just its sad you can't understand them
Perhaps you could make an effort to communicate more clearly, rather than blaming *me* for not understanding you? I appreciate that its hard to communicate in non-native languages, but you need to realize that you are not easy to understand.
When I say "I do not understand X", this is not meant to be insulting, it is merely meant to point out that I did not understand what you said, so you need to try again if you wish to be understood.
Diplomacy advantages - Religion spread affinity and countering it with religion bonuses.
This doesn't make sense to me. If you spread a religion in such a way that it makes a particular foe have diplomacy penalties for being a different religion, then that foe will still have smaller penalties if they are a faction with diplomacy advantages than if they are not. So you aren't "countering" their diplomacy advantages, you're just providing a penalty that would work against any faction.
Trade routes - Diplomacy counters it by "stop trade with certain civ" action.
No it doesn't. The main reasons for the "stop trade with X" action is to stop strategic/luxury/health goods being traded with them. You will have to pay far more to try to stop people from trading with another player (and keep paying them repeatedly, since the demand only works for 10 turns - then they'll start trading again) than you will manage to reduce their trade route income by.
And even then, you'll only be able to convince your closest friends to stop trading with someone else they already don't particularly like.
You can't effectively use diplomacy to cost-effectively reduce the trade route yields of a particular player.
Water bonuses for Lanun - thats a bad thing. One of y favorite civs in FFH, but : if they start inside continent - they are worthless, if thery start with lots of water - too powerful. Thats a dependence on circumstances, which cannot be countered. And that is wrong.
Lanun are great - they're different from other factions. As for starting inside a continent - that's why you use Flavor Start options that make sure that they're placed on the coast when you generate a game.
Do you agree that there are no real counters for a specialist economy or a Warrens mechanism? They're just different ways of being powerful.
Designing from scratch is much easier than redisigning completely working system. and one of things that you didn't understood but i will tell it for others : Balance in MP and Flavor are not denying each other, they are not opposite.
I don't understand what you are saying here.
and one that rely mainly on circumstances should be cut off
Which faction advantages have we implented that are only rarely useful? I can't think of any.
More trade routes? Better assault troops? Better desert access? Better air units? Better espionage? Better water income? Cheaper unit upgrading?
I don't understand what bonuses you're referring to. We don't have any faction bonuses that are very narrow. You're constructing a straw man.
There is no correlation between "civ-specific mechanisms that are very powerful" (which is what I'm advocating - and you seem to have a problem with, since you demand that every faction-specific mechanism must have a "counter) and "civ-specific mechanisms that are only useful in some circumstances".
And i know some old old games which still have its fans, despite being very old. Because of MP
.
I know some old games that still have fans, despite being old, because of SINGLE player. Like... Civ4.
To tell MP is unimportant - is to cut off more than 50% of potential players just by 3 words, sending them to play other games.
I strongly disagree that multiplayer is 50% of the player base. In fact, I would be amazed if more than 10-20% of civ players had *ever* played a multiplayer game. I never have.
How many hours have you spent on civ multiplayer vs civ singleplayer?
Maybe we should create a poll somewhere.
Civ, more than almost any other strategy game (SimCity-type games expected), is single-player oriented.
I'll say you another thing - I am 100% sure, that DW will be interesting for old Dune 2 / Dune 2000 / Emperror players , and will encourage them to read the books (Psychic Llamas is great example). And sure there will be (there are already) people which never played Civ IV. The downloaded game because it remind them of Books/ Movies/ Dune series games
This is all fine....
And those people will want to compete and play MP
... but this is a logical leap that I think is just not true.
Just because they want to play the mod, and enjoy the flavor, does NOT mean that they'll want to play it multiplayer.
I played Dune2, I played plenty of RTS games, many of them competitively (StarCraft, Company of Heroes, Dawn of War 2), but multiplayer isn't important to me in civ-games.
To get a rough feel, look at the post-counts of the forums.
http://forums.civfanatics.com/forumdisplay.php?f=143
Multiplayer & PBEM: 60k
strategy & tips: 300k
creation and customization: 760k
General discussion: 600k
The fact is that "community" of Dune theme players will be very different of "community" of Open-ended Role-play Fantasy Game.
I do not belive this is true. Primarily, we get civ players. Civ players looking for mods are primarily those looking to extend their single player experience.
Slvynn's point is that FFH has gone *too far* with unique abilities
I do not think this is true. I think that the factions in vanilla FFH are really not that different, which is why the modmod community has been so active (FF, Orbis, LENA, etc) in further differentiating the factions, and creating new factions (Mazatl, Mechanos, Jotun, Scions) who play very differently.
Although having *highly* differentiated civs is great for single player, no mod has been able to achieve the goal of being highly differentiated and still MP-balanced.
I agree, which is why I think that highly differentiated civs si more important than multiplayer. I think this is what players prefer.
* * *
Perhaps I should post a poll, so we can get a real feel for community demand, and try to solve this empirically.