Is less more?

Ehh... I don't like the idea of a hard unit cap on tiles. Maybe if civ's combat functioned like Total War's, and we could actually control our armies in the field, I could go for that. But not with how it is currently implemented.

-Colin
 
having more units in a tile decreases the strength of the units, hard to fight f you are tripping over people
 
I suggested that once. There were mixed reactions about it though, and xienwolf doesn't like the idea. Thought it would be too much micromanagement.

Still, I like it.
 
A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away -Antoine de Saint-Exupéry
 
On 'Less is More', could we re-look at stacks of Doom? It doesn't make sense for everything in the world to be able to exist on one tile.

Better redesign the Civ4 game engine while you're at it. It doesn't make sense for the world to exist in square tiles. Then, you need to add in a Supply system a la Dominions 3. Then, you must create realistic timeline that the game follows. Then, you must create dynamically created/exhausted resources. Then, you must make perfect AI. Because anything less just doesn't make sense from a realistic standpoint.

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We have no idea how much land a tile represents, nor do we have any idea how many actual individuals comprise a single unit. Plus, I think it will lead to "iwin" stacks of T4 units, summons, and heroes. Might also necessitate a complete redesign of all combat mechanics - promotions, units, spells, etc.
 
The primary issue normally used against the stack limits are that the AI need a LOT of training to then build proper stacks, and that your well-meaning ally AI might happen to have 5 units on a tile, forcing your stack of 11 units to go the long way around because the tile is crowded
 
My Counter Argument. Elder Scrolls IV, Oblivion

A game with so much MOAR it's mind boggling. 9 towns, each unique and different. EVERY SINGLE LINE IN THE GAME fully voice acted. A massive ton of enemies. A gameworld the size of a small country. A massive variety of playstyles and lives. You could ignore the main story and just live as a thief in the imperial city. You could go wandering off trawling dungeons, or follow the mage guild quest path to arcane power.

IT sold millions. bloody millions. Named as the best PC game of all time in several different publications. IT still has an ongoing and active mod community today, which isat least the size of civ's.

If you want more examples, have a look at the entire GTA series. Vice city was the fastest selling game of all time, on any format in existence, ever. And GTA is about as streamlined as a lead tank. It's brimming with MOAR out of every orifice.

If FFH was just Humans, dwarves, elves, demons. 4 magical elements, no research, a tiny selection of well balanced spells, etc. Do you think people would still be playing it today? FFH, despite kael's design aims to the contrary, is drowning in far more MOAR than BTS ever had, and indeed than most professionally developed strategy games have.

The games referenced in that article. I don't know much about braid. But Ico, was a wonderful game, yes. It was also a complete commercial failure. It became impossible to find in stores rather quickly. Even when playable demos were distributed with popular playstation magazines, Ico was just far too minimalistic for most people's tastes.

TF2, I find hard to justify the inclusion of there. For a start, it has 9 character classes, which is a significant amount more than any other team based FPS. Every class has at least 3 weapons, and a big bunch of potential tactics and skills to learn. If you go on the Tf2 forums and ask for advice on how to play any class, you'll get pages and pages of non repeating material. It's not a simple game by any means.

The inclusion of only 6 maps, which is supposedly what that article is waving around, was actually considered it's weakest point. Almost every review about TF2 had only one negative thing to say. "there aren't many maps", or "the maps have little variety" since they were all desert/industrial themes

And whatever may have originally warranted TF2's inclusion in that list, is long gone. Right now, TF2 has 7 gamemodes, 31 official maps, and literally over several thousand fan-made maps which are played regularly. There's a massive community of servers dedicated entirely to playing only user-made custom maps. And those numbers grow regularly. 6 out of the 9 classes have been updated with an additional set of sidegrade weapons, adding a lot more depth and variety. And valve keeps tacking on even more extraneous features with every update (which I love). TF2 recently got wearable hats. And a backpack/inventory system,. Valve hints at item crafting in future. Tf2 is swimming farther and farther into the sea of moar, becoming better, if less streamlined, with every update, and continuing to grow it's fanbase.

Subtractive design is a design philosopy. A. Not THE. It's the opinion of one very smart person, and is a very good way to do things. But it is very, very, very far from the only way. There are no universal truths, and waving subtractive design around like it is one, just makes you look silly.

