noto2
Emperor
- Joined
- Jul 11, 2008
- Messages
- 1,715
@civawesome: expanding to more land does not give increasing marginal returns, lol, that would be absolutely ridiculous and Acken hasn't done that. He's merely toned down the degree to which marginal returns decrease. The formula used to be a straight 5% increase to science costs per city, and in this mod the science cost increase decreases with each new city you acquire, but it is always a positive number. Let's say at 30 cities, the next city only increases science costs by 1%, it's still difficult to argue that adding one city at that point is going to be a marginal gain in terms of science, unless it was some super awesome capital.
The effects of these changes does mean that larger empires are more efficient in this mod in terms of science, but don't let that lead to assuming you need to conquer the world to win. After playing more games than I can count unmodded, and dozens of games in Acken's mod, at Emperor, I would argue that the prevalence of massive empire AI monsters isn't as much due to the science cost changes as it is due to the changes in AI aggression. One of my biggest complaints about the unmodded game was how passive the AI was. Games were a snore fest unless you had someone like Shaka to make it interesting. AI's often wouldn't even bother trying to conquer anything. The AI was effectively role playing instead of trying to win. This is a very common problem in the Civ franchise, and one that the developers even admitted to. Firaxis officially said they designed the AI to sit there and dick around instead of actually trying to win because the average player gets mad when they lose and has more fun just dominating the AI all the time. Yes, they really said that. Unfortunately, they may be right.
In any case, the AI makes more of an effort to win here which is why you see it start conquering its continent a lot more often, and become a scary, run-away power. There are a few ways to deal with this. You can still win with a smaller empire, but four cities is probably too few now. On a standard map, as Acken pointed out, 7-8 should be enough if you have good land. You can also stop run-away civs by going to war with them without trying to conquer them. If CivA is your main rival to victory, you can establish good relations with CivB. When CivA attacks CivB and conquers one or two of CivB's cities, you jump in the war and liberate those cities and fight CivA back across their border. Think America in WW2. What this means is that even in games where you are planning on a space win or culture win, you still need a military and you still need to react to geo-political events, joining wars, etc. I personally find it much more fun and engaging.
The effects of these changes does mean that larger empires are more efficient in this mod in terms of science, but don't let that lead to assuming you need to conquer the world to win. After playing more games than I can count unmodded, and dozens of games in Acken's mod, at Emperor, I would argue that the prevalence of massive empire AI monsters isn't as much due to the science cost changes as it is due to the changes in AI aggression. One of my biggest complaints about the unmodded game was how passive the AI was. Games were a snore fest unless you had someone like Shaka to make it interesting. AI's often wouldn't even bother trying to conquer anything. The AI was effectively role playing instead of trying to win. This is a very common problem in the Civ franchise, and one that the developers even admitted to. Firaxis officially said they designed the AI to sit there and dick around instead of actually trying to win because the average player gets mad when they lose and has more fun just dominating the AI all the time. Yes, they really said that. Unfortunately, they may be right.
In any case, the AI makes more of an effort to win here which is why you see it start conquering its continent a lot more often, and become a scary, run-away power. There are a few ways to deal with this. You can still win with a smaller empire, but four cities is probably too few now. On a standard map, as Acken pointed out, 7-8 should be enough if you have good land. You can also stop run-away civs by going to war with them without trying to conquer them. If CivA is your main rival to victory, you can establish good relations with CivB. When CivA attacks CivB and conquers one or two of CivB's cities, you jump in the war and liberate those cities and fight CivA back across their border. Think America in WW2. What this means is that even in games where you are planning on a space win or culture win, you still need a military and you still need to react to geo-political events, joining wars, etc. I personally find it much more fun and engaging.