Lennon
Automated Worker
I agree to the extent that corruption could be handled better, but I don't necessarily think it should go completely.
Aussie_Lurker said:The point, though, is that none of my ideas stop expansionists and warmongers DEAD in their tracks. Its just that they have to think a little bit more about what they want to achieve in the LONG TERM! If a player wants to expand rapidly, then he should invest heavily in explorers and or scouts. If he wants to wage constant warfare, then he should be prepared to be held in low esteem internationally AND face massive recriminations at home. The player can manage these problems-to some degree-but they may prevent final victory! The fact is that, if Civ does NOT contain a reasonable balance between warmongering and building, then it is JUST another wargame!
Aussie_Lurker said:The real issue for me, though, is NOT whether someone is a builder, an expansionist or a warmonger. It is about any ONE of these methods simply feeding into itself to produce the snowball effect. My beef is that early success should not almost guarantee future success-as it seems to in the current game...
Aussie_Lurker said:...and a good game should involve a reasonable combination of all three tactics AND good relations with at least SOME of your neighbours! Hope that makes sense?
Chieftain
Borg's Avatar
Join Date: Apr 2004
Location: Lede, Belgium
Posts: 26
A simple solution to "one sided games" : "Common Knowledge"
I've read several posts in which people complain about the game getting boring quickly when one of the Civs becomes too strong (and stronger ever after) and the final result in not really in doubt anymore.
How can we keep those games interesting ?
How can we give the weak nations another fighting chance without handicapping the superior nation too much ?
A good solution IMO would be something like "Common Knowledge".
I'll explain right away.
I agree with all of this up til the military/infrastructure. Military can be learned by battling an army with supirior tech. (you'd have to do some of the work yourself of course, but you get the concept from them, which sometimes, as with pikemen, are all there is to it.) Also, it would be cool to take a city and learn how their infrastructure works. This makes it so that civs that are ahead don't give away all their tech all at once, but other civs still can get it if they are strong/agressive enough.I think that they REALLY hit the nail on the head in another, similar thread!
This is how the system worked:
1) Break techs into three 'types', for dissemination purposes-Cultural, Pure Science and Military/Infrastructure.
2) Cultural Techs have the best chance of disseminating to other civs. If a civ has a tech, and has trade networks with other civs, then there is a % chance each turn that one of the civs you're trading with can pick up your tech via 'Osmosis'. The base chance would be influenced by the number of civs who currently possess the tech, and how 'culturally related' the tech and the potential recipient are (based on the 'flavours' system). Also, religious, agricultural and seafaring civs would have a better chance of picking up techs in this fashion.
3) Pure Science Techs can pass via osmosis, but require the civs to be in some kind of alliance-be it a scientific or military one! Each turn, there is a % chance of a pure science tech flowing from the civ that discovered it, and one of their allies. Scientific and Commercial civs would have a better chance of picking up techs this way.
4) Military/Infrastructure Techs can ONLY be disseminated via direct discovery, tech trade or espionage. Tech trades should be the hardest way of obtaining these kinds of techs, though being in an alliance/mpp will improve the chance of a tech trade, and being a militaristic, industrial or expansionist civ would will help as well!
Anyway, thats the idea, what do people think?
Yours,
Aussie_Lurker.