Has Sid realised they got Corruption wrong?

-ainwood-

Forgive me - It's way past beddybies time for me, but from what I read, couldn't the Civ base score be disregarded entirely from tournament scoring? Like I already admit and you clearly state regarding 'milking', amassing large population and territory in itself is not skillful (at least for experienced Civ players - don't forget the noobs folks!), but the time in which a victory (adjusted as detailed in the thread in regard to type of victory) is achieved is really the nub of the matter?

Nice to see GOTM has shifted away from that emphasis so much though, been a long time since I considered entering one (i.e. in Civ2 days when milking was the name of the game and I realised I wasn't *that* keen on getting my name on the list...) Might have to take another look :D
 
Scratch that - Civfanatics shouldn't have to change anything about GOTM scoring, Civ should ditch OCN and basing score on territory/population - that is, if they do want to shift emphasis from that tactic. Quite simple really.

Edit: But what about simply surviving till retirement? Hurrah for Culture points ;)
 
Originally posted by Beeblbrox
I quickly learned from this forum that any opinion that differs from the established status quo is either ignored or poo-pooed. My opening aggressive gambit seems to have had the desired effect :D

To differ is not to poo-poo or shout down another opinion; it is to express one's own.

And you believe that OCN enhances play strategy options? Over a non-OCN model? How so exactly?


Yes. Yes. As follows: I think that ever-increasing controlled territory must be subject to significant diminshing returns. Absent diminshing returns for more territory, the most effective play in most circumstances will be to acquire more territory. That is true in Civ if all you do is eliminate OCN-based corruption.

The OCN concept isn't the only way of imposing diminishing returns and I'm open to others. Your solution doesn't provide alternatives, it simply eliminates the effect I argue is important to gameplay.

You admit that 'the "linear" strategy may be deviated from', I do not see why these other tactics become any less valid in the non-OCN model whatsoever.


Because the other approaches to Civ success in an unmodded game are reasonably well-balanced in terms of efficiency and play-style. Absent a diminshing returns concept implemented in some fashion, alternate approaches to success become much less attractive compared to acquiring more and more territory. If one's goal is simply to have fun playing a certain way, fine and dandy. If the goal is to present intersting strategic choices to the player on how to defeat opponents and win the game, then radically strengthening territory acquisition as a means to an end necessarily weakens other approaches.

What is limited is the domination strategy under the existing OCN model - there is absolutely no point in pursuing it whatsoever. Removing OCN merely provides an incentive to try this strategy rather than a penalty.


Alternatively, the point might to be to win the game as early as possible, as efficiently as possible. With the diminshing return of productivity from additional conquered territories, domination becomes one approach to winning; without the diminshing return, it becomes the sure-fire way to winning. The difference is that domination in a diminishing return regime requires judging whether continued effort to dominate is more efficient that an alternate approach; without adequate diminshing returns, every approach remains viable while the exploration of domination is continued -- whenever one wants to, one can call off the attack secure in the knowledge that the conquests thus far will be put to excellent use towards most of the other victory conditions.

. . . and herein lies where I believe I find common ground with yourself and other posters such as kb2tvl - the OCN was an attempt at addressing this issue, but a wrong one - or at least an improperly implemented one. all the OCN has done is remove any significant incentive for expansion, and in a game of building empires you must agree that is a retrograde principal.


I don't agree that OCN has removed a significant incentive for expansion. If it did, virtually no one would play for domination; and I think the hall of fame games, the GOTM, and other comparison formats of the game rule out the fact that no one plays for domination, and rules out the fact that those who do play for domination do so out of personal preferences as to what sort of game offers fun.

And I certainly am not required to agree that a game involving building empires must view diminshing returns associated with territorial expansion as a "retrograde principal." Make an argument that this is so, and maybe I'll offer my agreement or disagreement. Merely stating it and trying to emphasize it with bold or other text modifiers is not an argument.

