A way to end the snowball effect of huge empires

Sirian said:
LoL, dammit Sirian, with long posts its like a moth to the flame. ;) It's friggin an hour after I wanted to go to bed, can't you just leave me be? ;)

Will take care of this one tomorrow in 19th Century Europe class... :cool:
 
Trip said:
LoL, dammit Sirian, with long posts its like a moth to the flame. It's friggin an hour after I wanted to go to bed, can't you just leave me be? ;)

Aw c'mon now. I left you alone for several weeks, and I get no credit for that? Admit it, now. You missed me. :crazyeye: :lol:

- Sirian
 
The "problems" have meant your absence had less of an impact. :p Where did you go anyways?

But yes, I admit it, I prefer you being around to gone... though we usually disagree its like fighting with a twin. ;)

Wouldn't have it any other way. :goodjob:
 
There's a lot of thoughts here, so I'll just focus on some of the more contraversial ones:

Larger empires consume more resources -- this makes sense only if resources are actually quantified. Otherwise, big empires can survive off one square of oil -- as if they were a small empire. I think a better resource system would naturally enhance the value of trade in a way that would make the game much more deep. And if there is enough of a variety in resources, you can avoid any one nation being self sufficient, and thus create the need for relationships -- which is often the most fun of a multiplayer experience. But I've dragged myself a bit off topic.

Impassable terrain.

First off, if expansion is less valuable -- if you make quality and quantity more mutually exclusive, if you can have the world's largest economy in the world's smallest borders -- then getting "dealt a bad hand" won't matter so much.

Also, the game could be balanced so that the tech that lets people push into the desert is the same tech that allows you to expand beyond a certain radius. This way even if you're fortunate enough to be around nothing but fertile land, you cap their expansion, giving the person in the desert enough time to develop a long term strategy to compensate.

And one more thought. Impassable terrain, if you should settle near it while it is still impassable, should generate culture. Rainforest, Desert, Mountains -- if you build near it, you should be able to tap it for huge culture points. Maybe even offer a spiritual peace to your people, reducing unhappiness. Maybe not entirely realistic, but for the sake of the game, I'm all for balance in the name of fun.

Finally, the idea of penalizing expansion:

This will be the most contraversial one, and I wouldn't expect the developers to embrace it. But so people stop talking about "it just won't be fun, it just won't because i know it because you're taking control away from the player", I'll give an example of a game where expansion is penalized, and it becomes much more interesting. Hopefully this abstract example will show that there are good and bad game constraints (and by that token, good and bad game freedoms).

The game is called "The 20 Mile Marathon". The winner is the person who runs a 20 mile course the fastest. Obviously someone who is incredibly fast will have an advantage. But there's a catch -- the faster you run, the sooner you run out of breath. A lot of people lose because they run full sprint out of the gate, and end up frustrated and pissed off when they end up keeling over in the first half hour. "This game is impossible, whoever made it up has no idea what fun is." But there are many people who actually understand how to run the 20 mile marathon, and the game becomes much deeper.

The 20 mile marathon becomes less about who can run the fastest and starts to have a psychological dimension. "I'm going to run at half speed and feel out who my fastest opponent might be." Or "I know my biggest strength is running uphill. So I'll keep pace until we reach the hill, and then I'll use that opportunity to get ahead." Or even "I will let that guy take first place for 80% of the race, but in the last 2 miles, I'll run with everything I have." And how do you know what's going through your opponent's head? Are they holding something back?

Notice how much more interesting this game is than I WILL GET SO GOOD AT RUNNING THAT I WILL RUN AS FAST AS I CAN AND IF I KEEL OVER THE GAME IS STUPID AND SO ARE THE PEOPLE WHO MADE IT. That game is pretty crappy, especially since the game is pretty much over in the first mile, and the remaining 19 miles just reinforce who won the first mile. I use this as an example of how one constraint -- albeit a natural one -- actually makes the game <i>more</i> fun.
 
dh_epic said:
There's a lot of thoughts here, so I'll just focus on some of the more contraversial ones:

Larger empires consume more resources -- this makes sense only if resources are actually quantified. Otherwise, big empires can survive off one square of oil -- as if they were a small empire. I think a better resource system would naturally enhance the value of trade in a way that would make the game much more deep. And if there is enough of a variety in resources, you can avoid any one nation being self sufficient, and thus create the need for relationships -- which is often the most fun of a multiplayer experience. But I've dragged myself a bit off topic.

I agree. Instead of 1 oil resource supplying all your oil needs, maybe 1 oil resource will provide supplies for, I don't know, 20 tank units. A small nation with alot of oil could field a larger tank army than a larger empire with only 1 or no oil resources.

dh_epic said:
Impassable terrain.

First off, if expansion is less valuable -- if you make quality and quantity more mutually exclusive, if you can have the world's largest economy in the world's smallest borders -- then getting "dealt a bad hand" won't matter so much.

Also, the game could be balanced so that the tech that lets people push into the desert is the same tech that allows you to expand beyond a certain radius. This way even if you're fortunate enough to be around nothing but fertile land, you cap their expansion, giving the person in the desert enough time to develop a long term strategy to compensate.

And one more thought. Impassable terrain, if you should settle near it while it is still impassable, should generate culture. Rainforest, Desert, Mountains -- if you build near it, you should be able to tap it for huge culture points. Maybe even offer a spiritual peace to your people, reducing unhappiness. Maybe not entirely realistic, but for the sake of the game, I'm all for balance in the name of fun.

