elthrasher
Revcaster
- Joined
- Sep 11, 2009
- Messages
- 712
All the people hating the SP change just got too used to use the saving SP exploit.
It's not an exploit. The tooltip clearly indicates that saving your SP choice is allowed.
All the people hating the SP change just got too used to use the saving SP exploit.
It's not an exploit. The tooltip clearly indicates that saving your SP choice is allowed.
All the people hating the SP change just got too used to use the saving SP exploit. The idea behind the SP is, that a civilization gradely and steadily improves it self. Not having a rich culture and out of a sudden be immensly overpowered because of that. If you never had the chance to save up culture, you would not complain about the way it will be. You have to think how to go through the tech tree to make your SP choices reasonnable. I really like that change. There are more good points to it:
1. You can actually detect that a player is going for culture. If he saves up culture, its impossible to notice that someone comes close to the utopia project until its almost too late.
2. The AI probably can handle immidate choices better than with the saving opportunity. I think its tromendously difficoult if not impossible to make an AI that can handel that option. Therefore, the human player doesnt get a sort of unfair advantage to the AI.
3. You get social policies from the several aereas of human history. That is also just quite reasonnable.
Abusing the SP as it is now is not fun. Its boring because there is no counter. If the AI would pull something like it off, human would suspect it to be cheating. Anyway, lets see how it goes in the actual game.
But it unintentionally created an unbalanced game (that and several other features as well).
But it unintentionally created an unbalanced game (that and several other features as well).
I for one would be pleasantly surprised if the AI played the broken strategies the game designers have created. Then would continue crying about them being broken in the first place.
social policies were the only real check on mindless expansion. now that will be pretty much gone... the game was in a state of relative balance for the non early war strategies of ICS vs getting good social policies followed by ICS...
At least then Deity would be hard. Imagine some isolated AI pushing Unis and Space while Alex is laying waste with a turn 70 Rifle Rush...
SP are basically a gimmick; the 'polished' part of a turd. If the programmers fixed the AI then with one fell swoop the game is far better and I suspect half the balance problems would fade away to nothing.
b) at least copy what the human does (save SPs, beeline techs, etc.)
But it unintentionally created an unbalanced game (that and several other features as well).
Social policies essentially function like a secondary tech tree. That by itself is not wrong, but it does bother me how the availability of them is dependant on your progress in the primary tech tree.
1) Advanced policy trees require you to complete a number of more basic policy trees.
For example Tradition, Liberty, Honor, and Piety could be basic policy trees available from the start. Once you have taken all the policies in one of the ancient trees Patronage and Commerce become available. Then when you finish a second policy tree (could be Commerce, Patronage or one of the basic ones) you unlock Rationalism and Freedom. And finally when you have finished 3 trees of policies (could even be 3 basic ones) you unlock Order and Autocracy.
Or if that is too restrictive Rationalism and Freedom could only require 1 complete policy tree while Order and Autocracy would require just 2 complete trees.
Pros:
- preserves some historical semblance (no communists in 3000 BC)
- similarity to existing setup
Cons:
- advanced trees are not used much