techumseh
Deity
This is an article I wrote a few years ago, based on my experience with AGRICOLA playtesting my scenarios. I hope it may be of some use to others
FRUSTRATING AGRICOLA: DESIGNING SCENARIOS FOR THE EXPERT PLAYER
Techumseh, Sept 2009
INTRODUCTION
One of the most challenging things about scenario designing is trying to thwart the aggressive and ruthless style of some players. If the scenario is not designed with this in mind, it sometimes gives rise to rather unrealistic results. As much as possible, a historical scenario should place the actual historical options before the player, and reward a good historicaly valid strategy with victory, while preventing unrealistic or even historically impossible strategies altogether.
This obviously will make the scenario more difficult to win. That's not a bad thing, as most scenario fans are seasoned Civ players who enjoy a challenge, but you don't want to limit the fun to only those who are expert players. The article will conclude with a couple of suggestions to broaden the appeal of a difficult scenario.
Civ 2 is designed to provide a challenge for one human player competing with 6 AI controlled civs, all starting from scratch in 4000 BC and competing for six thousand years. The AI is designed with this in mind, as are the tools given to the human player. But in a scenario that represents a period of 100 years or less, and may have far fewer actual turns than a full game of Civ2, things can get out of balance. The AI reacts inappropriately, and the human player (HP) may have access to technologies and units that would be centuries away in a full game of Civ2.
In the hands of a skilled player these things are magnified, tipping the balance too far in favor of the HP. To counteract this, a designer could simply add more and stronger units to the AI, but that doesn't solve the problem of unrealistic human strategies. In fact, it will only encourage it. Far better to use design techniques to limit the HP to realistic options, and to enhance the capacity of his or her AI opponents.
This article is written primarily for the Test of Time version of Civ2, as it provides the greatest range of scenario tools of any version. Some points may not be applicable to other versions of Civ2, but many are. Regardless of which version you use, I hope the suggestions are useful, and increase your enjoyment of designing and playing Civ2 scenarios.
FRUSTRATING AGRICOLA: DESIGNING SCENARIOS FOR THE EXPERT PLAYER
Techumseh, Sept 2009
INTRODUCTION
One of the most challenging things about scenario designing is trying to thwart the aggressive and ruthless style of some players. If the scenario is not designed with this in mind, it sometimes gives rise to rather unrealistic results. As much as possible, a historical scenario should place the actual historical options before the player, and reward a good historicaly valid strategy with victory, while preventing unrealistic or even historically impossible strategies altogether.
This obviously will make the scenario more difficult to win. That's not a bad thing, as most scenario fans are seasoned Civ players who enjoy a challenge, but you don't want to limit the fun to only those who are expert players. The article will conclude with a couple of suggestions to broaden the appeal of a difficult scenario.
Civ 2 is designed to provide a challenge for one human player competing with 6 AI controlled civs, all starting from scratch in 4000 BC and competing for six thousand years. The AI is designed with this in mind, as are the tools given to the human player. But in a scenario that represents a period of 100 years or less, and may have far fewer actual turns than a full game of Civ2, things can get out of balance. The AI reacts inappropriately, and the human player (HP) may have access to technologies and units that would be centuries away in a full game of Civ2.
In the hands of a skilled player these things are magnified, tipping the balance too far in favor of the HP. To counteract this, a designer could simply add more and stronger units to the AI, but that doesn't solve the problem of unrealistic human strategies. In fact, it will only encourage it. Far better to use design techniques to limit the HP to realistic options, and to enhance the capacity of his or her AI opponents.
This article is written primarily for the Test of Time version of Civ2, as it provides the greatest range of scenario tools of any version. Some points may not be applicable to other versions of Civ2, but many are. Regardless of which version you use, I hope the suggestions are useful, and increase your enjoyment of designing and playing Civ2 scenarios.