reddishrecue
Deity
- Joined
- Nov 16, 2009
- Messages
- 6,319
I thought it was Zulu at first but then I checked again and it was Inca.Was messing around in firetuner, when I saw this masterpiece.
I thought it was Zulu at first but then I checked again and it was Inca.Was messing around in firetuner, when I saw this masterpiece.
Hilarious..Um, captain?
View attachment 626509 Behold, the notorious pirate lair of Lake Trasimene!
(Hey, spear dudes, do you guys know how to dig a canal? No?....)
No valid location for a canal anyway, it's all hills.
I don't think I have ever seen an AI this determined to forward settle me.
(note: still same Spain game from above)
Spoiler :
No valid location for a canal anyway, it's all hills.
The city indeed seems to be your sore.
One of my pet peeves: These things really need to scale better. You can get a Eureka for Nuclear Fission from a goody hut, worth what, 500 science? - and you can get 20 faith. I know it's supposed to be random, but couldn't it at least be something like "20 faith *or* 2 turns worth of faith at your current yield", whichever is higher.As it turned out, the reward from the tribal village behind the outpost was as anticlimactic as could be: 20 faith, when I was rocking 950+ per turn...
Incase going to say the same thing. OK, I admit, I wasn't going to give the examples, but I was going to say that they need to scale the rewards. 20 faith can be awesome in the first few turns. Notnso much when you're chasing a science victory while in the Future Era...One of my pet peeves: These things really need to scale better. You can get a Eureka for Nuclear Fission from a goody hut, worth what, 500 science? - and you can get 20 faith. I know it's supposed to be random, but couldn't it at least be something like "20 faith *or* 2 turns worth of faith at your current yield", whichever is higher.
anticlimactic as could be: 20 faith, when I was rocking 950+ per turn...
I know it's supposed to be random, but couldn't it at least be something like "20 faith *or* 2 turns worth of faith at your current yield", whichever is higher.
I think, sometimes we should be careful about what we ask for. We might get it.they need to scale the rewards. 20 faith can be awesome in the first few turns. Notnso much when you're chasing a science victory while in the Future Era...
I agree with you about not wanting the always "+1", I just don't think offering "Ha ha, you got a reward, except you didn't" is the best way to achieve it. I'm fully for making "You find nothing of interest" come back as an option, and I would also support the negative outcomes - perhaps not in the insta-killing 8 horsemen, which I found extremely not fun, but by for instance turning the goody hut into a barb camp with one or two supporting units would be fine.Think about it, do we really _only_ want the 'appropriate' "reward" (plus/minus a not really significant delta)?
Yes, exactly. (In case anyone was wondering, the musketman was only able to reach that tile because it had the Commando promotion.)
As it turned out, the reward from the tribal village behind the outpost was as anticlimactic as could be: 20 faith, when I was rocking 950+ per turn...
I agree with you about not wanting the always "+1", I just don't think offering "Ha ha, you got a reward, except you didn't" is the best way to achieve it. I'm fully for making "You find nothing of interest" come back as an option, and I would also support the negative outcomes - perhaps not in the insta-killing 8 horsemen, which I found extremely not fun, but by for instance turning the goody hut into a barb camp with one or two supporting units would be fine.
Doing something like that would also have the benefit that you could have more huts on map, and even have huts re-appear in empty regions (similar to barb camps), which would be fun because it gives more motivation for exploring, and would have the added benefit of offering some more XP for your recon units.
What you describe is what I would call an adequate implementation (civ6 level) of the original idea. Hostile, Friendly, Neutral correlate to -1, 1, 0. Primitive civ1 had just the static (disappearing) form, but all variations: barbarian cavalry, friendly mercenary legions, gold, techs, empty huts ...Everything is "Settlements" until you contact them. Then you find out whether the Settlement is Hostile, Friendly, or Neutral.
[...]
The point is that the map and the game should be Dynamic and not Static from start of game to as close to the end of the game
Civ6 suffers from neurotic avoidance of negative outcomes (and beginning avoidance of neutral outcomes). As this thread shows, excessive yields ARE FUN ("yield porn").
But unbalanced. And unhealthy, finally. Without lows there are no highs, etc pp.
Yeah, of course I HATED finding barbarians in a hut, too! It ALWAYS happened in a totally wrong moment. The possibility to find something positive was much higher. Still it happened: barbarians.Gamers don't like negatives thrown at them, as a general rule.
But that doesn't mean that a game without any negative outcomes is either a good or a replayable game - it's boring in a very short time.
1. Agree. From an objective point of view even a streak of max bad events did not make a civ1 game ending. Rather the child-ego not having ALL it wanted -- and rage-quitting.The trick to adding Negative Events to any game is to:
1. Never make them Game Ending.
2. Which brings up the most important point: always give the gamer Other Options.
domination victory, not losing a single unit ... in a game portraying entire human history. THIS IS THE END OF HISTORY!!EDIT: Bonus points for not losing a single unit all game, lol.
Gamers don't like negatives thrown at them, as a general rule.
But that doesn't mean that a game without any negative outcomes is either a good or a replayable game - it's boring in a very short time.
Avoiding all negative outcomes, or in-game events with more than an absolute minimal negative outcome, is just bad game design. The fact that they finally started giving us Civ designs with Less Than Optimal All The Time attributes (Mali's negative Production, for instance) shows, I think, that they are aware of this.
It needs to be extended to more general systems in the game, like Barbarian/City State/Settlement interactions, 'Natural' Disasters (which, let's face it, are pretty bland right now - more annoying than disastrous), and anywhere else that the game is boringly positive now.
The trick to adding Negative Events to any game is to:
1. Never make them Game Ending. A natural disaster like the Thera volcano explosion of around 1600 BCE that removes all your farmland and coastal cities is not going to be played twice. A natural disaster that silts up a single harbor, forcing you to relocate Trade Routes to another harbor city, with possible increases in returns from the Trade Routes after a time, will work.
2. Which brings up the most important point: always give the gamer Other Options. IF a Settlement turns out to be Hostile and generates Barbarian Raiders, they may harass you but will not take a city, for instance. Or they are strictly temporary. Or they can be Bought Off. You should never be faced with pure, unalloyed Negative Events, but always have some (desperate!) means of alleviating the worst of it, or even turning it into some kind of advantage - like being able to bribe the Barbarians into attacking someone else. The current Barbarian Clans Mode in Civ VI has, haltingly, implemented some of this already.