Er - Civ is 100% linear and always has been - there is certainly no getting away from that. Hence the tech-tree, the progression towards cultural points, the acquisition of territory, resources and influence. If you want a non-linear game I suggest role-playing. Sorry - unnecessarily aggressive but I want no straw-man arguments here.


Again, just making a statement and modifying it with "certainly" is not an argument. The unmodded game is "linear" in that it follows a set pattern or pathway. My argument about linear approaches concerns how the human plays the game: without your proposed OCN mod, I approach each game with a question of how I might like to win; with your proposed mod, I'd approach each game with an early answer -- acquire as much territory as possible (and maybe decide exactly how to win depending on mood). It's not the "game" that becomes linear with the proposed mod - the game is already linear in the sense that all rule-based games are linear - it's the player's approach that becomes linear with the proposed mod.

Lastly, all the arguments seem to be that 'expansion needs to be inhibited because its just too tempting to go for it when OCN is not there'. Frankly that just means the option is more appealing - not any more valid - to you. The other options are still perfectly valid ways of winning the game without OCN. If you really wanted to win the game by totting up a mass of culture points there is nothing that removing OCN inhibits. You would probably win the game far faster and hence acquire more points by a culture victory than I ever would through a domination victory.


You want no straw-man arguments and you offer this? None of the standard game, your proposed mod, or any of the vast majority of mods out there prohibits any method of winning. Of course anyone can play any game, modded or unmodded alike, in any manner they find enjoyable. How is this at all relevant to your stated view that the game is better served without the OCN concept? Because it makes it more fun for you or like-minded individuals? More power to you - but maybe it would help if you explained what the standards are against which you judge the worthiness of a game. If they're your personal preferences, fine; your view is as worthy as mine anyone else's. If instead they're variability in challenging and intersting approaches to playing and/or winning the game, how about an argument that makes your point?

I have no objection to a large empire being difficult to manage - I have an objection to a game of empires making it pointless to manage.

I'd just state my view that large empires in Civ are not pointless to manage. The fact that one way to formally win the game, within the game's rules, is to control a large amount of territory and population would seem to significantly undercut your stated opinion that it is pointless to manage such territory.
 
Originally posted by Beeblbrox
You do still need to build the FP if you have a large/widespread empire, as the distance corruption is still in effect - very noticeably so if you have a city on the opposite side of the world to your palace, but it's 'nice' corruption - it feels right (approx 50-70% for antipodean cities), and building the Forbidden Palace actually has a significantly noticeable effect on it.

Edit: Forgot to mention the FP is based on 50% the 'raw' OCN - meaning set OCN to 52 with 1000% you get to build it at 26 cities.

what about if you're communist? In that case, there is no distance curruption factor.
 
Just a quick answer to the communism question - sure, there is no corruption. Unfortunately it doesn't have the significant trade boost offered by Republic or Democracy, or the worker productivity offered by Fascism, etc etc so options are still wide open.
 
I think that real problem here is that both distance corruption and city rank corruption are affected by the distance of the capital.

While it's OK for distance corruption to be affected by distance, rank corruption (were OCN is factored in), also depends from distance is some way since you calculate a number of cities between choosen city and palace.

While that model keeps your old cities from becoming more corrupt, when you build a new once far away, it guarantiess that new ones will be even more corrupt, since both distance and rank corruption will be high.



EDIT:
Luckily, from 1.15b patch, Courthouses and other coruption buildings always give some boost regarless were city is placed.
 
To differ is not to poo-poo or shout down another opinion; it is to express one's own.

When arguments are not considered on their own merit but on how much they differ from an entrenched position poo-pooing quickly becomes the order of the day it seems.

Yes. Yes. As follows: I think that ever-increasing controlled territory must be subject to significant diminshing returns. Absent diminshing returns for more territory, the most effective play in most circumstances will be to acquire more territory. That is true in Civ if all you do is eliminate OCN-based corruption.

The OCN concept isn't the only way of imposing diminishing returns and I'm open to others. Your solution doesn't provide alternatives, it simply eliminates the effect I argue is important to gameplay.

