stealth_nsk
Deity
Probably. I just hope treasure resources are included as major ones.wrt 3, that may also refer to resources required for civ unlocks
Probably. I just hope treasure resources are included as major ones.wrt 3, that may also refer to resources required for civ unlocks
You have to understand, enterprise-level SaaS often works on far larger scales than any games development team (even an established, mature team like Firaxis). You barely even have things like SLAs in video games; servers often have scheduled, multi-hour maintenance at regular intervals (which completely breaks something like the six nines standard most commercial SaaS tends to ride on).Good lord. Understanding the output and the impact of changes requires both micro- and macro-analysis plus a healthy dose of statistics. For the type of work I do, that's when I'd call in an enterprise architect. I'm nowhere near smart enough to see the totality much less forecast the impact of a single major change like randomizing or doubling the area. And doing BOTH at the same time? Fuggedaboudit.
What on earth were they thinking?
I think there's a big intermediate group, who are not very happy with the foundation, but could enjoy it once the game is polished. Taking them in mind, Firaxis strategy seems legit - by iteratively improving the game they could gather large enough audience, while any radical changes could alienate everyone.Depends on what their goal is, if they think the game is fun and needs to be polished up they should slow down and move methodically to build trust and show they are making their already great game more stable. If they aren’t sure if people actually like the foundation, they should rapidly iterate on those fundamental systems to try to find that match as soon as possible. I’ve heard arguments here that both possibilities could be true, probably it’s just different groups of people who are happy or not with the game as-is, and I’m not sure which Firaxis is focused on. But it would be very hard to try to please both at once (move fast and don’t break things?)
You want a job? Cause you're talkin' my language.You have to understand, enterprise-level SaaS often works on far larger scales than any games development team (even an established, mature team like Firaxis). You barely even have things like SLAs in video games; servers often have scheduled, multi-hour maintenance at regular intervals (which completely breaks something like the six nines standard most commercial SaaS tends to ride on).
Hah, I'm flattered but just a developer, not really much good at the higher-level product management stuff. I offer my input from my corner, when needed, as the walking library of institutional knowledge (having been around so long).You want a job? Cause you're talkin' my language.
What's interesting is that there's starting to be more overlap. It's less about scale and more about complexity of systems and their attendant interactions. Civ VII is a collection of interdependent systems, and it's hit the tipping point where the Butterfly Effect come into play. You could make a compelling argument that Civ VII is a collection of good individual ideas that do not work well together - for example, constraints on individual pieces like Distant Lands being inaccessible during the Ancient Age end up having wide-reaching impact on the traditional idea of a 4X game being a sandbox.
It's a "boiling the frog" situation - game companies have slowly drifted into this level of complexity and don't realize when they've passed the tipping point. The results are problems like this resource one, as well as some of the other regressions seen in the patches.This is why I love watching game development - it provides some very visible lessons that I can take and apply back in my enterprise work.
But back to your point, Firaxis doesn't have the development resources to approach this like enterprise SAAS would. However, what they can do is create a Steam beta channel and let all of us in these forums bang on new code for a couple of weeks to smoke out any issues.
I wasn't kidding about the job by the way - I'm interviewing for a CPO position and would be looking to assemble a team to go in and rapidly do some good. PM me if you're interested.
Good lord. Understanding the output and the impact of changes requires both micro- and macro-analysis plus a healthy dose of statistics. For the type of work I do, that's when I'd call in an enterprise architect. I'm nowhere near smart enough to see the totality much less forecast the impact of a single major change like randomizing or doubling the area. And doing BOTH at the same time? Fuggedaboudit.
What on earth were they thinking?
I don't see them contradicting:Having worked with semi-statistical algorithms myself (basically, you start with a statistical approach and then learn that it does not work, because some assumptions you'd have to make for the mathematically correct solution do not hold. Then you start trying to "fix" the statistics and it invariably becomes a mess), my experience is that you don't try to forecast, but instead you tune it, let it run, collect data and then analyse the data whether the result matches what you want.
The longer I think about it, the more I think that in this case the problem is unsolvable without design changes. You want
These contradict each other, so an algorithm that fulfills all of these might not be possible. In my opinion, design changes are needed. Either increase the value of treasure resources, reduce the amount needed or have other sources of treasure fleets (maybe from trade?)
- The resource density to remain roughly the same
- A variability in the resource types, so you don't have 4-sugar-and-nothing-else starts
- Some resources to always appear
- Symmetry between the Homelands and the Distant Lands so that all play by the same rules
- Have enough treasure resources to fulfill the legacy path in Exploration
You've hit one of the real underlying problems with Civ VII. . Some of the systems, as currently implemented, can only handle so much change. This is probably one of the reasons why there aren't large and huge maps available out of the box. Those will need to be rewritten, which is going to take time.The longer I think about it, the more I think that in this case the problem is unsolvable without design changes.
That's the third and most vexing problem - they don't seem very flexible on their design principles. That's going to have to change in order for things to get better.In my opinion, design changes are needed. Either increase the value of treasure resources, reduce the amount needed or have other sources of treasure fleets (maybe from trade?)
I don't see them contradicting:
Resource density is handled separately from other requirements as first part of the algorithm generates resource spots before distributing resources. Poisson geometry they use seem to do the trick (although I don't have enough math myself to follow it fully)
For the rest I could make an algorithm which would distribute resources exactly according to those rules (plus hemisphere specialization), it's not that difficult. First, sort resources between those to appear on each hemisphere, when distribute them among resource locations avoiding clusters with, for example, the same Poisson geometry.
However, Firaxis went with just random distribution within small set of rules and this shows one more priority you haven't mentioned - enough randomness to make different games distinctive and fun.
As promised I did a complete count of all treasure resources on my current Exploration map (Continents, all standard, only UI mods. Special thanks to Moxl map search mod)
There are more than enough of them - 73 in total, 32 in distant lands, 41 in mainland which are 'empire' resources for mainlanders.
I understand some of your games generated way fewer than this, thus the complaints?
View attachment 730426
It's possible that was certification related with the Swtich 2 coming out, that process seems to take a lot longer.Notice how 1.2.0 didn't release for the Switch - even this change is too much and needs optimization work.
Definitely seems like they have a lack of people doing the big picture Enterprise level Software Architecture / Technical Leadership especially with the cross platform complexity they have introduced.It's less about scale and more about complexity of systems and their attendant interactions. Civ VII is a collection of interdependent systems, and it's hit the tipping point where the Butterfly Effect come into play.
But back to your point, Firaxis doesn't have the development resources to approach this like enterprise SAAS would.
To me that might be an indicator that the perceived scarcity is indeed related to getting the total treasure resource amount now distributed to two hemispheres instead of "new world only" before the patch. The increased number of different resources probably reduced instances of each individual resource. While that doesn't bring the total number further down, it might contribute to the feeling of less clustering...and the player has to watch out for more resource types "at the right locations"As promised I did a complete count of all treasure resources on my current Exploration map (Continents, all standard, only UI mods. Special thanks to Moxl map search mod)
There are more than enough of them - 73 in total, 32 in distant lands, 41 in mainland which are 'empire' resources for mainlanders.
I understand some of your games generated way fewer than this, thus the complaints?
View attachment 730426
To me that might be an indicator that the perceived scarcity is indeed related to getting the total treasure resource amount now distributed to two hemispheres instead of "new world only" before the patch. The increased number of different resources probably reduced instances of each individual resource. While that doesn't bring the total number further down, it might contribute to the feeling of less clustering...and the player has to watch out for more resource types "at the right locations"