Arkaeyn
King
In RFC, it's pretty easy to know where you should or shouldn't expand to. In RAND, it's much more difficult to know when you're expanding into a place that you don't want to be. The only clue tends to be when you capture/found a city that immediately wants to switch to its "rightful" owner. But this can sometimes get a bit absurd.
I was playing a game as the French and managed to get to the New World, first, and captured Cuzco and Machu Picchu. Cuzco wanted to flip to the Indians and Machu Picchu to the Portuguese. I said no, and my expansion stability was shot to hell.
In the Old World, prior to civs spawning, it's equally as hard to know if your newfound city is going to cause you problems or flip or be perfect.
So how to fix this? I'm not sure if there's any way to show the player a stability map that won't seem cheap. The expansion penalty could be weakened, but that seems a little simplistic.
I was playing a game as the French and managed to get to the New World, first, and captured Cuzco and Machu Picchu. Cuzco wanted to flip to the Indians and Machu Picchu to the Portuguese. I said no, and my expansion stability was shot to hell.
In the Old World, prior to civs spawning, it's equally as hard to know if your newfound city is going to cause you problems or flip or be perfect.
So how to fix this? I'm not sure if there's any way to show the player a stability map that won't seem cheap. The expansion penalty could be weakened, but that seems a little simplistic.