PolyCast Episode 237: "See the Progression"

DanQ

Owner, Civilized Communication
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To present day. The two-hundred-and-thirty-seventh episode of PolyCast, "See the Progression", features regular co-hosts Daniel "DanQ" Quick, "Makahlua", Philip "TheMeInTeam" Bellew and "MadDjinn" with first-time guest co-host Lotfi "ZTZaorish" Kerzabi. It carries a runtime of 59m59s.

The summary of topics is as follows:

- 01m04s | Open Mic
Passion and performance bounce and bristle as the panel discusses feedback for Episode 236 of the show including applications of eXpand in the 4X genre of strategy gaming and snowballing.
- 26m56s | News
Digesting an article and video on hybrid affinities in Civilization Beyond Earth: Rising Tide, followed closely by another presentation showing the BE expansion's new leader-specific traits (38m50s).
- 43m06s | Research Lab
The how and when of when City States could meet unsettled land in a would-be Civilization VI.

- Intro/Outro | Miscellaneous
Punny disposition and turning back time.

Recording live before a listening audience every other Saturday, PolyCast is a bi-weekly audio production in an ongoing effort to give the Civ community an interactive voice on game strategy; listeners are encouraged to follow the show on Twitter, and check out the YouTube channel for caption capability. Sibling show RevCast focuses on Civilization: Revolution, ModCast on Civ modding, SCivCast on Civ social gaming and TurnCast on Civ multiplay.
 
These sound like quite good topics, should be a good listen, feedback in a few hours :)
 
Claiming land would make UI more complex and less clear. Look at how this problem was solved in Endless Legend: the world is cut into provinces and each province only supports 1 city. Forces more or less even settling without being too geometrical: on the map itself cities may look very close or very distant and diversely placed yet you can't insert any more small cities. Another fix would be Master of Orion 2 system of placing outposts. They don't produce a thing and even cost maintenance but settling on them would be an act of war.

Rubberbanding - remember EU4 coalitions. Transparent system explaining to you why are you attacked.

Anyway it's strange you bring up real-world concepts to solve problems that probably do not exist or were solved earlier. If you want to add new mechanic let it be more transparent than creating 2 levels of owning a tile! In Civ4 those small cities would be crushed by your culture - which would make AI look even dumber, granted. In Civ5 model this could be solved with a relatively small efforts - stop city settling on tiles neighboring someone else's tiles. Use Great General for that! Get resources from neutral territory by placing your troops on top of it. Another lesson from other 4X would be a Cold War representing proxy or colonial wars when you can only fight on neutral territory but can't get into enemy territory. Make it a default relationship. This way you could fight for each others colonial resources and limit each others expansion without getting into open war.
 
I'm inclined to think when you get to duel snowballing and rubber-banding, everyone loses
 
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