If you all love cIv (1) mechanics so much, I have a suggestion:
Play cIv. Some of the best games EVER came out early last decade (early 90's)
Uhh, wasn't that two decades ago? God, I'm old...
If you all love cIv (1) mechanics so much, I have a suggestion:
Play cIv. Some of the best games EVER came out early last decade (early 90's)
You're making an assumption of what fun is for other people. Personally, I don't find it fun when a game "cheats" for the players who are behind so that they can catch up. Mario Kart got old really quick because the best player had a similar winning margin not matter how well they played or how badly other people played. It didn't take long for me and my friends to just stick exclusively to battle mode and just ignore racing mode.
Imagine if basketball had a rule that if a team is down by at least 10 points, they would score double points until the deficit goes below double digits. It would make the late game more fun in the short run, but I would think that people would sour on a rule like that pretty quickly.
The math is all well and good except your values are wrong so naturally is the answer. How many times in Civ IV have we won after being significantly behind for most of the game? How is it possible?
1. Their is a penalty for having too many cities. This means as you get more cities it actually starts to bring down the rest of your empire. This makes it so no one gets too many more cities than anyone else.
2. Techs cost less as others discover them. So if you are in front in tech it actually doesn't help you get more techs rather you pay more for each one you discover than those who come after you. The biggest bonus going to the person in the last place. No one gets too far ahead.That bonus isn't pronounced enough to make a giant difference. Afterall, you also get a bonus because you have more gold to turn to beakers. Ever see a city that's been reduced to a couple of marginal cities? They're usually half an era behind at all times.
What I hope for is a game that doesn't hold anyone back to make it close. It should be close because the talent of the players is at parity. Even if this means the AI gets bonuses to make it close I am fine with that. I just don't want a sliding scale that actually rewards staying small and insignificant. World super powers aren't small.
Egypt, Babylon, Greece, Rome, China, Mongolia, France, Spain, Great Britan, Germany, Russia, Japan, USA. All super powers at some point none of them small.
That being said, Rome and especially China are good examples of large empires stagnating. What did Rome do after it conquered the Mediterranean? It stopped expanding. It was threatened by small German tribes on one side and a large (but not as large and more culturally united) Parthian/Sassanian Empire on the other side. In that sense, the smaller civs were able to rise up and beat the larger one because the larger one couldn't compete. China is even more analogous. The large, monolithic China was once far more advanced than the west. Then the smaller western states, through competition with each other, manged to catch up and surpass the larger state in the east. Both with Rome and with China, the largest did not manage to steamroll the rest and continue to expand.
You can if you've invested in infrastructure. If you have enough gold from the cities you have, you can afford to expand and take over other cities. As long as you keep the gold coming and build courthouses as appropriate, there isn't a physical cap on empire size. Also, your expansion at the expense of other civs weakens them.
2. Techs cost less as others discover them. So if you are in front in tech it actually doesn't help you get more techs rather you pay more for each one you discover than those who come after you. The biggest bonus going to the person in the last place. No one gets too far ahead.That bonus isn't pronounced enough to make a giant difference. Afterall, you also get a bonus because you have more gold to turn to beakers. Ever see a city that's been reduced to a couple of marginal cities? They're usually half an era behind at all times.
That being said, Rome and especially China are good examples of large empires stagnating. What did Rome do after it conquered the Mediterranean? It stopped expanding. It was threatened by small German tribes on one side and a large (but not as large and more culturally united) Parthian/Sassanian Empire on the other side. In that sense, the smaller civs were able to rise up and beat the larger one because the larger one couldn't compete. China is even more analogous. The large, monolithic China was once far more advanced than the west. Then the smaller western states, through competition with each other, manged to catch up and surpass the larger state in the east. Both with Rome and with China, the largest did not manage to steamroll the rest and continue to expand.
A. I know you can expand but the point is that it isn't advantageous because the game mechanics make each city cost more.
B. Rome and China failed because whoever was playing them started using the governer and automating their workers! They failed because everyone does who gets to the top. It will happen to America too. For the sake of gameplay though I don't want to try and implement theories on why ever civilization falls. I want to be the leader that builds a civilization to stand the test of time.
It's also fun to have a smallish (say real life British Isles-size) nation be able to compete with the bigger nations, or even dominate the globe for a while. Civ4 did this better than all previous versions, and it is largely due to those rubber-band mechanisms. You don't want a system where big always get bigger. Not realistic and (more importantly) not as interesting from gameplay perspective.
But what is the test of time if you can become "too big to fail" less than half way through the game?
Its only a test if you can fail at every point.
How can players do anything if it isn't through game mechanics?
If you have a really strong start, then even if the AI plays as well as you they need something to be able to have a chance to overtake you. Even if all you want is for them to unite to take down the leader; then you're programming the AI to gang-bang you if you reach a certain stage, and thats just as gamey if not more than giving them a slight research boost.
When the British Empire dominated it wasn't a small island group. It was India, part of China, Canada, Australia, South Africa, and tons of other colonies. In civilization in real life bigger is almost always better.
"Almost" is the key word here. Great Britain (before it ruled India, China, etc.) was able to take on those larger nations. Great Britain became a large empire, but it's worth noting that it no longer is (bigger didn't get bigger in that case). Many small nations have had a lot of power/influence in world affairs. On the other hand, China has been and remains a very large nation, although it has been little or greatly powerful/influential at different times. So I'm not saying big should be universally crippled. But if the game is well balanced then small can (at least sometimes) beat big.
I agree with you OP.
The modern era of Civ 1 was probably more fun than any game in the series. Civ2 was right there as well. 4 was terrible. And its because of the reasons you cite. You could fall behind or jump ahead in tech in either game and still it wouldn't necessarily be over. I also hate the artificial limitations on expansion that Civ4 had, but in the context of that game they were probably necessary. I mean the late game was bad enough without it being possible for the top Civ to get armor when you still had muskets or phalanx. It was fun in Civ 1, probably would have made Civ 4 worse.
I'm hoping that Civ 5 is going to be a reversion back to some of what we got in the originals. Some of the new mechanics hopefully indicate that (no stacks of doom, no tech trading, etc.)
Any time one civ gets waaaaay ahead of the others, one of three things has happened. Either A) random factors (like combat dice and start location) have accumulated in favor of that civ to a huge degree, B) there is a massive skill difference between the two players, or C) one player has cheated. Which of those is really the kind of case you'd like to see happen often in games of Civ?
4 was terrible. And its because of the reasons you cite. You could fall behind or jump ahead in tech in either game and still it wouldn't necessarily be over.
I'm hoping that Civ 5 is going to be a reversion back to some of what we got in the originals. Some of the new mechanics hopefully indicate that (no stacks of doom, no tech trading, etc.)
How can players do anything if it isn't through game mechanics?
If you have a really strong start, then even if the AI plays as well as you they need something to be able to have a chance to overtake you. Even if all you want is for them to unite to take down the leader; then you're programming the AI to gang-bang you if you reach a certain stage, and thats just as gamey if not more than giving them a slight research boost.
A. I know you can expand but the point is that it isn't advantageous because the game mechanics make each city cost more.
Every single sport doesn't have a rubber band mechanic and they work well. If you played like trash in the first half of the game and got blown out, the referees shouldn't call more penalties/fouls/yellow cards on the other team to make the second half more competitive. That's not the fun type of competitive.