Trip said:
instead of an empire of size 20 being 2x as powerful as a civ of size 10, it's 1.5x as strong... still stronger, just not as strong as it "should" be.
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.
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.
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.)
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.
- Sirian