Originally posted by judgement
You're just arguing that making rebellions an effective brake would require them to be likely enough that domination/elimination victories would be impossible. I disagree
Originally posted by Shyrramar
So do I! I don't know what gave you such an impression, as it is completely wrong. Why on earth would I advocate for making domination/elimination victories impossible? Zheesh
...
I am saying that making rebellions an effective brake would require them to be likely enough that domination/elimination victories would become impossible, if the resulting rebel-civs would be included in the victory conditions.
Yes, yes, I didn't misunderstand you, you misunderstood my reply. I never thought you meant those victories
should be impossible, I knew you meant that making them impossible was a bad thing. I understand what you mean: if the rebel-civs are included, an effective brake would make domination/elimination impossible, and therefore, rebel-civs shouldn't be included. But that's what I disagree with- I think that (if rebel-civs
are included) you could set the chances of rebellion at proper numbers so that the brake is effective but domination/elimination victories are still possible.
And my reasons are what I detailed in my previous post: rebel-civs don't place any limit on how
much you can expand, just how
fast you can expand. So, its quite possible to expand very large without having small new civs popping up everywhere, you just have to be careful and make sure your culture keeps up as you expand.
One problem came to my mind, though. I don't really like the prospects that a civ can grow as large as it wants if it does so carefully and builds up its culture. I wonder if it could be made so that the mere distance from capital is always a factor - so your city that is 10 tiles away from your capital requires much lesser culture than the city 20 tiles away. This would cause rapid growth in the rebellion probability, as there is of course also lesser culture affecting the city 20 tiles away in addition to the higher requirement - and that would be good IMO.
Well, if this was implemented, then I'd have to agree with you about the other issue. If rebellion odds were related to distance (and, perhaps, for "realism" they should be) then, no matter how carefully you expanded, expanding large enough to dominate the map would always result in lots of rebellions everywhere: domination
would become impossible if rebel-civs were included in scoring.
Embitteredpoet's idea for not counting any civ below some threshold seemed good when I first read it, my only worry was that the threshold would not be intuitve for novice players. But then I thought some more, and realized that it doesn't really solve the problem, just shifts it. Let me illustrate... the complaint with having all civs count, no matter how small, is that you might think you were about to win, destroy the last of your enemies, and then
not win because on the far side of the world, some other new civ with only 1 city rebelled itself into existence. And by the time you crushed that civ,
another one might pop up somewhere else: whack-a-mole with baby civs. Well, using the threshold for small civs just shifts the problem to whack-a-mole with "toddler" civs instead of babies. Let's say you think you're about to win because you're about to crush your last
major opponent, and you're not worried about the couple small civs that still exist elsewhere because you're pretty sure they're all under the threshold. But then you
don't win because just as you destroy the last
major opponent, one of the minor civs crosses the threshold and suddenly you need to destroy it as well in order to win. And by the time you do that, one of the other minor civs has crossed the threshold. And so on. So the problem of whack-a-mole is still there, and, in some ways, its worse, because its simpler to tell at a glance whether any other civs
exist than it is to tell whether any other civs
are big enough to pass the threshold.
Also, just because a civ is small shouldn't automatically mean it doesn't count. Granted, that's usually the case in civ: there's absolutely no way for a civ with 1-2 cities to catch up when another civ covers most of the rest of the world. But things are more fluid in reality. Think of England: in Roman times, half of England was Roman territory, the other half (North of Hadrian's wall) was ruled by Celts. England, as a civ, didn't even exist. Meanwhile, Rome controlled most of "the known world" (which of course wasn't the whole world, but still, they were pretty powerful). Fast forward a millenium and the Roman civ didn't even exist anymore, while England had been born and had grown into a major world power. Now, of course, I don't think that the civ games should be
that fluid. It wouldn't be fun to play as the Romans: you're doing well, feeling pretty dominant, and then things go downhill and you wind up getting destroyed by upstarts... that wouldn't be fun at all. But maybe it should be theoretically possible, if you
really mismanage your empire (especially on higher difficulty levels). And the converse should be possible: if you're down to 1or 2 cities, but you play brilliantly, it should be possible to come from behind and win. And that wouldn't be possible if some other civ had already won because they killed off everyone else while you were down to 1 or 2 cities (and thus below the threshold). This is, of course, only relevant if we're talking about elimination... if domination victory is enabled, that other civ should rightfully win even though you still exist, since they'd undoubtedly have over 66% of the world.
On the issue of domination, a simple fix would be to make it relative instead of absolute. IIRC, cultural victories already employ this technique: you need a certain base amount of culture in your empire or city, but you also need to have a certain amount more than any rival. So, instead of 66% of the territory, maybe domination could require 50% of the territory
and 10 times as much as any rival. That way, minor rebel-civs wouldn't stop you, even if there were lots of them. Just an idea, I haven't thought it through completely. It doesn't really matter, though, since it seems to me that the real difficulty is elimination, not domination. So far I can't think of any simple solution to the potential whack-a-mole problem (other than the simple "civs that weren't there at the beginning don't count" method, which, as I've said, I don't find satisfying).