It is an opinion, nothing more
 
Regarding the original topic, one thing that I would like to see cut or made optional are all of the little event notifications that pop up whenever a spell is cast, a city is about to grow, someone has gold to trade, etc. There's nothing wrong with them by themselves, but the problem is they clog up the event log with a lot of useless information and make it hard to notice the actually important things like "Orthus has been killed" or barbarian sightings.
 
My Counter Argument. Elder Scrolls IV, Oblivion

Compared to the predecessor, The Elder Scrolls III: Morrowind, it certainly removed a lot of debris.

The enchantment system for making magical items is simpler and weaker. Enemies are weaker. You can't become a werewolf. The control system is simpler. Alchemy is simpler. Armour is simpler.

Morrowind in turn removed stuff from Daggerfall. The gameworld in Daggerfall was about 500 times larger than Morrowind, each square meter explorable and lovingly crafted by unthinking algorithms. You could own a boat and defraud banks. You could become a vampire, several kinds in fact. Magic items were even more complicated. You could become a werewolf. You could wear underwear.

I liked Oblivion much better when I removed the randomly spawning portals, so I could walk five steps without having to enter the demonworld and butcher a bunch of defenceless demons.

In essence, Oblivion gives the player more content by removing bad content.

If you want more examples, have a look at the entire GTA series. Vice city was the fastest selling game of all time, on any format in existence, ever. And GTA is about as streamlined as a lead tank. It's brimming with MOAR out of every orifice.

Vice City was great. I loved flying helicopters.

But if more is better, why was San Andreas so bad, compared to Vice City. It is much bigger after all, and you can fly airplanes and rocket packs.

Carl has to take some blame, for being a wimp, but mostly it's because it's too big.

Did you ever take a motorbike across country and accidentally fall into water? Did you enjoy the long hike back to town? You won't even drown and be teleported back to a hospital.

Exploration is less fun too. There may be more to find, but it's spread over a much bigger area so, proportionately, there is much less.

San Andreas adds stuff, thereby making it less.

TF2, I find hard to justify the inclusion of there. For a start, it has 9 character classes, which is a significant amount more than any other team based FPS.

I know less than nothing about Team Fortress 2. Before I did a google search, I'd have guessed it was a mod of Counterstrike.

How many of those classes duplicate each other? How many of the weapons do the exact same thing, only differing in magnitude? How many of the skills do the exact same thing?

If Team Fortress 2 had been released with 2000 maps, how many people would have given up and said: "It seems like a nice game, but no one plays on the maps I like! I'll just play Counterstrike instead."?

Your description of the forums tell me there is nothing left to remove from the classes. If there had been, there'd have been a consensus; and one could remove everything else.

"Less is more" is about removing bad features so that the good features get more exposure. If all you have is 900 good features there is nothing to remove.

Subtractive design is a design philosopy. A. Not THE. It's the opinion of one very smart person, and is a very good way to do things. But it is very, very, very far from the only way. There are no universal truths, and waving subtractive design around like it is one, just makes you look silly.

It is an opinion, nothing more

Using "less is more" as the sole design guideline is a bit extreme and it is possible to make good <somethings> with more inclusive philosophies.

It is not possible to make a good <anything> without having "less is more" as part of the philosophy though.

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Despite appearances, I actually spend a lot of time removing pointless anecdotes from my posts. <pointless anecdote removed>
 
Better redesign the Civ4 game engine while you're at it. It doesn't make sense for the world to exist in square tiles. Then, you need to add in a Supply system a la Dominions 3. Then, you must create realistic timeline that the game follows. Then, you must create dynamically created/exhausted resources. Then, you must make perfect AI. Because anything less just doesn't make sense from a realistic standpoint.

--

We have no idea how much land a tile represents, nor do we have any idea how many actual individuals comprise a single unit. Plus, I think it will lead to "iwin" stacks of T4 units, summons, and heroes. Might also necessitate a complete redesign of all combat mechanics - promotions, units, spells, etc.
That's not true at all. That's not an argument against changing the stack system: that's an argument against doing anything at all, and a rather spurious argument at that. You're artificially inflating the difficulty of doing anything by claiming you have to do everything at once for a single issue.