If you have a bad start all you need to do is start a new game and keep doing this until you get a decent start. People think that if you make certain terrains impassable then it will mean certain starts will be really bad, but isn't that the way it is now already? What could be done is make it so that all nations must start by either a river, lake, or sea. That way they might still have bad starts, but at least they won't be entirely crippled.

dh_epic said:
Finally, the idea of penalizing expansion:

This will be the most contraversial one, and I wouldn't expect the developers to embrace it. But so people stop talking about "it just won't be fun, it just won't because i know it because you're taking control away from the player", I'll give an example of a game where expansion is penalized, and it becomes much more interesting. Hopefully this abstract example will show that there are good and bad game constraints (and by that token, good and bad game freedoms).

The game is called "The 20 Mile Marathon". The winner is the person who runs a 20 mile course the fastest. Obviously someone who is incredibly fast will have an advantage. But there's a catch -- the faster you run, the sooner you run out of breath. A lot of people lose because they run full sprint out of the gate, and end up frustrated and pissed off when they end up keeling over in the first half hour. "This game is impossible, whoever made it up has no idea what fun is." But there are many people who actually understand how to run the 20 mile marathon, and the game becomes much deeper.

The 20 mile marathon becomes less about who can run the fastest and starts to have a psychological dimension. "I'm going to run at half speed and feel out who my fastest opponent might be." Or "I know my biggest strength is running uphill. So I'll keep pace until we reach the hill, and then I'll use that opportunity to get ahead." Or even "I will let that guy take first place for 80% of the race, but in the last 2 miles, I'll run with everything I have." And how do you know what's going through your opponent's head? Are they holding something back?

Notice how much more interesting this game is than I WILL GET SO GOOD AT RUNNING THAT I WILL RUN AS FAST AS I CAN AND IF I KEEL OVER THE GAME IS STUPID AND SO ARE THE PEOPLE WHO MADE IT. That game is pretty crappy, especially since the game is pretty much over in the first mile, and the remaining 19 miles just reinforce who won the first mile. I use this as an example of how one constraint -- albeit a natural one -- actually makes the game <i>more</i> fun.


A good analogy. A perfect example of this is the Germans. Both realistically and in the game they do very poorly at the start, but if they manage to survive then they can really shine in the industrial and modern eras. Countries like the Incas do quite well at first but then often fizzle out.

I would like to see Civ IV expand on this and make it so that 'late bloomers' have more of a chance. I mean Germany was a tiny country, relatively speaking, yet managed to become a world power in the industrial and modern ages. Same with Japan. The Mongols and Incas had huge empires in their day, but they are no more. So size can't be everything.
 
I've got an idea for resources, although no doubt someone has probably come up with this before. Each strategic resource gives say 10 units of that resource which have to be used that turn or else they are lost (Excuses as to why they are lost can be due to the populace using them, the resource bio-degrading, waste, etc.; no stockpiling as that would most likely cause some horrible exploits.). Some improvements might require one of these units of the resources to continue to function (maybe like airports, or mass transits). Some improvements (like Offshore Platforms, although they should only be buildable in a city with currently with a pop head working an offshore oil resource) could probably produce maybe 2 additional per turn units of a given resource. Corruption could also deplete the per turn resources a bit (crooked governors stealing resources, etc.).

This would mean that a 40-city civ with 3 Oil resources in effect has only say 20 per turn units of oil to use to produce units and to keep select improvements functioning, whereas a 15-city civ with only 1 Oil resource in effect has 9 per turn units of oil to use. The larger civ suddenly faces a disadvantage, although they still have more oil to work with than the smaller civ. The smaller civ can be more carefree with their oil usage than the bigger civ. If the bigger civ decides to take the smaller civs' oil resource, instead of getting the 10 units per turn, they might only get 4 from it. It's just something to decrease the snowball effect of larger civs being able to supply all their resource needs and stealing to sustain more, when in reality it might work out to be a resource loss if they try to steal resources by force. Suddenly, one resource doesn't supply their entire empire's needs.
 
Mongoloid Cow, that's an interesting idea. I don't think it's been proposed before, or at least I never seen it. :goodjob:

Your idea allows the potential for resources to vary in size/quality/quantity/etc. For example, one oil resource may generate 10 units per turn but another might be more lucrative and generate 20. Or perhaps in the case of wine perhaps one wine resource located in French territory is of esceptional quality, whereas one located in American territory is only of mediocre quality. Perhaps the better the quality the more happiness it generates and the more it is worth. This would make the game more interesting, I think.
 
OK, Trip, sorry about the lack of paragraphs in my last post-I was on a tight time schedule!
OK, to rehash my main points:

1) Lets start with how I see unhappiness working in my model. Happiness/unhappiness would be based on a 0-100% system (with a short adjective to describe the mood of the people).

2) If happiness grows above, say 70%, then you get a bonus to production, culture and income from that city for every extra 5% (part of the 'quality over quantity' system I discussed).

3) If happiness falls below, say 40%, then you get an increasing penalty to production, culture and income. In addition, there is a growing chance of a Revolt and/or civil war in that city.

4) Happiness can be increased through the building of wonders and improvements, access to luxuries, access to manufactured goods, development of social technologies, switching to a preferred government type adjusting civics settings and achieving long-term peace with your neighbours.

