking from would also grant benefits for this type of attack: fast units would do better attempting it from plains, while infantry would do better to try to do guerilla strikes from the forests and jungles. This could tie in with the woodsman/guerilla promotions, which seem a little useless to me (for the number of hills/woods in the game, you’d think the bonus would be higher, espeically since most of the units eligible for it already get decent defense modifiers for being in the woods, so the enemy is already disinclined to attack them there).

To put a limit on this type of behaviour, it would become progressively costly to wear down an enemy unit. So, taking one from full strength to 90% might be fairly easy to do with guerilla attacks, and might not cost you any soliders before you pulled out. But going from 90% to 80% might force you to come further out of hiding, costing you 15% of your own, since presumably the fewer soldiers who remain are dug in better, and further away from the hills/forests that you call home. Then to go from say 80% down to 70% might be more costly to you than them, bringing you down 20%, and after that point, you might want to switch to conventional do-or-die attacks.

9. Minor Nations/Neutral Countries

The barbarians in Civ4 will found cities after a while, which is something that I find immensely cool. However, you can never negotiate with these cities — they merely serve as production factories for waves of barbarians, and conquests for you to capture without building settlers. There are no minor nations or neutral countries.

I think it might be cool to introduce some. It might help take up some of the empty space on the globe, and perhaps you can find ways to peacefully annex them.

It’s a pretty tough idea though, so I’ll drop it for now. But I do remember that another game handled the concept fairly well (was it Galactic Civilizations or Space Empires IV?).

10. The Oil-Hungry States

In my ice age game I played today, there was a small island in the sea with an oil well on it. When I went to war with the country that held it, I immediately invaded it and secured the source of oil, even though I already had two wells tapped in my own land. I realized after the fact that since I already had two wells, there was no point in taking the otherwise strategically unimportant island. Taking oil wells seems to be instinctive, particularly with the current events in the middle east, but in the game it means nothing after you have your first.

So I was considering the creation of a mod that would actually provide benefits to owning more than one of a type of resource, particularly oil and coal. One thought was to introduce maintence costs, so that if you had a large army of tanks and mech. inf, you’d need more oil wells to keep them running than a smaller army with more SAM infantry. But that seemed a little too complex, and a little to painful for those maps when you can only reliably get one well but still need a larger army. So the next idea was to have some of these things increase production, commerce, and/or happiness in your civilian population. After all, the civilian auto fleet probably uses more gasoline than all the tanks do.

Edit: On second reflection, this might not be such a good idea, since it’ll take away some of the abstraction of Civ4. After all, if you’re low on oil, you can build carriers and battleships with uranium power sources. Who’s to say that if you only have one oil well your civ won’t develop fuel-efficiency right from the start?

11. Guns and Butter

In high school, we learned of a simple model of a small country that had two main production goods: guns and butter, which represented military buildup and civilian goods. The country has limited resources, so it can only produce so many of each, and thus the leaders must choose how to spend their resources: guns or butter? If their neighbours are posturing for war, then they should shift more of their production resources to making guns, but if things are looking peaceful, then more butter is called for.

We start off by looking at a fairly straight line between guns and butter: making one unit of guns would cost one unit of butter. But then we complicate that, because realistically, while personnel can be shifted between tasks, many materials and machinery are not well suited to the other (and even poorly trained people may not be able to switch back and forth). So then you have to change the line of the relationship to a curve, so that for some small changes near the balance point, you can switch off between one or the other with little consequences in efficiency. But much beyond that, and you’ll have to sacrifice more than one unit of say butter to get an additional unit of guns: consequences of the inefficiencies of turning swords into ploughshares. If you try to push the economy too much, to the point where you have dairy cows trying to cast iron, you might find a decrease in production, as you have to spend more resources retooling/retraining than you would get from them in production. Take a look at Production Possibilities Frontier if you want to learn more about the concept (though for Wikipedia they’ve changed the example to food and computers instead the classic guns and butter).

So, for Civilization we have a certain number of hammers to build things, whether they be military units, civilian buildings, or scientific output. We can probably assume that the guns and butter idea has been taken into account in setting the costs of production, so that we can stick with our simple hammer idea. I’ve had two ideas for how to spice this up a bit.