Why, for example, must the entire civ 4 engine be redesigned? Either a simple hard cap or a 'crowded' promotion could be added via python to simulate the effect we want.

Why do we need a supply system, rather than simulate constrictions simply through a penalty from stuffing too many people on one stack?

There is no reason you 'must' introduce dynamically created/exhausted resources.

There is no reason you must create a 'perfect' (disputable) AI. A smarter AI would be sufficient for the purposes of this idea.

Civ games only resemble reality, duh. But that's not a reason to refuse to do anything. Moreover, this isn't primarily about 'realism', it's about enriching game play. Stacks of doom make it entirely unbalanced after a point, and are even more unrealistic than stopping them.

Plus, I think it will lead to "iwin" stacks of T4 units, summons, and heroes.
Why is pressing for limited heroes and elite units worse than spamming zerg-rushees? And how is this any different from what already happens, when people level heroes and national units to extremely high levels as their main non-fodder units?
Might also necessitate a complete redesign of all combat mechanics - promotions, units, spells, etc.
Why?
 
One big problem with stacks of doom, is that they're so easily countered by AOE spells. They can be both impossibly strong, and cripplingly weak at the same time. I don't consider this a good thing, nor a counterbalance.

Penalties for massive stacks are good, up to a point. I think it might be a good idea to have an actual hard cap on how many units can ever be in one tile. when it's full ne wunits would literally be unable to enter. That would prevent the AI from getting pounded by this mechanic.
 
Compared to the predecessor, The Elder Scrolls III: Morrowind, it certainly removed a lot of debris.

The enchantment system for making magical items is simpler and weaker. Enemies are weaker. You can't become a werewolf. The control system is simpler. Alchemy is simpler. Armour is simpler.

Morrowind in turn removed stuff from Daggerfall. The gameworld in Daggerfall was about 500 times larger than Morrowind, each square meter explorable and lovingly crafted by unthinking algorithms. You could own a boat and defraud banks. You could become a vampire, several kinds in fact. Magic items were even more complicated. You could become a werewolf. You could wear underwear.

Daggerfall is much more impressive than Morrowind in all aspects but graphics. You could become a Vampire, a Werewolf, or a Werebear, and being one meant that you would be hunted by a Tamriel's equivalent of Van Helsing. You could custom-make a race right off the bat, which could have traits ranging anywhere from, "heals in water," to "cannot cast spells during the night". There was very interesting traits you could choose, like "Acute Hearing" which meant that you could hear things through walls and stuff. There was also a plethora of maladies to kill or annoy your player, and a fitting quick-travel option.

For a comparison on the map sizes, Morrowind's landmass is 0.01% the size of Daggerfall's landmass.

Even though, in Daggerfall, it's randomly generated, it's a true adventure. Best of all, Daggerfall has been released for free by Bethesda.

I know less than nothing about Team Fortress 2. Before I did a google search, I'd have guessed it was a mod of Counterstrike.

How many of those classes duplicate each other? How many of the weapons do the exact same thing, only differing in magnitude? How many of the skills do the exact same thing?

If Team Fortress 2 had been released with 2000 maps, how many people would have given up and said: "It seems like a nice game, but no one plays on the maps I like! I'll just play Counterstrike instead."?

The classes are all unique and all have specific abilities that no other class has. They all have strengths and weaknesses, different playstyles depending on the gametype, and all have unique personalities, to boot.

Team Fortress 2 has many maps now, a great deal more if you include the fan-made maps which are slowly being integrated into the "official" map collection. Also, a few new game modes have been integrated into the game. There's always people who prefer specific maps, but that doesn't mean the new ones are ignored. The newer maps are very interesting and fun to play.

And, if you think you're alone in your map preferences... chances are you aren't. There's a great deal of server variety in TF2.

In short, you shouldn't talk about a game you haven't played.

That's not true at all. That's not an argument against changing the stack system: that's an argument against doing anything at all, and a rather spurious argument at that. You're artificially inflating the difficulty of doing anything by claiming you have to do everything at once for a single issue.

Sorry, I thought I was clear. It just doesn't make sense to have anything less. If there's a reason why there cannot be massive stacks, the answer is supply. There's not enough supplies for troops, so you cannot move over more units. If you did, there would be plague, famine, and general bad stuff.

