TheMapDownloade,
I applause your analysis of Land Power! It is well-founded in my consideration and shows a good perception of the fundamental game mechanics. As you pointed out yourself, maybe a better one than the developers seem to have, in one point or the other.
Nevertheless, I will not follow your conclusions - at least not in all details.
But first of all let me state, that I think CiV did at least some more steps into balancing out wide and tall empires than you mentioned in your analysis:
Not only do SoPo-cost scale with empire size, but also National Wonders which are easier to be build in tall than wide empires (by necessary preconditions AND raising building costs). The happiness-system as it is *now* (though, *not* in CiV on it's release) works quite well at the wide/tall matter, too.
Whether or not this is enough, is another question!
--
About your proposed solutions:
WHY, for heaven's sake, do you want to give up the concept of unique civ abilities (traits, units, buildings) for your "Mastery Power"?
Not only I don't see the reason for it. In my regards it would take so much fun (and diversity) out of the game that *no* new concept could be worth this loss!
As for a new definition of great people - well, maybe. This is thinkable at least. But then, if you want to relate GP birthrates with empire size, no new concept would be needed at all. Just link their birthrate to numbers of cities (analog culture) and you have your desired effect.
As I like the current GP concept, I wouldn't mind an *extra* game mechanism of "masters", though.
On the other hand, your proposal of an constant birthrate of these "masters" will probably not work as intended.
If a new master is born every, say, 20 turns *regardless* of empire size, how will this favor tall empires at all? Wide empires will have the same amount of masters as tall ones. Settling them in their capital, they will just have both benefits: a super upgraded capital AND a large number of smaller towns with all benefits you mentioned in your analysis.
No, if you want to introduce masters to level wide and tall empires, their birth *has* to be related to the total amount of cities in your empire. (*Not* only to your self-controlled cities as with culture, but puppets, too).
Secondly, there *must* be some "tools" to influence master birthrate. That's what Civilization is about: the possibility to take control. It's not enough to abstain empire growth (= being passive) and waiting for new masters to appear.
With both preconditions met, I would say, you have created a powerful and interesting new game concept!
--
Regarding your "Heritage Power" I can not comment as much as I did for "Mastery Power" as this concept seems to be much more vague right now. Maybe, I didn't think through it enough. It sounds very interesting, by all means.
Again, I wouldn't necessarily give up culture (and related SoPos) for it, but introduce "Heritage Power" as a new game concept. But then, I see the point of streamlining (not a bad thing for me at all). Usually it doesn't make a game better if you just add new concepts. It just makes it more complicated.
So, maybe yes: "Heritage Power" *might* replace culture, if an interesting and working mechanism is found.
--
Last point regarding your post:
While your analysis of the "Land Power" is decent, I'm not sure whether or not there really is a possibility to overcome this problem (if there is on at all).
After all, creating a wide empire is exactly what is most fun in 4X-games. Why? Because you have so much to DO to achieve this goal!
You have to explore the surrounding country to find good city spots, you have to decide whether and when to build settlers, you have to compete with other nations to be faster in settling the found spots, you have to solve territorial conflicts by force of weapons. War is (especially in CiV) fun and entertaining. But war will lead to conquered cities, enlarging your empire again.
Having a large empire leads to the necessity to improve large areas with a limited number of workers, establish a wide trading network, ensure your limited number of troops being able to defend your whole realm,... et cetera.
In contrast, what is to be done to achieve a *tall* empire? You have to limit your expansion, your small empire will be 100% improved in the first quarter of the game. And then? Build new buildings every now and the and... and... and what?
Maybe if there will be an espionage system or religions or a similar new level of possible activities. But even these options might not equal the fun of building up a earth spanning empire.
The truth is simply (in *my* regards): Civilization does and did always favor wide empires, because this is what the game made fun to be played!
-----------------------------------------
Anyway, I do *not* deny the benefit of a broader variety of play styles and your analysis of the uniformity of victory conditions sadly is true enough!
