Balancing Science in Civ V in Regards to Large Empires

BjoernLars

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It seems that in many games, giant empires start outpacing all the other civilizations when it comes to technology research even though the majority of their cities lack a decent infrastructure. This is due to the fact that science is based off the number of citizens that you have. After Ms. Wu, her plethora of generals and the People’s Liberation Army storm across a continent or two, they are going to be much more technologically advanced than Gandhi and his solid, well built, large five cities.

In previous Civ games, this idea was combated by the concept of corruption, stating that the farther a city was from the capital the less efficient it was with their production. Since corruption is gone, I think that a new system needs to be implemented to keep giant, bloated civilizations with poor infrastructures from running away with a technological lead.

I think giant warmonger civilizations should suffer when it comes to science. This would bring better balance to the game. Sure you produced a bunch of Longswordmen and trebuchets with your 16 iron resources, but I’ve got a few well placed riflemen and cannons.

Civ V does try to combat this. One example is the National College, which has a prerequisite of a library in every city. This does increase science production by 50% in one city, but given the current state of science in the game, it is too little.

Here are a few ideas that I had to bring more balance to this game.


Puppet and Annexed City Penalties

After conquering a new city, the total science production in that city should be cut down to 1/3 of the total value, whether it has a puppet government or completely annexed. If the puppet government decides to build a library, the total bonus from that library would also cut by 2/3.

If the city is annexed, after the completion of the Courthouse the entire penalty to science production would be removed. This bonus would also help justified the large upkeep costs for the Courthouse.


Unhappiness

In Celevin’s post concerning a strategy about ignoring happiness and just letting your empire expand past your happiness limit, he states that you will have “the highest science you’ll ever see”.

In the first level of unhappiness, when you still can still use your “happiness bucket reserves” perhaps a small -10% penalty to science productions would be appropriate.

Once you have used up all of your “happiness reserves” your science levels should plummet with a -70% penalty.


Literacy Bonus

When you open your Demographics panel, the bottom category is the Literacy rate of your empire. A small civilization with a great infrastructure will have high level of literacy while a spread out bloodthirsty empire will have a low literacy rate.

To add balance to the game, a civilization should receive a bonus to the science production based on their literacy rate. The higher the literacy rate, the higher the bonus.

With bonuses that increase science production for everyone, the cost of discovering technologies, especially those later in the game, would have to be revalued to prevent the atomic bomb being dropped in 1640AD every game.


City Size Bonuses for Certain Science Buildings

As a city size grows and reaches certain population levels, bonuses could start to take effect, rewarding large cities with more science. These buildings would be libraries, universities and public schools.

When a city has the city size of 1~9, these buildings would have only their original benefits.

After a city becomes a size 10, each of these buildings would provide an additional +10% to science production.

At 20, an additional +10% would be added, and would continue to increase each time a city reaches the next multiple of 10.

Again, with this idea, the beaker costs for discovering a new technology would have to be recalculated to retain a balanced progression along the science tree.

One thing to keep in mind with this choice of science rebalancing is the Maritime City-State. This might not be the best choice since the food bonus provided my Maritime City-States can be used to abuse this bonus. Hopefully in the future they will rework the Maritime City-State to provide a more realistic bonus that wouldn’t blow this rebalancing idea out of proportion.


Afterthoughts

Some people have noticed that AI has become more belligerent in this installment of civilization. Hopefully with an appropriate rebalance, the AI and sentient players won’t feel that they will always have to achieve victory through means of bloodshed.

In my humble opinion, I think that conquering should be the hardest victory to achieve, but not impossible.

Also, with these ideas the complexity and math skills required for a gamer to understand and calculate on their own would not be to difficult.

These are just some different ideas on how balancing could be achieved for Civ V. Whether using some or all, I hope that these ideas might be able to help make Civ V a better game.
 
Literacy Bonus

When you open your Demographics panel, the bottom category is the Literacy rate of your empire. A small civilization with a great infrastructure will have high level of literacy while a spread out bloodthirsty empire will have a low literacy rate.

To add balance to the game, a civilization should receive a bonus to the science production based on their literacy rate. The higher the literacy rate, the higher the bonus.

With bonuses that increase science production for everyone, the cost of discovering technologies, especially those later in the game, would have to be revalued to prevent the atomic bomb being dropped in 1640AD every game.

I love this idea.
 
I quite agree with your suggestion since Civ V is in dire need of any type of system that effectively curb down big empires (happiness mechanic just does not cut it).
 
I love this idea as well. A good idea. Techs in general need to be more expensive (even on Epic you blaze through the end of the tech tree). BUt then you could counteract this partially through the literacy mechanic.