Acquisition of more territory beyond what is required for all other forms of victory than domination offers no significant benefit to a game - indeed it hinders it (e.g. a culture player will be more interested in turning out cultural improvements early than expending resources on expansion, a diplomatic player will not want the reputation of a megalomaniac and so on). This is an in-built diminishing return of its own - 99% of Civ games require a modicum of expansion to begin with (with the exception of single city challenges), followed by a concentration on the chosen form of winning. OCN simply enforces a highly artificial dictat of when your expansion should cease, and quickly boils the game down into endless streams of mathematical formula discussions of how best to optimise within a basically senseless formula

Senseless in 'real-world' terms - the diminishing rurns principal is a good one, OCN corruption isn't a good implementation of that - most things in Civ do not take much of a stretch of the imagination to the 'real-world', however I do not remember the British empire suffering from 90% corruption in Hong Kong, or the Roman empire suffering from 90% corruption in Gaul. Since your argument seems to be based on 'gameplay' and 'scoring' etc. I suggest you read my suggestion earlier positing the abandonment of Civ basing score on population and territory, and purely on victory conditions/time. This enforces a diminishing return to endless expansion being the order of the day for all conditions other than domination itself.

Because the other approaches to Civ success in an unmodded game are reasonably well-balanced in terms of efficiency and play-style. Absent a diminshing returns concept implemented in some fashion, alternate approaches to success become much less attractive compared to acquiring more and more territory. If one's goal is simply to have fun playing a certain way, fine and dandy. If the goal is to present intersting strategic choices to the player on how to defeat opponents and win the game, then radically strengthening territory acquisition as a means to an end necessarily weakens other approaches.

Not if your score is based purely on how quickly you can achieve a victory (relevant to the type of victory achieved naturally). I refer you to my diminishing returns of continued expansion argument above

Alternatively, the point might to be to win the game as early as possible, as efficiently as possible. With the diminshing return of productivity from additional conquered territories, domination becomes one approach to winning; without the diminshing return, it becomes the sure-fire way to winning. The difference is that domination in a diminishing return regime requires judging whether continued effort to dominate is more efficient that an alternate approach; without adequate diminshing returns, every approach remains viable while the exploration of domination is continued -- whenever one wants to, one can call off the attack secure in the knowledge that the conquests thus far will be put to excellent use towards most of the other victory conditions

Effort and resources are required for continued expansion - effort and resources that could well have been put towards achieving your other victory condition. As has been stated, all Civ games (well, 99%) require a modicum of expansion at the start, removing OCN & pop scoring simply places the decision as to when this should occur in your lap, not in the hands of the mod maker saying 18 cities are all you are effectively going to use.

If you like being dictated to, thats fine and dandy, I prefer to have my options open. But think of all the formulas and discussions of those formulas that could be had finding optimal 'cease expansion time' for various victory types/maps/scenarios!

Seriously though, winning is rarely the issue, therefore all methods are viable, and it seems that the only real issue is the scoring system for a non-OCN model, which is why I have suggested that territory/population be removed from final score.

I don't agree that OCN has removed a significant incentive for expansion. If it did, virtually no one would play for domination; and I think the hall of fame games, the GOTM, and other comparison formats of the game rule out the fact that no one plays for domination, and rules out the fact that those who do play for domination do so out of personal preferences as to what sort of game offers fun.

And I certainly am not required to agree that a game involving building empires must view diminshing returns associated with territorial expansion as a "retrograde principal." Make an argument that this is so, and maybe I'll offer my agreement or disagreement. Merely stating it and trying to emphasize it with bold or other text modifiers is not an argument.

Well, I personally have a number of friends who gave up Civ3 in disgust after finding there was no 'in-game' reward for conquering a city, and have personally received a number of emails from various people following my much earlier post on how to remove OCN from their games thanking me for making Civ fun again. Think on.

