kaspergm
Deity
- Joined
- Aug 19, 2012
- Messages
- 5,802
I think the Eureka mechanism is a nice idea, but I'm quite concerned about the way it is implemented in the build we've seen at this point. The way the idea was originally presented, this mechanism was supposed to shape your development depending on your specific starting conditions and also to reward you for pursuing a very specific game style. I think this is a great idea to make the game more varied.
However, for this to work, the Eurekas need to be designed so that either they have high opportunity cost in return for a high yield, or they have low opportunity cost in return for low yield. Unfortunately, that's not really what I see with the current Eureka conditions. Most of them are low opportunity cost in return for high yield, and that's very bad. Going through the list, most of them fall under one or several of these conditions:
1) Extremely generic, i.e. something you'll be able to do in almost any game, and/or
2) Extremely easy to do, i.e. comes at no opportunity cost, and/or
3) Is something you'll always aim to do and will do automatically.
The full list of Eurekas can be seen on Arioch's Well Of Souls, but let me just give some examples (denotes which of above criteria I think they fall under):
- Find a natural wonder (1, 2, 3)
- Meet another civ (1, 2, 3)
- Kill three barbarian units (1, 2, 3)
- Conquer a barbarian encampment (1, 2, 3)
- Mine a resource, build a quarry, farm a resource, build a lumbermill, build a pasture, etc. (2, 3)
- Make a trade route (3)
I really hope they'll do something to make many of these Eurekas less generic and something you'll have to work actively to achieve. If the Eureka happens automatically every single game at no cost, it's really pointless. They could work with a gradual mechanism, for instance you get a 10 % tech boost for each time you fulfill the criteria for a maximum of 40 %. This would emphasize the flavoring towards certain play stiles / starting conditions.
However, for this to work, the Eurekas need to be designed so that either they have high opportunity cost in return for a high yield, or they have low opportunity cost in return for low yield. Unfortunately, that's not really what I see with the current Eureka conditions. Most of them are low opportunity cost in return for high yield, and that's very bad. Going through the list, most of them fall under one or several of these conditions:
1) Extremely generic, i.e. something you'll be able to do in almost any game, and/or
2) Extremely easy to do, i.e. comes at no opportunity cost, and/or
3) Is something you'll always aim to do and will do automatically.
The full list of Eurekas can be seen on Arioch's Well Of Souls, but let me just give some examples (denotes which of above criteria I think they fall under):
- Find a natural wonder (1, 2, 3)
- Meet another civ (1, 2, 3)
- Kill three barbarian units (1, 2, 3)
- Conquer a barbarian encampment (1, 2, 3)
- Mine a resource, build a quarry, farm a resource, build a lumbermill, build a pasture, etc. (2, 3)
- Make a trade route (3)
I really hope they'll do something to make many of these Eurekas less generic and something you'll have to work actively to achieve. If the Eureka happens automatically every single game at no cost, it's really pointless. They could work with a gradual mechanism, for instance you get a 10 % tech boost for each time you fulfill the criteria for a maximum of 40 %. This would emphasize the flavoring towards certain play stiles / starting conditions.