member66170
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Having a game designer talk about design flaws when their ONLY completed work is (pretty universally) considered the least complete iteration of a series (CiV vanilla) seems like asking John DeLorean to wax poetic about issues in car manufacturing.There has been lots of discussions about what the problem with Civ6 is (or, indeed, any iteration of Civ), but I'd like to discuss a few problems with the series as a whole, partly prompted by this article.
You raise two interesting points there. The first is the psychological impact of "climbing a hill that they can never surmount". I think that this can be solved by balance, the exponential cost must not be so severe that it completely negates any advantage from playing well. The second is that at some point the costs of expanding out weigh the benefits. This would be the case if the cost was a direct penalty that was removed from the player (think maintenance in Civ4 terms). What I'm going towards is more of an increased opportunity cost. An extra settler will always give you an extra city with all the benefits that brings. The change will be that this extra settler will become more increasing. So the decision is not "A settler is better than a granary, therefore always build settlers". It is more "A settler is better than a granary, so build one. The second is more expensive so maybe it is better to build a granary now. However it is still better than an aqueduct, so build the settler after. [5 settlers down the line] now maybe an aqueduct is better than these now very expensive settlers". There isn't a single tipping point at which settlers are never worth it. Think of it as dynamically introducing balance between the different options available to the player. I guess there is the possibility that this will force every game to be "middle of the road, no specialisation", but only if the scaling cost is much, much too steep.
I think we're on the same page here. The scaling has to be gentle enough in the early game to not rule out building more than one settler, but harsh enough in the late game to not be ignorable. An exponential cost does just that.
One place where the game does have an exponential cost is in the food necessary to grow an extra pop in a city. That is also the one mechanism that *feels* balanced the whole game. Population rises steadily through out the game, rarely exploding out of all proportion or halting entirely.
I agree that snowballing has been a major issue for the Civ series throughout the entirety of its existence. While cost scaling is certainly one possible tool to attack the problem, as others have noted, it can quickly lead to unsatisfactory gameplay. Better than direct mathematical scaling would, I think, be the periodic introduction of new resource sinks via new game mechanics (replacing mechanics like exploration that lessen in importance as the game goes on). Obvious examples might include an increasing need to dedicate resources toward internal stability as your civ grows in size and complexity, or major infrastructure projects that require heavy up front investments.
I agree. I think one big problem in the games is that they don't have enough scaling as you go through. For example, in techs, if you have the eureka, often a tech from the next era will be cheaper than a tech from the current era without a eureka. That can encourage you if you have a good set of eurekas to beeline. And in a similar way, the gain as you add more buildings to a district don't actually make enough of a difference. For example, the Library is worth 2 science, the University is worth 4, but then the reseach lab is only worth 5. If they truly believed in exponential scaling, the research lab should probably give 10 science.
Another big problem with the snowball effect in regards to the AI is that it's too easy to simply create a standing army and invade the world, without ever having to worry about building more. Or if I need to add to my army, I can buy a unit in my newly captured city. I mean, when Germany conquered Paris, I don't think they could suddenly recruit a new Panzer division there right away. I think I would be very tempted to essentially completely prevent healing of units in foreign or occupied territory, like we have now with ships. Maybe there would be an easy way to replenish your troops - like you combine troops to make a corps and they gain the average health of the units, I should be able to build an infantry unit in my homeland, send him to join the war, and then basically combine him in with a damaged infantry unit on the battlefield to heal. This would sort of simulate a supply chain, and would at least slow down a potential invasion, making it more likely that the other side can defend.
I don't see too many problems with the franchise other than long turn times mentioned above, and general burdensome micromanagement of large empires. The only thing I can say for Civ6 is have more tech diffusion. I don't think Civs getting too far ahead in science is particularly realistic (I know we have real world examples of various indigenous cultures, but I'm not calling them civilizations, not to mention they were isolated). Far behind civs should get some techs for free, obviously they shouldn't rise to the level of the leaders, they should remain one generation of tech behind the leaders (think battleships versus guided missile cruisers). Would also like to see tech trading come back.
However having 100% more production may only lead to having 20% more units.
There has been lots of discussions about what the problem with Civ6 is (or, indeed, any iteration of Civ), but I'd like to discuss a few problems with the series as a whole, partly prompted by this article. I apologise in advance, this will not be a short post. That said, I will focus it on a single problem: the late game, and winning is boring. As I see it, this is the case for two separate reasons.