As for a game of building empires viewing OCN (not diminshing returns, OCN offers no returns) as a retrogrde principal I refer you to the entire history of humankind. If there wasn't any gold in the Incas the Spanish wouldn't have been half as keen, don't you think? If you want to play a game that has no basis in reality I suggest Chess or some other purely abstract game. This argument that I have been making all through my posts has been quietly and conveniently ignored or poo pooed

Again, just making a statement and modifying it with "certainly" is not an argument. The unmodded game is "linear" in that it follows a set pattern or pathway. My argument about linear approaches concerns how the human plays the game: without your proposed OCN mod, I approach each game with a question of how I might like to win; with your proposed mod, I'd approach each game with an early answer -- acquire as much territory as possible (and maybe decide exactly how to win depending on mood). It's not the "game" that becomes linear with the proposed mod - the game is already linear in the sense that all rule-based games are linear - it's the player's approach that becomes linear with the proposed mod.

You already 'decide how much land/territory you are going to acquire and then decide how you are going to win' with OCN, or more accurately the modders have already decided for you.
Simply repeating your argument is not a new argument.
Neither is there any 'maybe' about how I decide to win my games without OCN, and I certainly will not be belittled by your repeated attempts to poo poo my arguments purely because I like to use certain words or even a little bit of emphasis

You want no straw-man arguments and you offer this? None of the standard game, your proposed mod, or any of the vast majority of mods out there prohibits any method of winning. Of course anyone can play any game, modded or unmodded alike, in any manner they find enjoyable. How is this at all relevant to your stated view that the game is better served without the OCN concept? Because it makes it more fun for you or like-minded individuals? More power to you - but maybe it would help if you explained what the standards are against which you judge the worthiness of a game. If they're your personal preferences, fine; your view is as worthy as mine anyone else's. If instead they're variability in challenging and intersting approaches to playing and/or winning the game, how about an argument that makes your point?

Well, thankyou for at least the acknowledgement I am not attempting to restrict anyones form of winning. As to why the game is better served without OCN, I refer you to the very topic this thread originally started with - if Firaxis themselves were not concerned about the impact corruption is having on this games playability they would not have made that statement on their patch notes. The standards are as you describe - it makes the game more fun but it does not invalidate any other form of winning. Myself and 'like-minded individuals' (of which I can assure you there are a lot more than you like to believe) do not want Civ to turn into some pointless excercise of formulaes around highly suspect mechanics.

I have been repeatedly making my argument throughout (straw men ahoy!) - the argument being that OCN is debasing the core principals around which Civ was originally founded and what most people expected to get out of the game until Civ3 arrived. I have suggested a very simple alteration to the scoring system that as far as I can see fulfills the requirements of keeping scoring balanced for all forms of strategies and simultaneously eliminates the need for this highly contentious mechanic. If some people really want OCN, I suggest making Civ4 with a moddable option to allow people to put it back in - and we all know what most people in the great unwashed masses will elect to do in that situation.

I loves a good argument me :D
 
jb1964:

Sorry I didn't reply to your request for info on how to mod out OCN earlier, got bogged down with the argument.

Simply start the editor. Open the default mod file (civ3.bic, civ3.biq or civ3.bix depending on the version you are playing), then select Rules->Edit Rules... from the menu bar. This will open up a large popup with lots of tabs, don't worry there is only a couple of things you need to change.

Select the World Sizes tab. On that page select the world size you play on (or do the following for all world sizes if you want to get rid of OCN for all your games), then change the Optimal Number of Cities (for Corruption) box to 52.

Secondly select the Difficulty Levels tab. From the Difficulty Level drop down box, select the difficulty level you play on (or do the following for all the difficulties to get rid of it from all your games), then change the 'Percentage of Optimal Cities' box to 1000. Make sure that you also do this for the 'Regent' Difficulty setting as the AI uses Regent for its settings, and you will be unfairly advantaging yourself if you don't.

Thats it. All that you need to do is save the civ3.bic/q/x file and your set to go. You may have to change it's properties from read-only to read-write by right clicking on the file to get the properties of it up.

