blizzrd
Micromanager
Sounds horrible, because the human player is almost always ahead in tech.
Agreed.
Why is there any need to change from the existing mechanic? If it ain't broke, don't fix it would be my view.
Sounds horrible, because the human player is almost always ahead in tech.
That is evidently an absolute necessity since so many UHVs and events in this game (most prominently the spawning of new civs) are set at specific dates/turn numbers.I prefer staying on the timeline so slowing down (human) runaway civs is better than helping the rest catch up.
A more realistic approach would be a quadratic growth in cost IMO.Yeah, I've said before that I would prefer the penalties to grow logistically, i.e. exponentially at first until approaching a certain limit.
I think that people go out of their way to never control more than 10 cities shows that it's broken.Why is there any need to change from the existing mechanic? If it ain't broke, don't fix it would be my view.
I think that people go out of their way to never control more than 10 cities shows that it's broken.
I constantly take more than 10 cities early in my games, if the 11th, 12th or 13th city is a valuable one. Good cities barely hinder your teching speed and developing cities early usually pays off. The balance is quite delicate, which just shows that the current system works.
Also staying under ten cities for quite some time is often beneficial due to the maintenance costs.
To be fair, the post-tenth city penalty isn't much better. In fact, it's probably worse.The problem with your proposed commerce-leader penalty is that then the game would be punishing you for playing well.
I mean, that's some civ 5 shi t there.
Point is that currently only player fully understands mechanics and has huge exploit advantage over it. Simply the best strategy is make 10 ahistorical super cities. All alternative strategies dont work because of increasing tech penalty. Have 20 cities and research is very difficult.
Cant we have some other mechanic to prevent runaway civics? Like giving commercial penalty if civ is too effective? It would allow player to have as many cities as possible, makinf game more realitic and desirable.
I wouldn't describe the post-tenth city penalty system as "flexible", but would describe it as "shoehorning", albeit not a particularly historical one. In fact, what you've said applies to the current system much more then to the proposed one (in civ5, conquered cities cost global happiness, in RFC all settled cities post-10th penalize your research).
I'm actually fine with just increasing the limit to 15, since 15 cities is a decent enough empire.
He didn't take any issue with cities in "unhistorical places", as I understood it; he referred to the post-10 research penalty as unhistorically limiting.When I mentioned "flexible" and "shoehorning", I was referring to calad's taking issue with "ahistorical" cities.
The penalty would obviously not be so high that other civs can overtake you by having less commerce (let's ignore tech modifiers of individual civs here), that would be counterintuitive, bad design and the opposite of what the principle of diminishing returns is trying to accomplish.Yes, but the issue with only affecting the highest player is that you are punishing success. Sure, we could utilize some kind of commerce reduction, but then players would want to wait and set up for rapid expansion before beginning to reach the high end of the board. The thing about high score empires and large empires is that they are almost always the same thing. How much of a commerce penalty would you suggest? Enough to keep the number one civ slowed, but not to the point that it is overtaken frequently, I hope? Also, if we are talking about freedom to settle empires as one prefers, then could we please make the razing penalty temporary?
Current Advancement: Simple: if a civilization is over average in techs researched, it gets a penalty, and if below, gets a bonus. The game already has a method for telling advancement, and this should also discourage beelining as you would be counted as more advanced for having a technology way ahead of your time. Problems are game speed (needs to do the calculation much more often) and near ties in advancement.