Wodhann
South American Norse God
- Joined
- Feb 27, 2014
- Messages
- 1,507
Let's address what I think are the problems with the game design when it comes to deciding whether to have an empire with many cities or one with a few highly populated cities. Here is my opinion:
The way the game should work, in my view, is you should have a choice. Got a great spot but with not much stuff around? Then just go tall and not bother with many cities. Did you start on an ample, ripe environment or are a belligerent, conquering civ? Then go wide and become a threatening force, but face the hardships of ruling a big empire. I would much rather preffer choice than the linearity of just getting more cities, existing "speedbumps" notwithstanding.
So how to fix this? This is a hard question. I have some ideas, but I will probably post a more elaborate course of action later after we gathered more opinions.
For now, here are some loose ideas:
So, what are your opinions on this matter?
- Going wide is an absolute necessity to win the game competitively. The whole game is so mechanically centered around the fact that a wider empire equals a strong empire, that even the game score reflects it, as having more cities means higher score. If you haven't built a wide empire, or conquered it through war, you are likely not going to win the game, and will get steamrolled by larger empires.
- More is more, less is less: A larger empire you give you more of everything and a small empire will deprive you of everything. The happiness factor is but a bump in the road, a passable landmark (not only that, but you get more luxury resources as you expand, which contradicts this penalty concept); and the technological and cultural penalties are disregardable. It's a no-brainer strategy.
- There are two choices in this game: Going tall, or going wide AND tall. Because of internal trade routes and just the general way the game works, you don't have to choose to "focus" on small cities, because going wide will also give you a ton of population, and happiness will likely not be an issue because of the variety of luxury resources you will obtain and happiness buildings you will construct in the process.
- High level Civ5 right now is a game with little turn-abouts. Often the game is decided by the point a couple players have stablished themselves into a secure position of power and that positions sits, invariably, in the "wide" side; and the rest of the players have no chance of winning.
- Because of the internal trade route system, going wide means more growth and even more production, since you have more trade route options.
The way the game should work, in my view, is you should have a choice. Got a great spot but with not much stuff around? Then just go tall and not bother with many cities. Did you start on an ample, ripe environment or are a belligerent, conquering civ? Then go wide and become a threatening force, but face the hardships of ruling a big empire. I would much rather preffer choice than the linearity of just getting more cities, existing "speedbumps" notwithstanding.
So how to fix this? This is a hard question. I have some ideas, but I will probably post a more elaborate course of action later after we gathered more opinions.
For now, here are some loose ideas:
- Change the way happiness is given (even if we do this though, we shouldn't tackle the problem through this alone);
- Do this through social policies - in other words, make it so that the tradition x liberty dillema actually allow some choice. We will change the social policies anyway, but this is one way we could do it (again, we shouldn't tackle this problem through policies alone);
- Create a system where the farthest a city is from your capital, the lower it produces and grows, and the higher the penalties are. Other civs had a "corruption" system - this would be sort of a nod to that system.
- Change how internal trade routes work - perhaps add the possibility of creating food and production trade routes with other empires (they would work similar to gold trade routes, and would give food/prod to the originating city; for balance sake though, the amount of trade routes of this type from a single city would be limited). Either that or just limit the total amount of internal trade routes.
- Create an unique game-changing penalty for going wide (like corruption or health). This is probably the most "custom" of them all, and as you see I graded these three suggestions from simplest to more game changing. This will probably be looked down upon, and rightly so, since this is not supposed to be that kind of mod - but... if all else fails, it's an option.
So, what are your opinions on this matter?