5) Happiness can decrease as a result of crime/corruption, overcrowding, lack of luxuries and manufactured goods, lack of social development, switching to a shunned government type, war weariness, poverty and civics settings.

6) Corruption and crime levels are partially dependant on the old OCN system and, to a lesser degree, 'relative' distance from the capital, but can also be caused by overcrowding, excessive reliance on luxuries, civics settings, and lack of culture and/or social development.

7) Resources have a size and scarcity rating. Size would be from 1 to 10, say, and scarcity would depend on the TYPE of resource-both of these factors would factor into the appearance and disappearance rate of that resource.

8) The more cities you have in your nation, the greater the chance of a resource disappearing. This chance is increased if you (a) build a lot of units/improvements in one turn that require that resource and (b) have a large number of units/improvements which require said resource on an ONGOING basis.

9) Civil Wars and Dark Ages would be fairly rare events, and would be almost entirely based on in-game player decisions. If a city is about to undergo a 'negative event', you WILL recieve a warning from your domestic advisor. In the particular case of civil wars, you will almost always have ample warning because-as I said in a post from aeons back-you will probably see very unhappy cities producing 'rebel units' first. Though you can fight these rebels, the cities in question will probably still break away unless you deal with their underlying grievances.

10) Underlying chance of civil war would be based on: # of foreign nationals in the city; distance from the capital; # and strength of military units in the city; happiness levels; ratio of city culture to national culture; government type, proximity of other rebelling cities and 'war weariness'. Civil War can NOT occur unless a specific 'trigger event' occurs-this event can be loss of your capital, change of government, outbreak of war, if a city or cities revolt, or if national corruption/happiness levels reach certain threshold level.

11) The same model would apply, in principle, to dark ages and other negative events. Yes they could still happen at random, but you should be able to avert disaster UNLESS you have let things truly go to pot ;)!

12) Exploration could be done in TWO ways-either you only see the area directly AROUND the unit (though exploration units would have an excellent 'visibility radius') and have to return to a 'home base' in order to expose that area permanently OR you open up new areas as you go but, if the unit fails to return home, then any areas recently explored by that unit will become dark again. The former option makes exploration a dangerous yet exciting action, much as it was in reality, wheras the latter option is a possible medium between realism and gameplay.

13) Why is exploration important? Because units that lack an 'exploration' flag, and which enter a totally unexplored region, will have their operational range cut in HALF!! Given that harsh terrain already halves OR in my model, then a combination of the two will severely restrict your movement, as passing beyond this range causes degredation in unit performance AND a chance of HP loss.

14) Map trading is NOT possible until both parties have map making. My exploration model will, of course, mae map trading MUCH MORE valuable!!!

15) Truly IMPASSABLE terrain should be VERY rare, with most harsh terrain simply having the effect of seriously curbing both movement rates and operational ranges. Even those few terrain types which ARE impassable SHOULD become more open as you achieve relevent techs!

16) I agree with DH that harsh terrains should have the potential to generate culture-ESPECIALLY after you discover 'natural heritage'-and wealth once you get tourism. Sort of a later game compensation for being dealt a 'bum-hand' in starting location ;)!

One last point on resources, though, before I go. In my model, resources will rarely just APPEAR! Instead you will have to 'prospect'. This will either be a worker job or a terraforming function-depending on what they decide to go with. The chance of finding a resource will depend on (a) its scarcity; (b) the terrain you are searching on; (c) presence of other infrastructure on that hex; (d) the amount of money you devote to prospecting; (d) whether or not you have the relevent technology yet and (e) whether or not the hex is within a city radius or within your national borders (i.e. finding a resource outside your national borders is harder than finding it WITHIN and, by the same token, it is easier to find a resource within your city radius than without!) Your overall chance of discovering a resource will, in turn, effect the SIZE of the resource you find. A high chance means a larger resource!

Yours,
Aussie_Lurker.
 
dh_epic said:
The 20 mile marathon becomes less about who can run the fastest and starts to have a psychological dimension.

All well and good, but how does this apply to Civ?

Rarely have I disagreed with you more. Normally I find your ideas to hold significant merit. Even here, I understand where you are coming from, but I see no way to translate this into a game like Civ.


If Civ were to handle expansion on the basis of population, you might have something here. Tropico would be a good example. When playing Tropico on a scenario where few or no immigrants are available, one must manage the game on the basis of native population and how to enable them to thrive and multiply the fastest. Should this sort of dynamic make it into a game like Civ, all manner of tradeoffs become possible. Expansion, for example, would involve questions of whether you grow more population in a given era via urban development or via rural development, and how to spread your population out to best effect.

Civ has no chance at such a balance. Civ lives and dies on "production centers", the cities, which obey no rules of demographics. Each city gets "one free tile", that being the center tile, so the more cities you put into play, the more free tiles you get. Cities, once planted, grow automatically, and they are all up side IF YOU CAN PROTECT THEM. The expansion mechanic is not tied to anything historic or rational. It's tied to the game logic of number of cities.

While it would be possible to transcend this game mechanic, I cannot envision them doing it and calling it Civ. That would have to be a new game franchise under a new title. Or so it looks to me.