For supplies, you need a dynamically growing and changing world so that the amount of supplies in a region makes sense, and so a reasonable amount of units can be produced. Production, commerce, and food will be capped so that there are no unreasonably-sized cities, no unreasonably productive cities, and no unreasonably fertile lands. A proper supply dynamism will ensure that there are never areas with an unreasonable amount of resources in a land.

To have the game progress logically, there must be a timeline established. If we don't know how long a turn is, how can the proper starvation effects for troops be determined? How would we know how much a city can reasonably grow, produce, or trade, in a turn? How would we know how many turns a spell would take to cast? Et cetera.

The AI must then be made to understand all of these new features, and it must behave like a player because anything less just doesn't make sense. Why have AI at all if they can't perform at our level? They're just filler.

Civ games only resemble reality, duh. But that's not a reason to refuse to do anything. Moreover, this isn't primarily about 'realism', it's about enriching game play. Stacks of doom make it entirely unbalanced after a point, and are even more unrealistic than stopping them.

Why is pressing for limited heroes and elite units worse than spamming zerg-rushees? And how is this any different from what already happens, when people level heroes and national units to extremely high levels as their main non-fodder units?

You're right. The entire concept of levels is unreasonable and should be replaced with a combat engine similar to Dominions 3, so :spear: can occur.

There will always be stacks of doom. There has to be, with how the Civilization combat engine is set up. Do you know what would happen if there was a limit to the amount of units on a tile, or penalties for massing units? Firstly: The AI would be screwed so badly. They just wouldn't stand a chance, especially at higher difficulty levels where they have so many more units to amass. Secondly: The defender's advantage would be so ridiculous you would almost never be able to conquer or win at anything when fighting offensively unless you have a stack of doom. Yes, you can attack from different angles, though this is not always possible or feasible.


--

A complete design of the combat engine would be required to ensure that, in the early game, a player can actually conquer cities and at the late game, that cities can actually be defended from the highest-tier units.

Magic would have to be redesigned, too, because AoE spells would be even more crippling when you need to position stacks around a city before you attack, and summoning spells would become absurdly useful in defense, or else useless, because of the combat unit limit or supply concerns.

Unit specialization would also become even more important than it already is, and promotions would have to be changed to accommodate this.


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I think that's everything. I hope I'm not overlooking something.
 
Penalties for stacks would increase micromanagement. There's a lot to be said for simplicity. New features are great, but sometimes they need to be refined to maximise the fun whilst minimising the chore.

Oh, and off topic, I personally preferred San Andreas to Vice City.
 
And, if you think you're alone in your map preferences... chances are you aren't. There's a great deal of server variety in TF2.

The objection was about few maps when released. At that time there was exactly zero people playing any map. Had there been 2000 maps available at that time, there is a risk that the player base would have diffused into nothing.

In short, you shouldn't talk about a game you haven't played.

Why not, according to you I was correct about everything. :)
 
The objection was about few maps when released. At that time there was exactly zero people playing any map. Had there been 2000 maps available at that time, there is a risk that the player base would have diffused into nothing.

No, there's never that risk. TF2 is a game with client/server architecture. You don't "play a map". You "join a server" and play whatever map that server happens to be running, along with the other players in that server. New custom maps are most often tested by admins putting them into the regular rotation of their server alongside ones which are known to be popular, and there are plenty of servers which run only a single map 24/7, or a very limited rotation of 2-3. Technically, players can locally host a server on their home PC, but this causes abysmal performance and is never a recommended thing to do.

On another note, I was reading about daggerfall, that's just insane. But really, saying that it's a 1000 times bigger than morrowind is pretty deceptive. It's clearly just a random map generator, any game could do that. That's not a massive amount of content, it's just repeating the same thing millions of times.

