Huxley Hobbes
Anarcho-capitalist
- Joined
- Jan 29, 2005
- Messages
- 162
apatheist said:The simplicity of having all pikemen being equal makes it a lot easier to reason about the game. I just don't want have to deal with differentiating between France's Pikemen +3 Magical Helmet of Healing or Russia's Spearman -1 Boots of Dung.
Yup, fair point there. Now that I look over it, resources of different quantity is certainly the weaker of my ideas.
apatheist said:Any time you think, "but that will make it too powerful, so there should be a cap," take a step back and re-examine the idea. Caps like that are a horrible, terrible idea that often lead to exploits, neutered features, and unbalanced play. Come up with a different formula that doesn't require a cap to keep it from becoming too powerful.
Again, a fair point. If it needs a cap, it's probably not going to work outside of an RPG, in which case it will merely be frustrating. My first instinct would be to have diminishing bonuses, eg your second library is worth the same as the first, but the third only contributes 3/4 of that value, the fourth 3/5, and so on until you reach a stage of each library only contributing maybe 1/5 of the first couple.
Much, much, much more micromanagement. I agree in principle, but this would make me bang my head on my desk. How should I know whether paying an extra 2gpt for a 3% science boost is a good investment? Besides, taxes and science come from the same pool, so it doesn't really make sense.
xD Entirely reasonable point. I mean, I like micromanagement (I know, I know, but the looney bin is full.) but even I have to be in the right mood for it to be enjoyable, and to maintain that mood over a full game of Civ is, well, maintaining any mood for that long is a trial. (Incidentally, I'm not a fan of taxes and science coming from the same places, certainly not in capitalist systems with (One would presume.) lots of private scientific enterprise. The two should in my eyes be linked but not entirely inextricable.)
Consider this alternative. First, improvements become cheaper to build as you build more of them. For example, your first library might be 80 shields. The fourth one is 75. The 13th one is 70. The 40th one is 65. Maintenance remains the same. Secondly, improvements become more effective over time. A 1000-year old University should give more of a boost to science and culture than a brand spanking new one.
You plucked the idea from my mind. I had meant to include the possible alternative of buildings falling in cost as you built more, but it escaped into the ether. Fortunately, it seems to have found your mind. And I also like the idea of older things being better: this isn't necessarily the case in the real world but I think it works well enough as an idea for gameplay purposes. Although if it could be offset by some sort of cultural stubbourness; Oxford and Yale are inevitably going to change their methods slower than a 20-year old University is. Still, that one's just my personal preference, and I know it'd be silly to actually expect anything like that in the game, especially as every improvement would need to be considered individually for such effects. Can you say dismay? Heck, I can't even think of what the effect would be, except maybe higher resistence to culture, or to have larger-than-normal reactions to unpopular decisions. Not a very robust idea there, I'm sure you'll agree, so I'll just leave it in the post as a curiosity.