Considering that I expect to find Civ4 playing with the same "cities as self-generating production centers" element as the previous Civ games, then it is this dynamic that we must expect to live within, and the question of the number of cities to plant is dictated by the shape of the maps and nothing more. Whatever is the number of civs in the game, they will fill up all of the available lands. The game makers can manipulate the number of cities on the globe (more or less) by choosing map sizes, number of participating civs, ratios of land to water, of fertile lands to poor lands, and so forth. Beyond that, we're stuck with the problems of self-generating production centers.

I'm with you in spirit, but in practice, I think you've wandered too far afield for what is possible in the Civ universe.


- Sirian
 
Teabeard, Mongoloid

On resources: I agree. If you quantify resources AND add many new resource types, suddenly "economizing" becomes a strategy. And "trading" becomes more important. Right now, expansion is the primary way to resolve your resource problems, that is if you have any resource problems.

On terrain: you're totally right. Name a civilization that isn't founded on a river -- they are few and far between. In addition to checks on early game expansion, along with impassable terrain types, you'd see exploration become important maybe even into the late middle ages (unlike now, where the land grabs are sometimes done by 0 AD!)

And Sirian, on "marathon style strategy" versus Civ's "20 mile sprint":

I think it's great that you agree with me in spirit, if I understand you correctly. Obviously coming up with a gameplay mechanism that checks this is a much more challenging problem. But my goal was to remove one of the big discussion obstacles: "would it damage fun to add challenges and obstacles to constant, accelerating growth?" Not only is the answer "no, it wouldn't damage it", but even moreso "once people understand the mechanics and the tricky balance between speed and stamina, the game would become MORE interesting".

Now coming up with a feasible mechanism is the main challenge -- if it's even possible. Wouldn't you agree?
 
In C-evo the city tile had to be worked by a citizen. It was not a free tile of production. Doing this in Civ would certainly slow down city developement. Also in C-evo, each city had to have a minimum size of 2 and was built size 2. Just some thoughts on how to make the city itself important.
 
Aussie, I agree on your prospect idea, I have suggested this myself. I don't think it should be a worker action, as moving workers about to every promising tile and performing the action would take way too long. What I suggest instead is that an explorer type unit be able to move over a tile and see a discoverable resource if it is there. It can then be exploited via mine, or derrick, or farm, whatever, once a road has been built to it. A further refinement of this idea is that explorers must be built by type, i.e. some explorers are designed to go out and look about the terrain, scout for goody huts, find civilizations, as they do now, while others, with a slower movement, go out and look for strategic resources once you have discovered the tech to use them, this represents the idea that a civ must have specially educated prospectors who know what they are looking for in order to find a vein of iron, coal, etc. It might even be good to have to build a new type of prospector for each resource, depends on how cheap they are and how fast they can move. Later on these units would become more versatile, and be able to build roads to the resource, and the necessary colony structure, have more moves, etc.

The idea of quantified resources is of course excellent, been brought up many times before. It needs to be kept fairly simple though, if it is to be implemented well. Assigning oil for fuel per unit would be too complex, it might be better to say that a civ must have one unused unit of oil per turn for every 10 mechanized units it has in inventory, fall below this and the number of units affected farthest from your capitol, or nearest the front lines during wartime just freeze in place for lack of supplies. Different units could use different amounts of oil, or coal, or uranium to be built as desired, this would in some measure reflect the later costs of upkeep without having to perform extravagant calculations for fuel used per unit type each turn. Same with improvements, Manufacturing Plants should use oil per turn also, maybe be good to have each heavy duty improvement use one unit of a specified resource per turn, so falling below the minimum doesn't drastically effect production.

I think tying the efficiency of extraction into the concept of resistance in conquered areas would make for an excellent curb on runaway super-empires. Say, normally, your prospector finds a deposit of oil, worth 500 units of oil, extractable at 4 units per turn in your territory. You can assign 2 units of oil to the building of mech units (each takes one unit of oil per turn during building) and the other 2 toward maintaining your army/improvements. Now, you know there is a similar deposit of oil in, say, Korea, also around 500 units value, so you go in and take it. But, in conquered territory, the extraction efficiency is automatically halved, so you pull out only 2 units per turn. This represents the endemic corruption often encountered in the necessary puppets governments you install. If you are still at war with the other civ this is reduced further to 1 unit per turn, to represent wartime inefficiencies and sabotage. This also applies if you go to war with that civ again any time in the future, as the citizens in the conquered cities will become unhappy and resistant again, and screw up your production through sabotage, slacking, and so on. Finally, you cannot extract resources period, from a war zone, which is defined as any area during wartime in which there is an enemy unit within say a 5 to 7 tile radius. This applies only in conquered territory, not your own turf.

As a final aside, the extraction model would eliminate the very unrealistic sudden disappearance of vital resources, you would always have some idea of your future capability. IRL, at least in modern times, the amount of iron, coal, oil etc. left in a given deposit can be fairly accurately estimated, and plans made for dealing with its eventual depletion. Maybe later techs could allow you to more accurately project the size of a given deposit, and perhaps even discover more of the resource hidden deeper in the tile, but now extractablr with your newer technologies.
 
Here is my simplified resource quantity method.

Resources are extracted via improvement along a road. A number would appear saying how much of that resource is generated by that tile.

Various improvements would take a certain amount of that resource and turn it into more of that resource. A Forge would turn one Iron into two Iron with Iron Working and four Iron with Engineering. Once a resource was 'refined' as such, it could not be refined again.