Please note this will only affect future games, not games currently in play, and that you will still experience corruption but should never have a useless city ever again. Good luck and have fun once again :)
 
Having made that post to jb1964 (and having had to describe this process for a large number of people at various points in my Civ playing career) would my detractors at least agree that there should be an option on the game setup screen for players to tick/untick depending on whether they want OCN in or not?

Makes it a lot easier for a popular choice to be used by the game playing public, and I'm sure we can all agree that anything that enhances all players experiences can only be good for Civ?
 
Originally posted by Beeblbrox
However, did it not occur to you that maybe you managed to get such a large empire because the AI was constrained by the very mechanic I am arguing against?
In that game I gained score from breaking OCN barrier while leaving the AIs constrained by it. But that's all I gained, score. I and others have played similar games in the past without using the Palace rank bug and the only difference is that the process of reaching domination takes longer, resulting in a lower score.
Originally posted by Beeblbrox
It has been commented by somebody else that the AI will not crank out so many Settlers purely because of the OCN?
In the game I'm currently playing, with unmodified rules, the largest AI settled over 70 cities during the land grab phase. All of the AIs expanded aggressively until all land was settled.
Originally posted by Beeblbrox
Also I noted you had chosen a very large map with very few opponents. Perhaps if you had chosen a full complement of opponents your success would not have been quite so devastating?
Yes, more opponenents would have meant a slower victory.

Separate subject from the above replies:

I don't think you have understood the arguments supporting the existing model's effects on gameplay. As the game stands currently, rapid expansion at the start of the game is always a strong way to play. That's already somewhat limiting. And contrary to your recent post, expanding way past OCN is actually a very strong way to play for some victories other than domination. (E.g. culture 100K.) Following your suggestion of effectively removing OCN from the game greatly increases the power of rapid expansion at the start (already too high) and removes any limit on the power of that expansion. The best way to win almost any game would be to "outweigh" the opponents. BTW, this even applies to diplomatic. To win a diplomatic victory you do not have to be nice to everyone - anyone you eliminate will not be voting :)

Also note that OCN is currently an important factor in the game's difficulty levels. As the difficulty level goes up, the ratio of the AI OCN number to the human's goes up. This gives the AIs more chance to out-expand the human. Your suggestion removes OCN as a factor without replacing it by anything else and thus makes higher difficulty levels much easier. You are removing what is currently an important balancing factor.

Originally posted by Beeblbrox
Sorry - unnecessarily aggressive but I want no straw-man arguments here.
After you said that at the beginning I've been dismayed to see your subsequent style of argument in this thread. Some examples:
Originally posted by Beeblbrox
When arguments are not considered on their own merit but on how much they differ from an entrenched position poo-pooing quickly becomes the order of the day it seems.
Originally posted by Beeblbrox
I suggest you read my suggestion earlier positing the abandonment of Civ basing score on population and territory, and purely on victory conditions/time.
Originally posted by Beeblbrox
If you like being dictated to, thats fine and dandy, I prefer to have my options open.
Originally posted by Beeblbrox
If you want to play a game that has no basis in reality I suggest Chess or some other purely abstract game.
Originally posted by Beeblbrox
Simply repeating your argument is not a new argument.
Originally posted by Beeblbrox
if Firaxis themselves were not concerned about the impact corruption is having on this games playability they would not have made that statement on their patch notes
Sorry Breeblbrox, your style of argument in this thread is unconvincing to me. One of your own favorite argument tools appears to be the straw man. I doubt you'll get much more debate on the subject. At this point I am doubtful that your mind can be changed by any argument no matter how compelling. I'm writing this note for others who have open minds and are reading this thread, not for you :) You'll probably have the last word here and the argument will wind down because others have already made their points and won't need to repeat them. E.g. Catt's last reply on this thread - he made many excellent points and your subsequent post arguing them said very little to refute them.
 
So the option of compromise is not open to the entrenched position - as I suspected. I also doubt that open-minded people will be that sympathetic to your position - which seems to be hold the line no matter the argument. Noting that Firaxis is concerned about corruption is hardly a straw man example neither are most of your examples.

