Jon Shafer
Civilization 5 Designer
LoL, dammit Sirian, with long posts its like a moth to the flame.Sirian said:YUMBO


Will take care of this one tomorrow in 19th Century Europe class...

LoL, dammit Sirian, with long posts its like a moth to the flame.Sirian said:YUMBO
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?![]()
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.
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.
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.
dh_epic said:The 20 mile marathon becomes less about who can run the fastest and starts to have a psychological dimension.
Can't say I agree with this.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.
Tsk tsk Sirian, making such a harsh judgement on something without even having played it out for real. I thought more highly of you...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.![]()
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.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.)
Diplomacy diplomacy diplomacy. That's all you ever think about, isn't it?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.
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.
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.
Trip said:The goal should be to try to make players have to choose between expansion or internal buildup.