BackseatTyrant
Queer Anarcho-Transhumanist
- Joined
- Jul 10, 2013
- Messages
- 577
One thing I've always rooted for in the Civ series, is a proper future era and all that it entails; Call To Power will always have a special place in my heart, with how it let the player take the historical legacy they themself has built since the dawn of agriculture, into a fully-fledged sci-fi setting. However, whenever I suggest this, I somehow always get pushback for the idea, and the problem mentioned almost always goes as follows:
It'd basically function as the complete inverse of the Era Score introduced in R&F, but with a small twist. Every time a civilization does something that would be considered a "historic moment" through a nationalistic lens (e.g. defeat a strong foe in combat, conquer a key area, build a great wonder, win a technological race), but even a single of said civ's settlements suffers from insufficient living standard during such moment, the Hubris meter would go up. There'd be no direct consequences from the Hubris, but once it'd reach a critical threashold, all hell would break loose, and a severe collapse of the empire would be imminent. Morever, I think mechanic should work so that it's not possible to pull the Hubris level back down, only prevent it from going further up, thus highlighting the consequences of not looking after one's own.
I'm suggesting this, because it should properly discourage human players from always trying to be the biggest and greatest ever. Plus, it would be amusing to see CPU players who are programmed to still play with that mindset, then gloriously crumble under the weight of their own successes. On top of that, worrying about Hubris would give more meaning to the game's various standards-of-living metrics (Food, Water, Health, Housing, Leisure, Literacy, Equality etc) beyond a very detached and almost inhumane "this gives a bonus to population growth and/or production speed".
Also, since I mentioned Call To Power, I would be amiss to not bring up the RockPaperShotgun article on the game, specifically where it mentions the plethora of civilian unit classes that lets the player undermine enemy player's progress. I wonder if the same kind of units could be used to boost enemy Hubris or enemy sensitivity to Hubris...
I've seen this sentiment has been repeated many times throughout other contexts, and when I try to come up with a mechanic to counteract this phenomenon that seems to plague the 4X genre, one word keeps popping up in my head: Hubris.The game is basically already over by the time you reach the Industrial era. One civ will have snowballed so much it's impossible for any other to win
It'd basically function as the complete inverse of the Era Score introduced in R&F, but with a small twist. Every time a civilization does something that would be considered a "historic moment" through a nationalistic lens (e.g. defeat a strong foe in combat, conquer a key area, build a great wonder, win a technological race), but even a single of said civ's settlements suffers from insufficient living standard during such moment, the Hubris meter would go up. There'd be no direct consequences from the Hubris, but once it'd reach a critical threashold, all hell would break loose, and a severe collapse of the empire would be imminent. Morever, I think mechanic should work so that it's not possible to pull the Hubris level back down, only prevent it from going further up, thus highlighting the consequences of not looking after one's own.
I'm suggesting this, because it should properly discourage human players from always trying to be the biggest and greatest ever. Plus, it would be amusing to see CPU players who are programmed to still play with that mindset, then gloriously crumble under the weight of their own successes. On top of that, worrying about Hubris would give more meaning to the game's various standards-of-living metrics (Food, Water, Health, Housing, Leisure, Literacy, Equality etc) beyond a very detached and almost inhumane "this gives a bonus to population growth and/or production speed".
Also, since I mentioned Call To Power, I would be amiss to not bring up the RockPaperShotgun article on the game, specifically where it mentions the plethora of civilian unit classes that lets the player undermine enemy player's progress. I wonder if the same kind of units could be used to boost enemy Hubris or enemy sensitivity to Hubris...