I have noted and understood your concerns about the effect of removing OCN, and have made a very simple and compelling suggestion that remedies this - which you have conveniently chosen to ignore.

I am not interested in the mechanics of OCN - nor are 99% of the game buying public. Which seems to be a concern you also choose to ignore - the game buying public, who expect to build an empire when they buy Civ, not be told 'dont bother having more than 18 cities there's no real point'

If the mathematicians wish to take over the direction of Civ regardless of what made the game popular in the first place, good luck, but I certainly will not be jumping on that particular Elite bandwagon.
 
Originally posted by Beeblbrox
When arguments are not considered on their own merit but on how much they differ from an entrenched position poo-pooing quickly becomes the order of the day it seems.

Again, to offer a different opinion is not to poo-poo or shout down another’s. I feel I’ve argued why I disagree with the in-game benefits of the mod you’re proposing and I feel as if I’ve addressed your arguments on the merits. Upon what basis is anything I’m arguing coming from an entrenched position rather than an argument on its own merits?
OCN simply enforces a highly artificial dictat of when your expansion should cease

I don’t agree that OCN dictates when one should stop expansion; it is a factor in that decision but not a dictate. Whatever the OCN number, there are many, many circumstances in which continued expansion should arguably be pursued. I raise again a fundamental reason this might be true in any given circumstance: Civ is a zero-sum game; every tile you control is a tile that an opponent doesn’t control. Whether playing for culture, diplo, space, or the military victories, denying your opponent raw resources (tiles) has benefit. I’d also argue that even pre-1.15b corruption, terminally corrupt cities could be very profitable through the use of specialists – such use is often not worth the effort for many players because the positive benefit (to the player) may not be viewed as worth the management, but such use always provides an indirect benefit (denial to opponents).
Effort and resources are required for continued expansion - effort and resources that could well have been put towards achieving your other victory condition. As has been stated, all Civ games (well, 99%) require a modicum of expansion at the start, removing OCN & pop scoring simply places the decision as to when this should occur in your lap, not in the hands of the mod maker saying 18 cities are all you are effectively going to use.

This is in part my main point. Making the decision on how resources are best used is one of the interesting strategic choices presented to the player. My argument from post one is that eliminating the current OCN concept (or something to replace it) substantially decreases the interest in this choice – acquisition of more territory will always be beneficial – when weighed against competing choices for available resources in making the decision of whether it is beneficial relative to other alternatives, expansion starts with a stacked deck, one greatly more stacked than with the more punishing diminishing returns associated with the current corruption regime.
I have been repeatedly making my argument throughout (straw men ahoy!) - the argument being that OCN is debasing the core principals around which Civ was originally founded and what most people expected to get out of the game until Civ3 arrived. I have suggested a very simple alteration to the scoring system that as far as I can see fulfills the requirements of keeping scoring balanced for all forms of strategies and simultaneously eliminates the need for this highly contentious mechanic. If some people really want OCN, I suggest making Civ4 with a moddable option to allow people to put it back in - and we all know what most people in the great unwashed masses will elect to do in that situation.

What are the core principals around which Civ was originally founded? And what did most people expect to get out of the game? Those are big leaps of conjecture. I am speculating (only speculating!) based on your posts that at least one of the core principals is “building an empire to stand the test of time” – I just don’t see any argument or facts that prove or even suggest that building empires to stand the test of time in unmodded civ is somehow impossible or otherwise a worthless exercise.

I’m not responding to your real-world examples or reality-based arguments because I think that’s a different discussion. I’m discussing a game, not a simulation. If you think OCN is faulty because it doesn’t track to reality, the same argument could be made for any version of corruption in Civ (your mod or not) as well as umpteen other examples of gameplay. The designers departed from simulation-like aspects in hundreds of ways in an effort to make a more interesting game (unless you believe that they tried and failed to simulate reality as closely as possible). Arguing that certain aspects of the game don’t simulate reality well is akin to arguing that your hairdryer is a lousy hairdryer because it doesn’t make good toast – thoughtful criticism, IMHO, requires understanding and agreeing upon the framework against which a critique should be applied. Put another way, I don’t argue realism-based arguments because I don’t believe Civ is intended to be a simulation of reality. If you want to argue that departures from reality are in their nature bad design decisions, there are plenty of folks here who enjoy those sorts of discussions. My view is that departure from simulation in order to achieve better strategic options for the player is worthwhile, and that plays into this discussion in the form of my argument that your OCN mod doesn’t create better strategic options for the player.

