sedna17
Emperor
- Joined
- Mar 12, 2008
- Messages
- 1,091
Hey everyone,
One of the major goals of the beta is to make sure that the Unique Historical Victories (UHVs) are balanced and fun. This thread is my attempt to bring some order to the process of changing UHVs.
If you have ideas for UHV changes, try playing a game with them as your goals. See if it makes a good game and is appropriately challenging. Then report on your results in this thread.
Here are some things to keep in mind.
One of the major goals of the beta is to make sure that the Unique Historical Victories (UHVs) are balanced and fun. This thread is my attempt to bring some order to the process of changing UHVs.
If you have ideas for UHV changes, try playing a game with them as your goals. See if it makes a good game and is appropriately challenging. Then report on your results in this thread.
Here are some things to keep in mind.
- Length: The complete set of three UHVs should encourage players to play through a civ's most important era. Although most games should be long, it is nice to have some relatively short-term UHVs just to provide a diversity or when people want to play a short game (Babylon in RFC was a good example).
- Open-ended last goal? It is sometimes nice to have an open-ended (i.e. no time limit) last goal which you can finish early or late. Of course, this normally means that the last goal is a bit easy (with no time pressure). Our Norse are like this. The colonizing civs are (sort of) also. Not every civ should need to be this way.
- Historical? Our general model for UHVs is that two of them should be roughly things that the civilization accomplished and the third should be one that they did not (but perhaps aspired to).
- Difficulty: Our main focus is on balancing the UHVs at Monarch level. Again we aspire for some range in difficulty. Not all civs need to be fiendishly difficult, but some should be. Currently most of our UHVs are too easy.
- Variety: Diversity in UHVs are good (as long as they are relatively easy to code). UHVs which specify control of territory are very common right now, as are colony-building UHVs.
- Time Pressure/Direction: We want to provide some UHVs which are like puzzles -- they require highly focused play in order to meet each goal as it comes up. Not all civs need do this to the same level, but it is always nice for a player to have a specific goal/task at all times so they aren't just playing mindlessly.
- Synergy with UP/UB/UU: UHVs which benefit from using Unique Powers (UP), Buildings (UB) or Units (UU) are particularly nice.