Renewable resources, including bonus and luxury, could be cultivated by these structures. THis means a portion of excess food is siphoned off to grow a new horse/cattle/ivory/silk/spices/rubber/etc. resource on the map. It would taek 20 to 40 food to generate the new resource, but you could place it on any tile with a road attached.

Some resources would also be used by citizens of a city or you would get a unhappiness penalty. Oil here would be a biggy. also, some small or great wonders would have effects that increase refining quality or stockpileing of resources.
 
Sirian said:
That has its uses. I think it works very well in the short term. The problem is, over the long haul, all the games tend to play the same. Your civ's "effective" size is capped out, so economically, any time you gain enough land to approach the cap, everything past that means nothing. Any time your civ exceeds the cap, the economic side of the game is over. Game after game, then, the economy plays out the same.
Can't say I agree with this.

The goal should be to try to make players have to choose between expansion or internal buildup. All corruption does is make expansion less effective - it's still superior to staying at home. I believe there must be trade-offs to the decision in order to effectively limit expansion - be it diplomatic or economic.

The argument against lifting this cap is that players will be forced to expand to the utmost limit of the land available. At least when additional lands stop being useful, the benefits of endless and reckless expansion are curtailed. Without the cap, we get a more pronounced snowball effect.

Imagine for a moment if things went the other way. What if expanding beyond a certain point would so burden your economy with costs you could not pay for, that you literally choked to death on your own expansion. That is the opposite of the snowball effect. Let's call it the leash effect. If you reach the end of your leash, and you continue to push, you choke yourself to death.

Would that be any fun? NO! Frankly, it would suck. How do I know? Well, um, let's just say that I'm sure. Call me a visionary. ;)
Tsk tsk Sirian, making such a harsh judgement on something without even having played it out for real. I thought more highly of you... :rolleyes: :p

The bolded part sounds a lot like some empires of history. ;)

I disagree that it needs to be "unfun." As long as players are aware of the effects of expansion and are given tools to combat the "inevitable choke" then I see nothing wrong with it. On the other hand, if you, say, have a civ's 2nd city cost 7 GPT but without an aquaduct it can only get up to size 6 and work 6 roaded tiles for 6 GPT... well, you have some issues. ;) So this definitely has to be properly balanced, but I don't see the problems with it that you do.

So the choices are clear:
1) No caps on expansion. The more the merrier.
2) Soft caps on expansion. Anything after X neither adds nor takes away.
3) Hard caps on expansion. Anything beyond X actually hurts you, and too much will cost you the game.

What are the problems with each option?

Option 3 plays out identical, game after game. Civs cannot expand beyond X, regardless of what else is going on. (By the way, this would be the ultimate answer to warmongering. Capture too much land, suicide your empire.)
I think this sort of thing would add more strategy. Obviously there is a place past where if you continue building you'll drive your empire into the ground, so players will have to be wary of that, but it opens up new questions which are GOOD for gameplay.

Say you're expanding. You're already near your commerce limit so new cities will cost you. There is a particularly fertile piece of land nearby that you want to claim. If you choose to develop your economy more instead of building a new city, then you risk another civ taking the land before you get around to it. If you build now you'll pay for it, but you'll also be sure of claiming the land for yourself. You have to decide what is worth more to you - the short term gold you'll lose for building the city, or the long-term potential you'll gain from it. That's a tough choice. That's what strategy games are all about.

The parallel situation also exists for warmongers. You can take that extra city from the enemy, but it will be expensive. You'll eventually get more out of it than you pay, but what will it cost you in the short term? What would it cost your enemy? Again, tough choices.

Option 2 is what we have in Civ3, and what we had in Civ1 and Civ2 WITH the early governments.

Option 1 has been tried in Civ1 and Civ2. No-corruption governments. These supposedly had costs in the form of added penalties for waging war, but the AI in the first two games was too weak to compete. It did not expand enough, so even all the AIs combined might still not match a good player.

Seriously, what is wrong with Option 1? I'm not seeing it. Players expand to fill whatever lands are available. Why is that bad? Folks who want shorter games can play on smaller maps. The only problem is the snowball effect, where owning more territory translates into advantages in research and production and wealth creation. Well, so what? The obvious answer to that is diplomacy. Diplomacy is the overarching issue of single player. In any normal game of Civ, with five to ten opponents, the opponents ought to be able to combine their efforts in some form so as to oppose the player effectively.

The problem is that we've always had diplomacy that was WAY TOO SIMPLE. Civ1/Civ2, pick on the strongest civ (invariably the player) en masse. No care or thought to it, no sense of self-interest, just a blind hatred for power and for the powerful. Civ3 escapes that, but at the cost of never forming any kind of meaningful alliances. So on the one hand, we have the AIs cheating so that they always work together against the player, and on the other hand we have total diplomatic ineptitude, where the AIs make alliances based solely on who pays them, and the price is always a bargain. Good players will never lose once they have obtained first place in the amount of land they control. (At least I have never lost in Civ3 from such a position!)

The AIs need an ability to forge meaningful and sensible alliances. The natural trend of alliances fits the World War II model: despots on one side, on the attack, and democracies on the other side, banding together for mutual protection. We also have the World War I model: mutual protection pacts in a powder keg, which if set off by a spark, evolves into two warring sides, two alliances. In either case, we arrive at a model where there are only two sides. Civ3 failed utterly to follow this model. Civ1/Civ2, the model always arrives at Player vs The AI Alliance.

