Naokaukodem
Millenary King
- Joined
- Aug 8, 2003
- Messages
- 4,252
Why do all those limitations have existed in the Civilization series ? Why not just let the factions expand and grab power from those expansions, for yet more raging wars ???
Because they wan't the game not become one sided all to quickly
In pandora first contact, a similar game to civilization they don't really punish you in any way by founding more cities but the growth rate is empire wide and a one city empire grow as quickly as a multy city empire, pretty intresting and probably supperior and more fun then any limitations that civlization have on city expansion![]()
If there are no such limitations, once a civ starts rolling, it will not stop.
Why do all those limitations have existed in the Civilization series ? Why not just let the factions expand and grab power from those expansions, for yet more raging wars ???
Ah, I wouldn't think about that. So speed would be key factor ? That's pretty odd as I feel things are especially slow in V.
In pandora first contact you mean cities grow slower individually the more they are, or they just grow the same rate individually no matter how many they are ?
Would you recommend using a mod which lowers the 100% rule for number of cities for national wonders? I think I saw one that allows you to have a single city that is exempt from the national wonders requirement.Civ II Corruption: Went away entirely moment you hit a modern govt, and never was a real problem to begin with.
Civ III Corruption: Here if you founded cities far enough away they could be hopelessly corrupt. However since unless you were infilling it couldn't possibly make your empire worse, it wasn't much of a break on self expansion. Indeed, normal tactic was an early REX to all intended pre war city sites.
Civ IV City Maintenance: This worked really well until it got broken by Corporations. Instead of a single REX, most popular were mini REXes, then improve those cities to fix the economy followed by another round.
Civ V Global Happiness: At CD release, happiness was so abundant this was laughable as a limit. It was fixed about a year after the CD came out. G&K and BNW both added happiness sources, but it really wasn't Global Happiness alone that led to the 4 cities total self founded rule, but instead the following:
1. 100% of all current self founded cities need building X to build each National Wonder (as opposed to Civ IV needing a fixed 5 copies)
2. Puppets don't count for purposes of needing yet another copy of buildings X, Y, and Z to build the remaining National Wonders
3. Puppets don't count for purpose of acquiring new social policies. (This is much less a concern with BNW though)
4. Global Happiness was not only tied to Golden Ages but is the intended primary source of them.
It's much easier all around if end goal is a large empire to start by only building 4 cities Tradition and then go conquering and at least initially puppeting the cities the AI built for you that are good while razing the bad ones. (Even if you eventually annex you can pick the timing where it won't interfere with National wonder construction)
I'm thinking for Civ VI that Global Happiness could work properly as a brake to early expansion without being a permanent wall if they simply eliminated the 100% rule for national wonder and returned it to a fixed flat number and so that after you had happiness under control you could self found an additional city at a time without interfering with national wonder construction. (At the moment all having a surplus in happiness means is that if you are a peaceful player your Golden Ages were now become more frequent and if you are a warmonger then its time to conquer an AI city or two.)
Would you recommend using a mod which lowers the 100% rule for number of cities for national wonders? I think I saw one that allows you to have a single city that is exempt from the national wonders requirement.
Thanks in advance.
The restriction in CiV is so extensive because up to CIV the dominant strategy was to spam cities.
If you remove the penalaties of having lot of cities and keep the advantages of having lot of cities then the game will not be fun, the strategy would be expand expand expand win from turn 1.
In Pandora each population give you one growth point no matter what, then also your cities can produce growth at the cost of not producing other things like military.
To grow a pop a city must gather enought growth point, how many is calculated in how large your global population is, in civilization games how many people you have globaly do not effect how much a pop will cost, only how many people you have in your city which is why expansion is so strong in civ.
Example in pandora an empire with a 2 pop city, that city will pay as much to increase its pop as a 1 pop city in a 2 pop empire if you understand what I mean.
Also pandora use something called migration meaning a city can transfer some of its growth points to another city this is done automaticly basicly cities with low moral (happines) will migrate to cities with high moral.