Also, I loved san andreas too. The issue of being stuck in the country with no ride was rather annoying certainly, but nothing that isn't solved by a little car spawning cheat :)
 
Sorry, I thought I was clear. It just doesn't make sense to have anything less. If there's a reason why there cannot be massive stacks, the answer is supply. There's not enough supplies for troops, so you cannot move over more units. If you did, there would be plague, famine, and general bad stuff.
No, the reason is overcrowding. That's both the game play issue and the excuse/appeal to realism. Game play issues is the more important. Resources are already handled under unit maintenance cost.
For supplies, you need a dynamically growing and changing world so that the amount of supplies in a region makes sense, and so a reasonable amount of units can be produced.
No you don't. Those are already handled through the Resources (for strategic bonuses) and maintenance mechanics, which doesn't need to be changed.

Production, commerce, and food will be capped so that there are no unreasonably-sized cities, no unreasonably productive cities, and no unreasonably fertile lands.
Also already handled by the terrain gains of a city fat cross. Cities are reasonably sized and productive based on the terrain they work. Putting a cap on them is unnecessary because it's already limited by food available. (Food-transfer is also a idea that bears looking into, but that's neither here nor now.)
A proper supply dynamism will ensure that there are never areas with an unreasonable amount of resources in a land.
That comes from the map script. It's irrelevant to a unit-per-tile limitation.
To have the game progress logically, there must be a timeline established. If we don't know how long a turn is, how can the proper starvation effects for troops be determined? How would we know how much a city can reasonably grow, produce, or trade, in a turn? How would we know how many turns a spell would take to cast? Et cetera.
How does this matter to point in question? Hint: it doesn't. You're demanding an entire system change for a much more minor change.
The AI must then be made to understand all of these new features, and it must behave like a player because anything less just doesn't make sense.
No it wouldn't, because you wouldn't have to introduce all those new features. The only new feature you'd have to make is to teach the AI to build smarter stacks.

That's the reason it won't happen, because our resident modder doesn't think he can do it, but that doesn't mean it's not possible and it certainly doesn't prove your other complaints.
Why have AI at all if they can't perform at our level? They're just filler.
Because not everyone plays multiplayer. I never do. That's why games have AI.


You're right. The entire concept of levels is unreasonable and should be replaced with a combat engine similar to Dominions 3, so :spear: can occur.
Stop with the strawmen fallacies. I never said the concept of levels is unreasonable. I said horrific stacks of doom (and I'm talking about 40+ unit stacks of tier 2+ units) are unreasonable.
There will always be stacks of doom. There has to be, with how the Civilization combat engine is set up.
There doesn't 'have' to be anything. We aren't even proposing abolishing stacks, just preventing the 50-100 unit stacks of doom that are unreasonable.

Stacks will still exist. They'll still be powerful. But the answer to 'how do I counter a stack of doom' will be 'move two stacks', not 'make a stack twice as big, and nothing after that will get in your way.'

Do you know what would happen if there was a limit to the amount of units on a tile, or penalties for massing units? Firstly: The AI would be screwed so badly. They just wouldn't stand a chance, especially at higher difficulty levels where they have so many more units to amass.
If the AI* is programmed properly, the AI has the same limitations as the player. You don't have infinite stacks yourself. The AI might do even better: being more likely to use forts, and with the extra-troops-in-city increase, they'd be better defensively. There are already modules where the AI is a better defensive player.

Secondly: The defender's advantage would be so ridiculous you would almost never be able to conquer or win at anything when fighting offensively unless you have a stack of doom. Yes, you can attack from different angles, though this is not always possible or feasible.
Not true at all. If you're at a point that you can't conquer a city , than by all rights you aren't prepared to do it properly without abusing broken stacks of doom. Which is the problem that needs to be fixed.

Unit production isn't being hurt. You can still make the same number of units, and you can still invade. You can still attack a city with 2 stacks of 20. If you can't (it's on a peninsula, mountains, etc.), then it's already sacrificed a great deal of production, and will have fewer units to oppose you with.

Neither of those is an actual argument against: you can have the same number of units, more or less, but they're simply dispersed across a front.

Conquest is still perfectly feasible. You attack, kill an enemy stack and move in on the tile. Rinse and repeat. All it means is you have to be careful not to exhaust your stack to a counter attack. Which you should already do, so it's not much of a change.


A complete design of the combat engine would be required to ensure that, in the early game, a player can actually conquer cities and at the late game, that cities can actually be defended from the highest-tier units.
The way to defend a city from highest-tier units is with your own highest-tier units. No redesign of the combat engine is necessary; in the early game it's unlikely for you to be able to reach the tile cap regardless, and later in the game you can build your own units. If you're so far behind a foe that he has higher tier units than you, you're already screwed.