I believe that Civ4 should work not unlike Civ3, in the early eras. Local wars, independent operators, every civ for itself. But by the time the game starts to mature and we get into the industrial age, wars must either be limited to two parties, or they should evolve into two large alliances at war. Even in Napoleonic Europe, it came down to two sides.

Let me make one more point. How many folks here have played on the Warcraft III team ladders? There is a Free For All ladder, allowing individual players to play against many opponents at once, but that ladder is the smallest. The Two vs Two, Three vs Three, and Four vs Four ladders are all much more popular. Why? I believe the answer is that conflict is more engaging when there are only two sides. Three-way wars end up turning more on which two make an alliance against the third. The odd man out never stood a chance, because it ends up being two vs one. So even in these circumstances, the conflict often takes the shape of two sides. Or else some fat cat expert manages to turtle up and build his strength while the dummies and/or the unlucky either go on the attack or get attacked. Then the fat cat swoops in after someone else has done the hard work and cleans up, snatching the prize. In any case, by conscious design or by luck of the draw, the actual combat turns into two vs one.

Rather than allowing Civ3 players to play the Free For All fat cat game after game after game, why not have the diplomacy do a better job of forging balanced alliances? There would have to be enough variance that we don't end up with only one flavor of gameplay, but that should be possible.

If the AI civs can collectively be programmed to seek balanced alliances and only two major factions, then we might have solved the snowball effect. If the player is weak, he can hang on by aligning with powerful friends. If the player is strong, line up more AIs against him, but not ALL of them ALL of the time! Make it easier to form alliances if you have a peaceful history. Make some alliances "weak", whereby allies are not going to stick with you no matter what. If you do certain things, like burning down cities or capturing lots of territory AND NOT LIBERATING IT but keeping it for yourself, some of your allies may go poofies.

Dragonlord has it right. Better AI is the only answer.
Diplomacy diplomacy diplomacy. That's all you ever think about, isn't it? ;)

Yes, having a more interesting diplomatic system and an AI that can handle it would solve a myriad of problems, but I don't think the solution is that simple, both from a historical perspective and from a gameplay perspective.

First, historical.

Diplomacy did have a huge impact on the balance between states, with the great powers rarely allowing one to get an advantage over the others, particularly after the Napoleonic Wars. However, that wasn't the whole picture. Rebellions, famines, the death of a strong leader and so on were all important factors in the downfall of mighty empires as much as diplomacy ever was, particularly prior to the Concert of Europe. Some of these things can be modelled in Civ better than others, and certain ones are pretty much impossible (anyone honestly think "death of great leader" will be something in Civ 4?).

Historically, almost expansion has taken place at the expense of other nations - that is, through war. This is not the case in Civ. There is a land-grab early on which is a vitally important part of the game - something not based on history. The reason the balance of power principle worked in history is because expansion required war, and there were always neighboring powers to intervene or demand their piece of the pie. In Civ you often get players which end up with entire continents to themselves and by the time someone can intervene they're already a superpower. What then?

Besides diplomacy, the greatest deterrant to expansion via war was of course possible defeat but also resistence if victory was achieved. You may be able to conquer a nation, but its people will not be so happy. Rebellions were very very common occurances in history, something the Civ 3 culture flip model does not reflect properly at all, IMO. Fighting off rebels constantly often greatly weakened the powers that had to deal with them, meaning they might collapse internally or they might be picked on from outside, when other civs learn of the trouble they're having.

The issue is how to deal with this sort of mechanism. I think a 'partisan-like' effect is the best way to model this, but there's no way of knowing what will or will not be in Civ 4. Having a bunch of cities instantly become enemy is frustrating enough to cause most players to quit. Dealing with endless waves of rebels, however historical it might be, may not be much more fun for most people.

To summarize there are some historical discrepancies with relying on diplomacy for balance, but the real problems emerge with gameplay issues.

There obviously must be a deterrant to expansion, otherwise there is no decision to be made, which kind of takes the point away from playing a strategy game. I don't think anyone denies that. It's the application of that principle where things get a bit sticky...

As I mentioned previously, there are some situations when diplomacy cannot fix the problem. Early on until most civs are rather well-established diplomatic issues are relatively moot. A civ which begins a military buildup early enough will be able to conquer a civ or two rather early on, and by the time other civs are able to consolidate, the military giant is already 3x as strong as normal. At that point all of his neighbors (if there are any left) either have to go full military or they'll also be swallowed up.

If there are enough remaining civs then the other civs may be able to keep the giant in check, but there are other more disconcerting issues on the gameplay side of things.

The biggest problem with relying on diplomacy is that it requires the AI to be more than competant in both diplomatic and military affairs. While I certainly have quite a bit of confidence in the Firaxis team, I don't know if this is acheivable in this round of Civ (no offense Soren ;)). Call me an anti-visonary. ;)

The AI would have to be able to effectively recognize threats, balance its own interests, try to form alliances, and so on. Beyond that, the AI then would have to be able to compete with the best humans at war. The AI would not only have to conduct coordinated strikes with other AIs for the maximum effect but also be able to handle itself independently and look after its own interests. Considering that the AI was unable to do EITHER well enough in Civs I, II or III I think it's a tall order to expect the Civ IV AI to do BOTH well enough to stop a human on a rampage. Then again, maybe you know something I don't. ;)

I don't deny the importance of diplomacy, I just don't think it's the end-all solution to the snowball-empire problem, both for reasons relating to gameplay in general and particularly related to what the AI is able to accomplish.
 