I’m also not responding to your scoring changes idea. Scoring changes might be a great idea, but you can’t, IMHO, argue “change X” and then later tack on “oh yeah, and change Y, too, because it will make changing X a good idea.” The scoring system is what it is – your proposed mod doesn’t affect it – and so arguing that your proposed mod would be great if the scoring system were changed too just takes all the air out of any discussion. Changing fundamental aspects of the game would require looking at the implications to other aspects of the game, and might well support changing those other aspects. If you want to propose a mod to a concrete change in one aspect of the existing game, resorting to arguments about other (unmoddable) aspects of the game as support for your proposal is the ultimate strawman.

I’m not arguing that your OCN mod is not or would not be fun to many players. And I’m not arguing that many players dislike the corruption regime in Civ. But you didn’t post that yours is no more than a fun mod. You posted that the corruption system is wrong and flawed. You argue that your mod corrects the deficiency (perhaps with other changes made that are presently not moddable), and implicitly argue that your mod would make the overall game better. Modding is a great way for people to customize the game to their tastes, but the underlying framework for the discussion, as I am approaching it, is what constitutes a “better game.” I argue that while your mod might bring lots of enjoyment to many players, it would detract from the game – I do so on the basis that it weakens many of the present interesting strategic choices available to the player. You may be arguing that the standard against which the game should be judged is not my chosen standard of “present lots of interesting strategic choices” but rather is some other standard. Until you define the standard against which your criticism rests, we’re probably talking past each other. If you’re critiquing based on the same “lots of interesting choices to the player” standard, then I guess I just disagree with your opinion, and haven’t been convinced by your arguments.
 
Thankyou Catt for a non-poopoo post to my comments - you have raised and clarified many issues around the subject where whilst we may disagree I find the greater degree of explanation required for further discussion. I shall be posting my response in a less Friday-beer addled state tomorrow :D
 
One key aspect of a large corrupt empire is that you are forced to make strategic decisions to support your chosen method of winning. It bascially boils down to whether you want your core cities to support the outlying ones, through allocation of resources.

The whole point of civ really boils down to a few key ideas, the main one (IMHO) is the allocation of resources. In the current corruption model, you are lead towards scarcity of resouces; in the modded (or removed) OCN, this effect is much diminished.

It is the scarcity of resources that is what makes the game most enjoyable for me - it creates a challenge. Without corruption (and the diminishing returns), the game would be too easy. Yes, you can argue that the AI also follows the same rule set, but look at the way the difficulty levesl are strucuted now: The AI is given artificial means to reduce the resource costs. This is basically an acknowledgement that the human mind is much better at resource allocation than an algorithm. As you remove the OCN constraint, then I think that the incremental balance will swing towards the human - you have effectively removed one of the advantages given to the AI.
 
Good Morning! :)

OK, I'm not going to continue the 'deconstructive' argument style - I think it has a tendancy towards aggressive discussion, rather try and lay out a couple of the more pertinent (to my thinking) general issues that have been raised.

It has largely been noted that in a typical Civ game (meaning one where the world is reasonably balanced in terms of land mass/oppenent number) the AI will grab pretty much as least the quantity of land as a human in the land-grab phase. From here we are then faced with the problem that the AI is not as efficient in managing it's grabbed resources. Also I think implicitly is an acknowledgement that it is still too easy to acquire and retain control through force or other means an enemy AI's land and territory - hence leading to the spiral of ever increasing resources=more land and so on. I have never been in dispute of this position - against an AI it *is* still too easy to do such (even without my non-OCN model) - for the very experienced Civ player that is, don't forget there are still large numbers of people who came to Civ with Civ3 and are still finding it hard to get above Regent levels.