I do not want to address the later, as I already did in other posts (at least regarding diplomatic victory).
All I want to add are some of my own thoughts regarding the possibility to boost tall empires.
1. A trading network that favors large cities more than it does now
At present, adding a new city into your trading network is quite beneficial by all means (as long as the new city is larger than a certain minimum size, depending on the street length needed to connect the respective city).
If you want to boost tall empires, let the city size influence the trade income way more than they actually do. (As always in this matter, 5 size 10 cities must be *way* more beneficial than 10 size 5 cities.)
What about using the average city size of all cities in your trading network as a basis for your trading income? Like this, integrating a new (and small) city into your trading network even might *reduce* your trading income.
2. Minimum city size for some special and highly efficient buildings
As you mentioned it already, a minimal city size for some highly beneficial buildings (universities, hospitals, cathedrals,...) would be a great introduction - but not a new one, by the way. We have seen something like this in other games (e.g. Colonization and probably some others) and in earlier incarnations of Civ (but only related to city growth, if I remember right), too. It worked quite well there and definitely would fit the current CiV game design, too.
3. Gradual tile improvements
As mentioned earlier, playing a tall empire might lead to boredom due to lack of tasks.
What about the possibility of upgradeable tile improvements?
Again, the option of upgrading an improvement might be linked to the size of the city, owning the respective tile. Upgrading already improved tiles might take longer, too, so you don't have the *time* to upgrade all of a large empire's basic tile improvements.
With this, you will have the choice of having a large empire with many, but only basically improved tiles or a small but highly efficient realm.
---
*My* conclusion:
- It might be possible to make tall empires more competitive against wide empires and probably it would be a good idea to do so.
- It shouldn't be necessary to change the whole game concept of Civilization to achieve this goal. After all, Civilization has it's fans *because* of its style to play, not despite it.
- Even if you succeed in making tall empires competitive, it's not said that they are more fun to play than wide ones. To achieve this, new (or re-introduced) game concepts are needed, to give players something to do, while *not* conquering the world.
Cheers,
Deggial
I applause your analysis of Land Power! It is well-founded in my consideration and shows a good perception of the fundamental game mechanics. As you pointed out yourself, maybe a better one than the developers seem to have, in one point or the other.
Nevertheless, I will not follow your conclusions - at least not in all details.
But first of all let me state, that I think CiV did at least some more steps into balancing out wide and tall empires than you mentioned in your analysis:
Not only do SoPo-cost scale with empire size, but also National Wonders which are easier to be build in tall than wide empires (by necessary preconditions AND raising building costs). The happiness-system as it is *now* (though, *not* in CiV on it's release) works quite well at the wide/tall matter, too.
Whether or not this is enough, is another question!
--
About your proposed solutions:
WHY, for heaven's sake, do you want to give up the concept of unique civ abilities (traits, units, buildings) for your "Mastery Power"?
Not only I don't see the reason for it. In my regards it would take so much fun (and diversity) out of the game that *no* new concept could be worth this loss!
As for a new definition of great people - well, maybe. This is thinkable at least. But then, if you want to relate GP birthrates with empire size, no new concept would be needed at all. Just link their birthrate to numbers of cities (analog culture) and you have your desired effect.
As I like the current GP concept, I wouldn't mind an *extra* game mechanism of "masters", though.
On the other hand, your proposal of an constant birthrate of these "masters" will probably not work as intended.
If a new master is born every, say, 20 turns *regardless* of empire size, how will this favor tall empires at all? Wide empires will have the same amount of masters as tall ones. Settling them in their capital, they will just have both benefits: a super upgraded capital AND a large number of smaller towns with all benefits you mentioned in your analysis.
No, if you want to introduce masters to level wide and tall empires, their birth *has* to be related to the total amount of cities in your empire. (*Not* only to your self-controlled cities as with culture, but puppets, too).
Secondly, there *must* be some "tools" to influence master birthrate. That's what Civilization is about: the possibility to take control. It's not enough to abstain empire growth (= being passive) and waiting for new masters to appear.
