CromulentRomulan
Warlord
- Joined
- Feb 9, 2021
- Messages
- 112
I’m starting this poll to see if there is appetite for retaining the new way of winning cultural victory introduced by Monopolies and Corporations (albeit with some changes) or if people would prefer that Monopolies provided a multiplier bonus in the realms of 25 - 50% (bringing it inline with the Computers and Environmentalism civics, Social Media policy card and trade route bonuses). I think this is worth gauging because the expectation around this mode appears to be that the current modifier is a mistake and will be reverted. I want this poll to explore the potential in what we have been delivered. I invite you to reply with an explanation of why you favour one option or the other.
For me I think the existing state of play should be retained but gated. This is because this is the game mode most likely to offer a different route to victory of all the introduced game modes, so I am in favour of retaining the possibility of winning through monopoly but adding additional criteria for the very large tourism modifiers to trigger. I wish that the team had opted to create a category of economic tourism analagous to religious tourism but it seems unlikely this will happen.
For those who haven't followed the other thread it appears the formulae for monopoly tourism is:
5% times the number of improved nodes times the number of civilizations who do not control an instance of that resource.
In this post 2 uncontested monopolies of 11 nodes added up to a plus 500% tourism modifier.
I would favour retaining the potential to get really big tourism numbers but instead move the tourism output into the Products. This would mean that securing a monopoly doesn’t magnify the tourism secured from Great Works, Wonders etc (this would enable to play the mode with cultural victory enabled). It would also make the victory require more effort than just holding land. I think this could be accomplished by tethering the production cost of creating a product such that it scales in relation to the number of luxury nodes improved. Higher production cost products would have more base tourism associated with it. This would give the player a decision to make as only 5 products can be produced per corporation - do they create many low tourism products to boost the economy or improve many resources to secure one or two 500 tourism generating products. Moving the massive tourism into a great work would also (in theory) open this route to victory to espionage counterplay were the developers open to making changes to where a spy can execute Great Work Heist. At minimum Sabotage production could also be used.
The trickiest part of what I think would be best is that I think the Products tourism output should still remain linked to number of nodes controlled even on completion. This would be to open up the option of using military force to break the effect of a monopoly
For me I think the existing state of play should be retained but gated. This is because this is the game mode most likely to offer a different route to victory of all the introduced game modes, so I am in favour of retaining the possibility of winning through monopoly but adding additional criteria for the very large tourism modifiers to trigger. I wish that the team had opted to create a category of economic tourism analagous to religious tourism but it seems unlikely this will happen.
For those who haven't followed the other thread it appears the formulae for monopoly tourism is:
5% times the number of improved nodes times the number of civilizations who do not control an instance of that resource.
In this post 2 uncontested monopolies of 11 nodes added up to a plus 500% tourism modifier.
I would favour retaining the potential to get really big tourism numbers but instead move the tourism output into the Products. This would mean that securing a monopoly doesn’t magnify the tourism secured from Great Works, Wonders etc (this would enable to play the mode with cultural victory enabled). It would also make the victory require more effort than just holding land. I think this could be accomplished by tethering the production cost of creating a product such that it scales in relation to the number of luxury nodes improved. Higher production cost products would have more base tourism associated with it. This would give the player a decision to make as only 5 products can be produced per corporation - do they create many low tourism products to boost the economy or improve many resources to secure one or two 500 tourism generating products. Moving the massive tourism into a great work would also (in theory) open this route to victory to espionage counterplay were the developers open to making changes to where a spy can execute Great Work Heist. At minimum Sabotage production could also be used.
The trickiest part of what I think would be best is that I think the Products tourism output should still remain linked to number of nodes controlled even on completion. This would be to open up the option of using military force to break the effect of a monopoly