What this means is 2 things:
1) The AI is better but still not smart enough (a problem that is never going to go away - at least not in my lifetime)
2) The problems of holding and maintaning enemy territory/huge empires are not realistic enough (otherwise we would all be residents of Oceania or some other pan-global state)

To address point 1 - I believe that games are generally designed with their principals in mind, then you try and design an AI to cope with it's rules - not the other way around. In terms of creating a game (creating, not implementing) the best approach is to assume that the opponents are going to be at least as well equipped to cope with the game concepts. And don't forget that Civ has a growing multiplayer community, where the capabilities of AI is less of an issue. I believe that OCN is in part at least a sop to an inadequate AI (not meaning that the AI is poor, I'm very impressed with it from a technological standpoint - I mean poor in comparison to the human mind).

As for point 2, and where I'm really going ramble tediously, I do believe that Civ from its very first inception is what has been described a 'simulation'. I prefer the term role-play - you assume the role of a leader of a nation. Not only that, a leader of a nation very firmly rooted in real history. You only have to look at the very detailed descriptions for every technology, every unit, every nation, government type etc etc etc that has been a key and enjoyable feature of Civ from the beginning - frankly if Sid had been designing this game believing it would and should both be both fun and educational I would not be the least bit surprised - would you? Until the materialisation of OCN every problem that had to be learned and overcome in Civ has some relevance to its historical doppleganger, from keeping your people happy in times of war, diplomatic negotiations with friendly and unfriendly nations, the balancing of different requirements of the states agenda, the construction of hideusly expensive projects often for little more than heralding the glory of a nation and, sadly, the forcible acquisition of land, territory, resources to further the cause of the nation.

To put it in a nutshell, I can think of no other visible mechanic ever appearing in Civ that had no relevance whatsoever to human history (admittedly some required a bit of imaginative acrobatics), and I feel it is a dangerous step on a road I do not want to see Civ going down - a game of 'Game Theory', the mathematical game theory studied at universities and beyond, that belongs firmly in the realm of the abstract, leading to mechanics prevailing over the fundamental appeal of Civilisation. I do not believe anyone can disagree that the vast majority of players of Civ play it for its overall package appeal, not purely for an abstract challenge of strategy - otherwise no strategy games than chess would ever have been devised.

To sum that up - make large empires hard - very very hard - to obtain, maintain and hold, as they are in history, but find the real world mechanics that make it so
 
Originally posted by Beeblbrox
Good Morning! :)

[. . .]

Good evening! Nice post and interesting thoughts :goodjob: Since the discussion seems to have moved away from the OCN mod to an exploration of alternate mechanics for Civ IV, I’ll drop out of the discussion and leave it to those with stronger interest and ideas to share -- I'm sure there are many others with more creative ideas than I have.
 
Originally posted by Catt
Arguing that certain aspects of the game don’t simulate reality well is akin to arguing that your hairdryer is a lousy hairdryer because it doesn’t make good toast

:rotfl: and yet so true.
 
Likewise arguing that certain mechanics of a game should be included purely because you like it is akin to arguing we should try and make a hairdryer that does make toast because we like drying our hair and making toast...

edit: I'm not trying to re-ignite the argument, just don't want the malleable old hairdryer/toaster chestnut to be what people take out of this debate.
 
The main "un-fun" aspect of corruption is waste. One shield per turn in 50 cities isn't worth the effort needed to look after those cities, yet razing them makes everyone in the world hate you, which is bad if Diplomatic victory is enabled. The situation improves with C3C, which quietens many of the hippy-pacifist tendencies in 'vanilla' Civ3, but it's still a pain. The diminishing returns aspect is fair, though it does tend to diminish beyond the point, and given that Civ3's (inferior) scoring system is based almost entirely on how big your empire is, that's not too good.

Rather than removing OCN entirely, though, I find that merely raising it alleviates much of the annoyance. You can also add more FP style small wonders or even large wonders using the editor.
 
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