Anti-Snowballing through a Disaster Event mechanic

ZeoLite357

Chieftain
Joined
Jul 9, 2020
Messages
7
Problem:

Civilization 6 suffers as many other strategy games do through a snowball effect whereby later turns and eras become increasingly boring or repetitive as no other civilizations stand a chance to compete against you. This is amplified by the weaknesses of Civ 6 AI, and the fact that even on Deity AI, the late-game remains a walk in the park should you survive the onslaught of the early-mid game.

Ideal

We need some way of punishing civilizations that do too well, particularly in the early game, in an interactive and challenging way that still gives the player something to aim towards, or perhaps even to shift their victory goal.

Solution:

We propose Disaster Events (DE). The aim of a Disaster Event is to target run-away civilizations that in particular, have many Cities, cities with high Population, and/or have many of a particular district type (such as Science, Faith). The drawback always aims to target this particular yield and its benefit is in a different yield. So for instance, a DE targeting a Civilization with lots of Holy Sites may decrease Faith yield, but the future benefit could increase Science yield.

Each DE is bounded in a particular era (Ancient, Classical, ...), can fire at any point with a given probability in it's specific era (although more likely earlier on), and ends when the era finishes and a new era is entered. Each DE can only fire against one civilization, and each civilization can receive a maximum of one Disaster Event fired against it per era. A DE doesn't necessarily need to fire in a game, but there should be at least one DE effecting a civilization in each era.

A DE cannot fire against Civilizations that are in a Dark or Heroic Age. This means that a disaster can only strike a civilization that is 'doing well'. A civilization in a Normal Age has a small/medium chance, Golden Age has the highest chance of firing.

When a DE fires against a Civilization, that Civ loses 5* Era Score.

Each DE has one or more prerequisites, one or more drawbacks that last for the entire era, and a benefit applied in the following era. So for example, a DE that fires in the Classical era applies its' drawback in the classical era, and its benefit in the Medieval era only. A DE usually affects one city (normally the highest population city or Capital), but some DEs can 'spread' to other cities and its drawbacks/benefits can be applied to them also. Some of the later-age DEs will affect all cities in your empire.

Below we provide some suggested DEs, which unfortunately we cannot display in table format:

Suggested Disaster Events::

The Great Locust Swarm (Ancient)
Requires: An improved Wheat or Rice tile in this city, Factors influencing probability: + High F city yield. + More Farms, Drawback: Farm tiles (in city) are pillaged. -2 Housing in this city, Spreads?: Yes, Benefit: Citizens in this city only consume 1.5 Food/turn.

Bad Omens (Ancient)
Requires: More than 3 Cities, Factors influencing probability: + More Scouts + Has Religion, Drawback: -1 movement speed for all land units, Spreads?: No, Benefit: +3 CS for all land units.

Destruction of the Great Library (Classical)
Requires: A City with a campus and library, Factors influencing probability: + More campuses in empire, Drawback: -33% Science in this city, Spreads?: No, Benefit: Military units cost -15% Production in this city.

The Day of Black Sun (Classical)
Requires: A City with Holy Site and Shrine, Factors influencing probability: + More HS in empire, Drawback: -33% Faith in this City., Spreads?: No, Benefit: +2 Housing in this City.

The Plague (Medieval)
Requires: A City with at least 8 Population., Factors influencing probability: + More pop in Cities + More Cities, Drawback: -33% pop in this City., Spreads?: Yes, via traders. Can affect other Civilization Cities, Benefit: +15% Faith in this City.

Line of Succession (Medieval)
Requires: Not a Monarchy., Factors influencing probability: + More pop in Cities + More Cities, Drawback: All Friendships/Alliances expire. Every other Civilization gains PU** CB on you., Spreads?: No, Benefit: +2 Diplomatic Favor per turn.

The Inflation Crisis (Renaissance)
Requires: A City with Commercial Hub and Market., Factors influencing probability: + More CH ++ Bank - Merchant Republic, Drawback: All Friendships/Alliances expire. -33% Gold in this City., Spreads?: Yes, via traders***. Can affect other Civilization Cities, Benefit: Commercial Hub adjacency provides Production as well in this City.

The Reformation (Renaissance)
Requires: A Religion., Factors influencing probability: + Cities following R + More Followers - Theocracy, Drawback: 33% of your Cities and religious units convert to a neighboring Religion including your Capital., Spreads?: No, Benefit: +15% Science in converted cities.

Anti-Enlightenment (Industrial)
Requires: A Religion, with a Campus with a Library and University., Factors influencing probability: + Holy Sites + Cities + Campuses + Theatre Squares, Drawback: -33% Science and Culture in this City, Spreads?: Yes, with religious charges****, Benefit: +15% Faith in this City.

Luddite Revolt (Industrial)
Requires: An Industrial Zone with a Workshop and Factory., Factors influencing probability: + Industrial Zone + Cities + Canals + Railroads - Farms , Drawback: -33% Production and Food in this City, Spreads?: Yes, with builder charges*****, Benefit: +3 Amenities in this City.

Mass Strikes (Modern)
Requires: A City with negative Amenities., Factors influencing probability: + High population Cities + Cities with negative Amenities + Enemy spy activity , Drawback: -3 Amenities in this City, -5 Loyalty per turn in this City. Spreads?: Yes, Benefit: Specialist yield +2 Gold per turn in this City.

Great Depression (Modern)
Requires: A City with a Theatre Square, with an Amphitheatre and Art/Archeological Museum., Factors influencing probability: + Cities + War Weariness + Theatre Squares, Drawback: -33% Culture, -5 Loyalty per turn in this City, Spreads?: Yes, Benefit: +15% Production towards units in this City.

Mass Migration (Atomic)
Requires: A City with Tourism per turn greater than 20., Factors influencing probability: + Cities + Tourism + Open Borders, Drawback: 1 Population (on random turns) will transfer from a 'low-yield city'****** to a 'high-yield city', Spreads?: No, Benefit: NA

Points to draw out from the suggested DEs:

Particular favourites of mine include The Plague (which causes population drop) and spreads via traders. This could allow canny players who are doing well to target their enemies with their trade routes if they get this disaster. The Medieval/Renaissance disaster chance is also affected by the T2 Government they chose. Line of Succession is interesting as its one of the only disasters which confers a direct benefit to neighboring civilizations if adopted, in the form of a novel and VERY powerful CB for the era in question. The Reformation gives players who don’t care about Religion to gain a hefty +15% Science in the Industrial Era in converted cities. Mass Migration is a real headache, as population drains from your 'poor cities' into your capital and other big cities, making Housing, Food and Amenities a real problem.

Thoughts?

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* All values are subject to game balancing of course
** PU: A Personal Union CB which has -50% Grievances, and any captured cities in a war are automatically ‘ceded’ to the conqueror (i.e not needed to be ceded in the future peace deal).
*** Trade routes from an affected city to another city have a chance each turn to 'pass' on the disaster to this City.
**** A religious charge activated in another City has a chance to 'pass' on the disaster
***** A builder improving a feature in another City has a chance to 'pass' on the disaster
****** 'Low yield' and 'high yield' refer to the total amount of 'yields' a City produces (in Food, Population, Science, Gold, Faith') etc.
 
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