In both civilization and pandora people are power but two differen't growth systems mean differen't limitations.
If you don't limit expansion, then you create a new limit:
"To win I must expand indefinitely"
You don't achieve more liberty for the player doing that.
Civ II Corruption: Went away entirely moment you hit a modern govt, and never was a real problem to begin with.
Civ III Corruption: Here if you founded cities far enough away they could be hopelessly corrupt. However since unless you were infilling it couldn't possibly make your empire worse, it wasn't much of a break on self expansion. Indeed, normal tactic was an early REX to all intended pre war city sites.
Civ IV City Maintenance: This worked really well until it got broken by Corporations. Instead of a single REX, most popular were mini REXes, then improve those cities to fix the economy followed by another round.
Civ V Global Happiness: At CD release, happiness was so abundant this was laughable as a limit. It was fixed about a year after the CD came out. G&K and BNW both added happiness sources, but it really wasn't Global Happiness alone that led to the 4 cities total self founded rule, but instead the following:
1. 100% of all current self founded cities need building X to build each National Wonder (as opposed to Civ IV needing a fixed 5 copies)
2. Puppets don't count for purposes of needing yet another copy of buildings X, Y, and Z to build the remaining National Wonders
3. Puppets don't count for purpose of acquiring new social policies. (This is much less a concern with BNW though)
4. Global Happiness was not only tied to Golden Ages but is the intended primary source of them.
It's much easier all around if end goal is a large empire to start by only building 4 cities Tradition and then go conquering and at least initially puppeting the cities the AI built for you that are good while razing the bad ones. (Even if you eventually annex you can pick the timing where it won't interfere with National wonder construction)
I'm thinking for Civ VI that Global Happiness could work properly as a brake to early expansion without being a permanent wall if they simply eliminated the 100% rule for national wonder and returned it to a fixed flat number and so that after you had happiness under control you could self found an additional city at a time without interfering with national wonder construction. (At the moment all having a surplus in happiness means is that if you are a peaceful player your Golden Ages were now become more frequent and if you are a warmonger then its time to conquer an AI city or two.)
I don't think so. The requirements in all cities are just delaying expansion, not limiting it, which is enough annoying as it is I concede.
Now you could have mentioned the %science hit for each new city. But it was not my point, i could have added it in the title, just didn't bothered as I don't have expansions yet.
Anyways, the struggle is in vein : expansion IS limited, and for those like me who like expanding fast, early including, or who like to have the hands free whenever they are ready for an action (cannot go war when my units are superior because of unhappiness ? what a shame), it's purely unfun.
So you are saying that in Pandora the food basket is global ? Seems pretty good to me as you are not more penalysed by grabbing more land than staying with only one city.
I don't see it as a problem, and it is pretty realistic. In Civ5 you could as well say that the dominant strategy is to spam population and that's not fun because of it...
I don't think so. The requirements in all cities are just delaying expansion, not limiting it, which is enough annoying as it is I concede.
Now you could have mentioned the %science hit for each new city. But it was not my point, i could have added it in the title, just didn't bothered as I don't have expansions yet.
Anyways, the struggle is in vein : expansion IS limited, and for those like me who like expanding fast, early including, or who like to have the hands free whenever they are ready for an action (cannot go war when my units are superior because of unhappiness ? what a shame), it's purely unfun.
Mass-Expanding without any limitations is NOT fun.
I really don't know why you think everyone would enjoy if they had to mass-expand and start mass-warring once they hit another players borders... in every single game. There's a reason, why games moved away from that concept.
But if you enjoy that kind of gameplay, try some mods? Take Really Advanced Setup with "Disable Happiness" ( http://steamcommunity.com/sharedfiles/filedetails/?id=126959669 ), use Aggressive and Expansive AI ( http://steamcommunity.com/sharedfiles/filedetails/?id=239794296 ) to make the AI keep up with your expansions, add Less Warmonger Hate ( http://steamcommunity.com/sharedfiles/filedetails/?id=192953436 ) for less limitations... and there you go.