Aussie_Lurker, I fear you have not read my responses well enough. Maybe I'm just writing too much to digest so I'll go lighter from now on. ;)

Dark ages, civil wars, whatever, even if you can reduce the chances of them occurring are still based on the roll of dice. You can reduce the chance of a civil war down to 1/100 but if you roll snake eyes that it's still a large effect based on RANDOM CHANCE. ANYTHING that is based on random chance is bad. Culture flipping is bad. Getting great leaders is bad. And so on. Things should be gradual. I strongly am against anything major like civil wars or culture flips or dark ages.

Corruption/less happiness is not going to slow down large empires. It will make them less productive, but there is still no choice involved - another city will always help, even if its a tiny amount.

As I've said time and time again, strategy games revolve around tough choices. There should be a touch choice that has to be made to continue expanding or else the issue is a no-brainer and players will simply continue to expand and expand and expand. It doesn't matter if their cities only have 2 happy citizens of 10, and the city only produces 2 shields and 2 gold, it won't stop a player from building the city.

There needs to be a cost associated with expansion in order to make players choose between expansion and staying home. The player needs to actively make a decision between whether the next city is worth building/capturing or not. Increasing the liklihood of the city flipping/reducing the happiness/having more corruption will NOT do that.

Anyways, time to go. Back later for more fun. ;)
 
If local populations were involved, the cost of expansion is if you ever lose control. Imagine this, all squares are populated by someone in that square. These populations are part of how you build up slaves, etc., or even reserves like the Romans did. Over time some of them will come to resent you because of your actions. Territory your culture does not have any influence in will automatically be hostile, even if the civ that owns that territory is at peace with you. Neutral territory will always attack your troops. This means that expansion has a high cost to do the initial expansion. Part of making that easier is pacification. That makes the territory impotent, but more pissed off. Unless you invest a lot in the culture of all your cities, you will have constant attacks for a while. But all this only slows down expansion rather than forces the choice.

Here comes the choice: Once tiles get made at you they will not forget who wronged them. If they ever gain independence again or join a revolt, they will come for you. Instability and revolution are inevitable parts of growth, so at some point you will be dealing with tons of pissed off natives. You have to decide what's an acceptable risk if an enemy decides to help tip this balance. Also, in order to prevent a massive uprising, you cannot dedicate as many troops abroad. At some point expansion becomes unprofitable compared to the active cost. Either you expand further in hopes the land will become more profitable, or concentrate on other means of securing your power.
 
Trip said:
Corruption/less happiness is not going to slow down large empires. It will make them less productive, but there is still no choice involved - another city will always help, even if its a tiny amount.

Not that corruption will solve everything, but it's an easy way to hinder expansion. If you raise the military upkeep at the same time you will soon reach a point where you have to leave your outer cities unprotected to not go bankrupt. It shouldn't be done like this though.

I agree that random events shouldn't steer the game too much, but on the other hand they are necessary to some degree. It's about calculating risks and there will always be complaints about them, like when spearmen beat tanks etc.
 
Yep, I have to agree with Lopan on this one, Trip! Although I believe that the random element should be kept to a minimum, there should still be a random element in determining if civil wars actually occur! Randomness is a part of many other elements of civ (like combat, for instance) and is also a big part of most wargames (which you claim to be such a huge fan of) so why should this be any different. You will see, though, that my model seeks to keep the worse elements of this randomness at bay, which is why I speak of getting a pretty decent warning first!

Yours,
Aussie_Lurker.
 
Trip said:
Considering that the AI was unable to do EITHER well enough in Civs I, II or III I think it's a tall order to expect the Civ IV AI to do BOTH well enough to stop a human on a rampage.

Civs 1 and 2 lacked sufficient capability on the part of the AI to expand. The player would arrive at the no-corruption governments as soon as possible, then expand in true snowball fashion, able to make productive use of ALL lands obtained. Player becomes the hyperpower in every game, and player rolls over the entire pack of AIs, or else loses to them.

Civ3 remedied this in two ways. First, it got rid of zero-corruption governments, meaning that no matter how large player grew, his production was capped at X. That DOES achieve short term benefits in terms of the life of the game. The first twenty games of Civ3 are more entertaining (in terms of the AI performance and player's relation to the AIs) than the first twenty games of Civ1 or Civ2. The problem arises when player has played out this monolithic scenario enough times that he starts to feel "been there, done that" and grows bored with it. (Only took me about twenty games to reach that point. Maybe you have a longer attention span. :p )

Second, Civ3's AI is dramatically superior to Civ1 or Civ2 on the economic side of the game. The Civ3 settler spam, for all its flaws, does jump the AI out to a huge territorial lead on any higher difficulty level. From that position, the AI is more competetive across the board. ONLY the lack of diplomatic cohesion stands between the Civ3 AI and a much stronger performance.

Have you ever played the Always War variant?


Trip said:
The goal should be to try to make players have to choose between expansion or internal buildup.