But even so, cities (and fortifications) are still made to be able to host a higher number of units than normal tiles, so a city still has the potential for higher defenses on with weight of numbers on their side (not only those in the city, but defenders outside the city as well).
Magic would have to be redesigned, too, because AoE spells would be even more crippling when you need to position stacks around a city before you attack,
No they wouldn't. You're splitting the uberstack of doom into smaller stacks, not replicating it. A AoE spell would harm just as many people in adjacent tiles as it would if they were all stacked in one.

AoE spells would actually decrease in effectiveness as the Stack of Doom is dispersed across tiles: more units are likely to be out of the AoE range. Similarly, collateral damage is lessened in scope. But AoE spells won't harm more units than they already do in a stack of doom.



and summoning spells would become absurdly useful in defense, or else useless, because of the combat unit limit or supply concerns.
Summons are already absurdly useful if you have enough casters. This isn't a game-breaking change, though it certainly does make them useful. A summon remains very useful for offense as well, more so for the same reasons even, because it's a renewable soldier who doesn't need to be brought up from the back when he dies. Just send in a cannon fodder, open up the space, and you have effectively an extra soldier per turn per tile to work with.



Supply concerns, of course, remain your own insistent invention. Why should elementals or skeletons require supplies?



Unit specialization would also become even more important than it already is, and promotions would have to be changed to accommodate this.
Specialization is already important, but there's no reason to change the promotions. It's player choice on how to specialize, and all this does is change priorities of how you want to do so.

I think that's everything. I hope I'm not overlooking something.
Yeah, you are: why limiting stacks of doom to reasonable sizes fundamental rework of the entire civ 4 game. Yes, it changes the value of certain promotions and units, but it doesn't break the game in doing so. You're so insistent on 'no, this could never work and you'd have to change EVERYTHING' that you're missing that (A) no you don't, and (B) it can be retooled to fit the idea and still work better. No one is suggesting stacks of ten per tile, 20* would probably be fine, but there is no justification for 50 unit stacks. Those rightly demand your supply mechanics than my suggestions do.

*And that's neither a final number or universal for all: some units could be reduced in presence, while others 'cost' more space.
 
No, there's never that risk. TF2 is a game with client/server architecture. You don't "play a map". You "join a server" and play whatever map that server happens to be running, along with the other players in that server.

But with 2000 maps available at launch, the official servers must be cycling all of them. (Otherwise they're not available.) If you happen to come across a map that you like, you'll have to wait another three days for it to come up again. Plus with the mapmakers and quality testers being spread out over 2000 maps most of them will be crappy.

It's a reductio ad absurdum argument, more maps isn't always better. Even if they are all great.

And Valve probably could power through one flaw in a game, they have the reputation and marketing to do it. If "Joe Benson's Gamemole" wants to release a game, it darn better be perfect. If there are too many maps, but otherwise perfection, people are still going to wait for Diablo III.

On another note, I was reading about daggerfall, that's just insane. But really, saying that it's a 1000 times bigger than morrowind is pretty deceptive. It's clearly just a random map generator, any game could do that. That's not a massive amount of content, it's just repeating the same thing millions of times.

So not repeating the same stuff over and over with slight variations is better. Sounds like we have a convert to the "less is more" school.

Nethack

Also, I loved san andreas too. The issue of being stuck in the country with no ride was rather annoying certainly, but nothing that isn't solved by a little car spawning cheat :)

I'm not as forgiving of flaws in games as I used to be. Nevertheless, San Andreas is a good game, just not great. I just wish Carl would grow a pair and stop being such a sissy.
 
I don't like limiting stack size or worrying about supply at all. Would be come a game I don't want to play.

Both would be much more appropriate for a new mod that gets its own users who want to try it out than it would be to modify an existing mod that already has people playing it that like it the way it is. If it were a success once all the balaning and such got worked out then the established mod might look at it.

You all are discussing limiting units in game by adding new features. I think you are missing Vehem's intention all together of limiting features that slow the game down or hurt the AI.
 
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