I'm sorry, I misunderstood.
This thread (and others) have seen some seriously terrible suggestions in a similar vein though (reduce options! arbitrary punishments! etc.) and you're relatively new (the two often go hand in hand), but I should have given you the benefit of the doubt, so it's my bad.
On a similar note, I'm of firm belief that anyone who wants to offer up a suggestion should probably read this:
http://www.gamespot.com/news/meier-on-crafting-the-epic-journey-full-keynote-video-inside-6253256
TL;DR version with notable quotes:
http://venturebeat.com/2010/03/12/quotes-from-sid-meiers-keynote-gdc-speech/
PROTIP: You need strong siege. It didn't use to be so important, but it definitely is now. Cats won't cut it. Trebs can kind of do, but you need Bombards at the very least to start going on a tear.
Sid, from Tomorrow's Dawn's articles:
[10:59] Another mistake in the Civilization evolution was "Rise and Fall," which would have a player's fortune crumble before a triumphant comeback.
[11:00] What they found was that once players started doing badly, they would simply load a saved game. "So Civilization isn't about rise and fall, it's about rise, rise, and rise."
[11:02] Next up was the tech tree, which was originally randomized so people couldn't simply go for iron working in order to get to gun powder. They also planned for Sim City-style natural disasters that could bring a civilization down.
[11:02] "You do that, paranoia sits in. Players starts to think the computer is out to get them."
I'm sorry, I misunderstood.
This thread (and others) have seen some seriously terrible suggestions in a similar vein though (reduce options! arbitrary punishments! etc.) and you're relatively new (the two often go hand in hand), but I should have given you the benefit of the doubt, so it's my bad.
On a similar note, I'm of firm belief that anyone who wants to offer up a suggestion should probably read this:
http://www.gamespot.com/news/meier-on-crafting-the-epic-journey-full-keynote-video-inside-6253256
TL;DR version with notable quotes:
http://venturebeat.com/2010/03/12/quotes-from-sid-meiers-keynote-gdc-speech/
Two questions: what is your revision? Have you experienced a diplomatic crisis recently?
I think you're reading too much of this as gospel. These are tips to appeal to the mainstream. They do not necessarily apply to a niche game, which is what a modmod is.
Punishing mechanics are a good example of this. They can add flavor to a game and appeal to a specific crowd, but they will be ruled out when you design a game that appeal to the masses because they turn off most people. But niche games aren't about that.
An obvious example is vanilla civ vs Rhyes and fall. For people who played mmos, another very good example is Everquest vs World of warcraft. And I for one, enjoyed Everquest way more than WoW.
No, I've checked the part of the code which might've been responsible for this but it is fine. You can guess what might help me figure this out. Just one try after the above tirade thoughSo are nations collapsing only their core an intended effect?
I think that negative events or effects aren't problematic if a) their causes are clear and predictable and b) you're offered some options to deal with it (like how negative random events aren't bad because most offer you a choice to pick the area which is affected or sacrifice something else to soften the blow). I think the first was the initial problem with the new stability mechanics because the new way things play into each other hasn't sunk in with everyone and people get confused because they mistake the trigger for a crisis for the reason it can be triggered in the first place, etc.
Don't get me wrong, Sid said in that interview that he didn't much care for Demon's Souls, which I personally enjoyed quite a bit.
If you look at the success of games like FTL: Faster than Light or Dark Souls,
it's clear that there is still a healthy market for challenging games.
The one clear thing I really got out of his GDC talk was to not implement arbitrary penalties or just give penalties without providing a good reason.
If you look at the past of this subforum, this principle has definitely not been kept in mind from some suggestions.
I still remember when people wanted to implement a penalty just for moving units.
Or for your ships to randomly sink in the ocean while traveling.
And the still somewhat persistent belief that military units should not be able to be used as "scouts".
These are not good mechanics, even though they are punishing in the literal sense of the word.
That's what I'm getting at, and that's why I think people should read it before they make a suggestion.
I'm all for punishing mechanics.
But they should be a natural result of the player's own screw-ups, and that's a harder thing to encourage with the way the game is set up.
Stability and the threat of enemy civilization spawns that always set a bar for you to pass make it more difficult to accept a mistake for the player.
The dynamic stability of the new system, to me, looks like it will help change that, but remember that the game is still played as a timetable
and you're not going to just ignore the Turks when playing as the Byzantines.
The other problem is time investment.
In FTL, people can accept their ship getting blown up and losing.
Why? They can just jump back in try again.
With Civ and specifically DoC, the player invests more of themselves and the safety and prosperity of their civilization with the more time that passes.
If you lose, you lose all that progress and if you're playing a Medieval+ civ,
you have to wait 10-20 minutes to start up again, and that's if the player
even has the stomach or persistence to keep going.
I think the other problem with the new stability mechanics is that they aren't so obvious, so there aren't really clear ways of how to deal with them.
Under the old mechanics, you would see your civ go from stable to shaky to unstable, and would recognise something was brewing. So you'd quickly stop expanding, build courthouses, get more happiness resources, choose better civics etc until you were stable again, then expand some more. But under the new mechanics, the stability check which shows you there's a problem also triggers the crisis, and it's often not clear how to avoid or address it.
That's a very good idea. I agree that part of the problem now is that the stability check and the crises occur at the same time. I could imagine to change it so that after every check that would now trigger a crisis you instead receive a warning like "a [whatever] crisis is imminent!" and you'd have a certain number of turns to improve your stability.Perhaps when a stability check comes back shaky or worse, that triggers stability checks for the next five turns, and only at the end of that period does a crisis happen if stability hasn't been improved? That way you can change civics, fiddle with the economy etc and try to stave off the crisis, or make it less severe. You won't be able to stop all of them, but if you see them coming, and what area they are likely to be in, you can at least prepare (pull units back to the core so they aren't in cities that secede, defend vulnerable cities if defences will be lost, part build more units if there's a desertion risk etc). If the crisis happens, the cycle starts again so you have another five turns to stave off a worse crisis.
That's a very good idea. I agree that part of the problem now is that the stability check and the crises occur at the same time. I could imagine to change it so that after every check that would now trigger a crisis you instead receive a warning like "a [whatever] crisis is imminent!" and you'd have a certain number of turns to improve your stability.