The game already accomplishes this. I'm not sure what map size you play, but I have played numerous large and gigantic maps, including with less than the maximum number of civs to allow for more expansion room for each individual civ. I can tell you flat out, to claim your fair share of land in such a scenario, you must eschew early wonder building. You must slow the growth of your first few cities to produce more settlers and more workers, and you must build more units to cover your territory. This is time in which you are NOT building city improvements: weak on early culture, weak on population while your early cities stay small, churning settlers one after the next, weak on defense, even. There ARE tradeoffs, because it costs you population growth to produce settlers and workers to claim more land. It costs you any shot at early wonders, which if you are playing at a difficulty level where you have a chance to grab some, may be costly in the long run.

By contrast, a strategy to grab the Pyramids asap, or the Great Library, or the Lighthouse, may do more for you in the long run than maximum expansion. Part of the problem with Civ3 is that in order for the AI to be competitive with the player, it has to be given bonuses of such extreme degree that early wonders are taken off the table automatically. Not only that, but the production bonuses also force players to grab land faster or lose the chance. It is the AI's very own general incompetence that leads to the "no brainer" nature of early Diety-level strategy. Player has no choice but to expand at maximum rate because the AI is coded NOT to attack him in the early phases. There are no military trade-offs. IF the game could pose some kind of military adversity WITHOUT posing a "wipe you out" level of threat, the natural tradeoff between productivity and security would balance things out very nicely.

Also, in all Civ games to date, building settlers out of small cities has been cheapest. Civ1 and Civ2, each larger city size takes MORE food, so it is best to produce settlers out of size 2 and size 3 cities. This tends to push expansion. Civ3 fixes that a bit, but it's still nearly as useful to build settlers out of size 3 cities. The limit on settler production is not the shields, but the FOOD, and there is no way to improve that under despotism. However, if settler production were reworked in some way so as to allow faster settler production out of larger cities (which would only make sense) then we start to get into tradeoffs such as WAITING to build the first or second settler. You could choose between settlers immediately, or a delay to let your city grow, then more settlers more quickly. Depending on how many total settlers you intended to produce, it might be better to wait and churn them out. Civ3 has this issue with the granary. Better to build a granary first, and cut the food cost of settlers, or to get the first couple of settlers out sooner? That -IS- the stuff of strategy gaming!

So I don't get why you are not seeing the inherent tradeoffs that already exist on expansion. Now whether they are perfectly balanced is another thing. Early culture is not possible to reckless expanders, at least not to the same degree as those who pause in their settler and worker building to churn out an early library and temple. The problem is, the culture itself isn't worth much. Cultural victory is awkward and poorly implemented. Culture acrues to cities without regard to their size or population, meaning that ICS is the best way to the biggest culture. That's goofy. :crazyeye: But if it were fixed to mean more than it does now, and better balanced, then the sacrifice made on early culture to obtain more territory would be much more interesting, much less of a no-brainer. And yes, why even build a library at all in Civ3? If players had to do their own research, instead of riding the tech whore gravy train, then building those libraries OR GOING WITHOUT THEM would become much more meaningful.

There are PLENTY of ways to highlight and improve the strategic tradeoffs in Civ. Using Civ3-style soft caps on effective empire size is a band-aid, and surely you must recognize that. My understanding is that you disapprove of using band-aids to treat wounds that ought to be stitched. Am I wrong? :)


Perhaps there should be some kind of significant military threatin the early game other than rival civs -- or, if not threats, then obstacles. Obstacles might be even better, posing no threat to the player's territory but standing in the way of the player grabbing more. Perhaps there should be better balance in the city improvements, to where eschewing them in favor of more land grab costs you more. Perhaps the Civ3 AI is a little TOO land greedy, and they should rein that back in a bit in favor of AIs who would not wait for open lands to run out before they decide to fight for a particular piece of ground. Perhaps the AI needs an ability to wage LIMITED wars, rather than all wars being total wars. If the AI would fight for a particular resource or fertile location, or fight for a "warm water port" in the tradition of Peter the Great (fighting for strategic reasons, as opposed to blind aggression) then perhaps players would have to make harder choices about expansion.

You do not balance a game by punishing players for pursuing the only logical option available. You balance a game by opening new options and attaching both a benefit and a cost to each option.

In my view, the Civ3 experiment with caps on effective size of any Civ's economy has failed. It does good things, but it has run its course, and if they are to make a better game, they must abandon that avenue and find another that doesn't end in a blind alley.


- Sirian
 
You see though, Sirrian, this is why I am such a strong advocate for minor nations. Because it gives you both a more serious challenge to growth than the rather weak 'barbarians' from civ2 or 3, whilst also giving you a non-settler based means of expanding your empire (use diplomacy or war to incorporate minor nations into yours!) This is also more in tune with historical reality, as many great nations have come about as a result of integration of smaller civs into a greater whole!
I would also like to see a situation in which, as the game progresses, you are forced to make cities ever more 'specialised'-simply due to the vast array of improvements and wonders, from each category, that you can build.
Lets face it, how many modern (or even Renaissance or Industrial) cities can you see which are 'Jack of all Trades'? The truth is that most cities are either cultural/religious centres, centres of 'high-finance', seats of learning, administrative heartlands, bread-baskets etc etc. If this were done in civ, then you could possibly start to get towards genuine 'demographics' in civ, which would make the game MUCH more interesting!

Yours,
Aussie_Lurker.
 
Back
Top Bottom