And that's a good thing!
Here is something somewhat related: How come Civ doesn't have mechanics like Rise of Nations or Europa Universalis 4, where if you are too far ahead in tech the game slows you down? Tech rate remains important, but it keeps it from the problem we had in CiV, where the game (and "difficulties") boil down to how quickly you can double your science rate to your competition and pit your tanks against knights. I'm not sure what the original topic was talking about, but my own experiences with CiV's information age was that it didn't exist. Like even if you tried to purposely slow yourself down, you'd get through it in a handful of turns.
Any word of how this will be addressed in BE?
It kind of has that already. Your research and cultural advancement diminish the more successful and powerful you get. If you're not powerful enough, you risk getting taken over.
Don't sure I get where you coming from.
Since currently in CiV, Culture can give you civics (read: buff) which, if not wasted, would give you benefits, and Science is just that. War is pretty much over when you got an army of a tier higher than your enemy and building wonders with no competition.
I don't think it will be changed soon.
These are all problems to be potentially fixed in Civ6 not BE. CivBE uses the same board game style mechanics. The problems start with 1upt, intensify with global happiness and culminate in missing science/money/culture sliders.
Of course science is king, but the point is other games have mechanics which dampen the effect. Also, CiV doesn't have any mechanics like this. There was the 5% tech cost per city added much later, but even that is mainly to curb runaways from a map control perspective rather than combating heavy science focus. A 4 city Tradition game is hardly affected by it, still rolling out massive science after universities and snowballing into low turn 200 wins.
I also disagree it would need to wait until a Civ 6. When the game is created, the devs obviously expect a player to be at a certain point after x amount of time. All that would need to be done is to add a formula to reduce science gains the further you are ahead of that timeline.
Yeah. The current version is so insignificant I didn't mention it (or rather forgot about it, since it is so minor).
The spy system is kind of supposed to fill that space, with allowing backwards Civs to rack up free techs quickly. But the problem with these type of systems is that they are focused on giving bonuses to low science Civs, but does nothing to keep the tech leader (typically the player, even on Deity) from snowballing science.
This is important, because AI's don't care how much "fun" they are having. A player, however, isn't going to have an enjoyable experience if the game is set up as one large false choice. You can push science or... well, you can push science
I agree with the general concept. That is, if one wants to focus on gold or focus on military, then why not allow players to focus on science? But if the implementation of it means impacting choice and overall strategy, then it is a problem. That science has been nerfed in every major patch and expansion since vanilla and it is still king should be telling. The core mechanics of it were flawed.
What it comes down to is pacing. Good strategy games have competitive pacing. Chess has competitive pacing by default, symmetrical gameplay by turns (although "pacing" is still a term in chess for how quickly you develop pieces). Take a game like Starcraft 1 or 2. Terms like APM (actions-per-minute) exist, because pacing. No one wants to watch a game between a 200 APM player and a 50 APM player. APM is not the sole factor, but it often is a sign that the match will be very one-sided, because the pacing will likely be off.
Going back to my first post in this thread. Other strategy games had the foresight to realize pacing is important, so included mechanics to equalize it. I just hope the people working on BE place just as much attention on pacing, to get proper systems in place at launch, so they don't need to go several patches and expansions attempting to fix it.
implementing data from the advance probes sent ahead.
sorry, sir. we didn't pack any probes. we thought it more important to bring money. and since the spaceship has no windows we have no data whatsoever about the new planet.
Actually it does seem that you will almost certainly get info about the new planet, the "spaceship" options are mostly what kind of info you get
-Continental Surveyor*
-Retrograde Thruster
-Tectonic Scanner*
-Fusion Reactor
-Lifeform Scanner*
*Giving you some type of map info