With both preconditions met, I would say, you have created a powerful and interesting new game concept!
--
Regarding your "Heritage Power" I can not comment as much as I did for "Mastery Power" as this concept seems to be much more vague right now. Maybe, I didn't think through it enough. It sounds very interesting, by all means.
Again, I wouldn't necessarily give up culture (and related SoPos) for it, but introduce "Heritage Power" as a new game concept. But then, I see the point of streamlining (not a bad thing for me at all). Usually it doesn't make a game better if you just add new concepts. It just makes it more complicated.
So, maybe yes: "Heritage Power" *might* replace culture, if an interesting and working mechanism is found.
--
Last point regarding your post:
While your analysis of the "Land Power" is decent, I'm not sure whether or not there really is a possibility to overcome this problem (if there is on at all).
After all, creating a wide empire is exactly what is most fun in 4X-games. Why? Because you have so much to DO to achieve this goal!
You have to explore the surrounding country to find good city spots, you have to decide whether and when to build settlers, you have to compete with other nations to be faster in settling the found spots, you have to solve territorial conflicts by force of weapons. War is (especially in CiV) fun and entertaining. But war will lead to conquered cities, enlarging your empire again.
Having a large empire leads to the necessity to improve large areas with a limited number of workers, establish a wide trading network, ensure your limited number of troops being able to defend your whole realm,... et cetera.
In contrast, what is to be done to achieve a *tall* empire? You have to limit your expansion, your small empire will be 100% improved in the first quarter of the game. And then? Build new buildings every now and the and... and... and what?
Maybe if there will be an espionage system or religions or a similar new level of possible activities. But even these options might not equal the fun of building up a earth spanning empire.
The truth is simply (in *my* regards): Civilization does and did always favor wide empires, because this is what the game made fun to be played!
-----------------------------------------
Anyway, I do *not* deny the benefit of a broader variety of play styles and your analysis of the uniformity of victory conditions sadly is true enough!
I do not want to address the later, as I already did in other posts (at least regarding diplomatic victory).
All I want to add are some of my own thoughts regarding the possibility to boost tall empires.
1. A trading network that favors large cities more than it does now
At present, adding a new city into your trading network is quite beneficial by all means (as long as the new city is larger than a certain minimum size, depending on the street length needed to connect the respective city).
If you want to boost tall empires, let the city size influence the trade income way more than they actually do. (As always in this matter, 5 size 10 cities must be *way* more beneficial than 10 size 5 cities.)
What about using the average city size of all cities in your trading network as a basis for your trading income? Like this, integrating a new (and small) city into your trading network even might *reduce* your trading income.
2. Minimum city size for some special and highly efficient buildings
As you mentioned it already, a minimal city size for some highly beneficial buildings (universities, hospitals, cathedrals,...) would be a great introduction - but not a new one, by the way. We have seen something like this in other games (e.g. Colonization and probably some others) and in earlier incarnations of Civ (but only related to city growth, if I remember right), too. It worked quite well there and definitely would fit the current CiV game design, too.
3. Gradual tile improvements
As mentioned earlier, playing a tall empire might lead to boredom due to lack of tasks.
What about the possibility of upgradeable tile improvements?
Again, the option of upgrading an improvement might be linked to the size of the city, owning the respective tile. Upgrading already improved tiles might take longer, too, so you don't have the *time* to upgrade all of a large empire's basic tile improvements.
With this, you will have the choice of having a large empire with many, but only basically improved tiles or a small but highly efficient realm.
---
*My* conclusion:
- It might be possible to make tall empires more competitive against wide empires and probably it would be a good idea to do so.
- It shouldn't be necessary to change the whole game concept of Civilization to achieve this goal. After all, Civilization has it's fans *because* of its style to play, not despite it.
- Even if you succeed in making tall empires competitive, it's not said that they are more fun to play than wide ones. To achieve this, new (or re-introduced) game concepts are needed, to give players something to do, while *not* conquering the world.
Cheers,
Deggial