As a future for your edification I would suggest sticking to one best idea when submitting ideas instead of 8. Changing 8 things at once is a recipe for disaster.

The literacy bonus is by far your best idea.
 
The only problem is the tech is already to fast IMO. Slow down tech and then add this and we are gtg.
 
As a future for your edification I would suggest sticking to one best idea when submitting ideas instead of 8. Changing 8 things at once is a recipe for disaster.

I am not saying that all of these should be used to balance the game. These are all of ideas I could come up with to achieve this. Maybe one, or maybe a mixture of them would bring about a better balanced game.
 
Yeah this makes sense and have allread myself played with the idea of puppets getting research penalty so I definately agree.

However, I would like to mention research pacts aswell. They are equally imperial-friendly since big empires get more gold, can sign more pacts.

Another thing about research pacts is that the result is in reality that many civs=faster tech, few civs =slower tech. These honestly needs complete rework but I am out of ideas for details.
 
I think generally slower tech with a literacy bonus seems interesting. I would just drop research pacts altogether, I never liked tech trading and I don't like research pacts.
 
Civ 5 seems to have been redesigned to discourage any concentration of tech into any one or two cities. A better approach would be to just make a tech much cheaper after others have researched it. Mario-kart style rubberband approach. Another way might be for a wonder that gives increased number of cities unhappiness, in exchange for increased tech output. Or a social policy that does that on that first social policy group (the one for small civs).
 
The simplest idea.... make Tech cots like Social Policy costs... dependent on your number of cities. (say 5% extra cost per city..per era)

The mass conqueror will support a bigger army (more gold+hammers)

The well developed civ will support a higher tech, more socially effective army.
 
In previous Civ games, this idea was combated by the concept of corruption, stating that the farther a city was from the capital the less efficient it was with their production. Since corruption is gone, I think that a new system needs to be implemented to keep giant, bloated civilizations with poor infrastructures from running away with a technological lead.

You are mistaken. Remote cities could build just as easily as the capital could. There was not a production hit from distances, at least not in Civ4. I haven't played Civ 1-3 in a very long time so I don't recall what they did.

What I think you mean is that corruption gave you a higher maintenance cost. And because they foolishly removed the slider bar they can no long really use maintenance cost to keep Science in check.

Before maintenance cost of cities would sky rocket so you'd have to put more into gold and less into science and this kept giant empires from exploding in science. With the slider removed and gold fairly easy to come by it's like the slider is stuck at 100% science.

Even if you go negative maintenance it simply takes the extra off your science production which isn't much. Like in the current game I'm trying the old warmonger approach and have lots of unhappiness and negative cash flow of about -100 gold per turn but my science output is still close to 500. With more science buildings I know I can easily offset that. And the only reason my cash is low is because I'm trying a new strategy of building NO trade ports. Only farms, mines, and lumberyards.

The more I play though the more I find that stuff just isn't balanced or doesn't do a good job of properly penalizing curtain play styles. I mean it's sad when you see every AI Civ has a negative cash flow around you, most likely from the huge armies they built. And the happiness penalty doesn't seem to be working well to curb AI growth. I think it has more of an effect on human players who try to go positive while the AI happily marches across the world and claims everything and ignores it. Because honestly it doesn't have that much effect I can easily march on and claim the world with tons of unhappiness.
 
I don't think a straight relationship between number of cities and science costs is really appropriate. I'd just make science output from citizens a forumla relying on population and infrastructure. Lots of big cities with good infrastructure probably should get good science and big slums should not.
 
I don't think a straight relationship between number of cities and science costs is really appropriate. I'd just make science output from citizens a forumla relying on population and infrastructure. Lots of big cities with good infrastructure probably should get good science and big slums should not.

I agree, it makes sense. On top of that, Puppet States should have production penalty.
 
To me its sound like where it works out science on population add a *Literacy (however they work it out) as for Puppet States you cant control production so they would possibly drag your Literacy down any way

Inititally it would, but if they sort the building AI in puppets then it would probably surge up. There is not much else for them to do in the end.
 
Cultural victory favours small empires.

Suggestions for gimping science rate of large empires and boosting science rate of small empires would completely unhinge the game and make small empires the preferred route for a lot of higher difficulty games, especially when it is so much easier to defend a compact empire and max out your policy trees AND get a science boost while AI empires grind themselves down with large empires.
 
Cultural victory favours small empires.

Suggestions for gimping science rate of large empires and boosting science rate of small empires would completely unhinge the game and make small empires the preferred route for a lot of higher difficulty games, especially when it is so much easier to defend a compact empire and max out your policy trees AND get a science boost while AI empires grind themselves down with large empires.

I'm not sure if you should do both either, but at least puppet cities (repressive regimes) should not have 100% science rate.
 
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