The first, and the one I’m a little more partial to at the moment, is to allow you to put your cities onto wartime, neutral, or peacetime footing. During wartime, you could turn excess food production into hammers for production, but at less than one-to-one efficiency. After all, armies need to eat, and the game already has a way of using food production to add to the construction of workers and settlers; this way you could do it for other military units as well (but at a lower efficiency). Likewise, you could tip the balance in the other direction, and donate hammers towards population growth (but eventually you would need the food supplies to support that population when you went back to neutral mobilization). This would be similar to how you could tell a colony in MOO2 to use its production for “growth”. Naturally, the neutral footing would work the same way it does now.

My other idea, which I’m a little less fond of now, was to remove the back-and-forth way of balancing civilian and military build goals by instituting two build queues for the city (basically one each for the military and domestic advisor). You could shift hammers between the two queues to adjust your production as necessary (and I think I would make wealth/research an option for both if you ran out of things you wanted to build). Vital to this concept would be that production possibilities curve: let’s say that at first your production was balanced 50:50 military to domestic. You could shift to one footing or another a little ways with no loss in efficiency, say to 65:35. But beyond that, you would start to suffer from inefficiency and lose some production, so if you wanted to go to 80:20, you’d actually lose out on some hammers and end up with 80:10. However, in the long run (a few turns of game time), your city’s economy would adjust to the change, the industries would retool, and this would become the new zero-loss point around which you could adjust further. If you wanted to shift from say 50:50 to 100% of one type of production without ever losing any to inefficiency, you’d have to do it over a few turns, shifting to the maximum your no-loss point would allow, waiting for that to become the new equilibrium, and then shifting over again.

Anyway, that does sound cool to me, but I’m not sure it would be easy to code (I’m so lazy with the mods I’m not even writing :) and I’m not sure anyone would really want to deal with the added micromanagement headache of filling two production queues for each city. Plus, if you were playing on a short timescale, the slower parallel style of military unit production might mean that even though you’ll get 4 longbowmen produced at each of your cities in one turn, they’ll be obsolete before you can really use them, whereas if you just had two cities specialize in making them (under the current gameplay), at least two of them would come out early enough to actually be useful.

12. Join City

Another feature I’m missing from Civ3 is the ability to tell workers to “join city”. This was handy for getting rid of excess workers after all your railway tracks had been laid and there was little left for them to do but cleanup polution (and good riddance to that!). It also enabled you to expand the cities that still had good land to grow larger, but wouldn’t on their own since there was no excess food around to spur the growth. Of course, this was balanced in Civ3 since workers actually consumed population when you created them in the first place, whereas in Civ4 they just consume your excess food and hammers during production.

I could see a mod that would reintroduce this though: rather than having the workers add to the population directly, you could instead have them contribute to the food pool according to their production cost. IIRC, the amount of food it takes to increase the population size increases exponentially as the city gets bigger, so for small outposts your worker might bump the population up by 1 or even 2, but for larger cities, they might barely make a dent in the progress to the next size milestone. Similiarly, there’s no reason this couldn’t apply to any military unit: instead of just deleting them, you could have them join the city, contributing food according to a formula of how much they cost to build (again, extending my swords to ploughshares idea above). Shouldn’t be too hard to add a “join city” order to units (though I’d have to figure out a confirmation dialogue, since that would suck if you were trying to fortify a defender!).

13. Spy Missions and Defection

The original Civ had diplomats/spys which could bribe enemy units into defecting to your side. I haven’t had much opportunity to use spys in Civ4, since the Scotland Yard wonder comes so late in the game, and takes so bloody long to build. I’ve only made one spy in one game, and I don’t remember having that option. So I’d like to figure out a way of putting it back in.

Some things I’d like to include would be the bought unit sending some of the money back home (i.e.: the victim civ would get say 1/4 of the purchase price donated to their treasury). I would also want to limit the ability for a rich civ to just buy out a city garrison and take a city without having to deploy units anywhere near it. It’s a tricky idea, and needs more thought. I’ll also have to check out how spys in Civ4 work in a little more detail, since I’m not 100% sure that something like this isn’t already in the game.

Anyway, those are my thoughts on some mods to make for Civ4 to make it a better game (at least in my mind). If anyone feels like learning a little Python and XML to implement these mods, let me know.