Ryika
Lazy Wannabe Artista
- Joined
- Aug 30, 2013
- Messages
- 9,393
Okay, maybe we should clear something up first: I never claimed luck is too important. In fact, in the post that started this discussion, I specifically said that I think "luck" is fine the way it is. To bring it back into your memory:I'm no more or less general than you are Ryika.
How often do you get a Tundra heavy start?? (Peter maybe aside). One game in 20. I still won't restart that though. I play the hand I am dealt. But you can. It isn't the end of the world. And luck is still not too important in VI. You certainly haven't made a case that it is.
https://forums.civfanatics.com/threads/is-luck-too-important.611695/page-2#post-14685558The gap between a good start and a bad start is definitely really large, but I think in terms of Singleplayer, that's fine. In terms of Multiplayer I remain of the opinion that there should be map-scripts made available that focus a lot on balanced landmasses.
The real problem I see in Singleplayer is that the whole "Play the Map"-idea just doesn't work. A bad start is a bad start, and there's nothing you can do about it. There is no "Oh, I started surrounded by deserts, so let me run a strategy that makes deserts useful!"-decision, the only decision is "My starting location sucks. Guess it's time to beat up my neighbors."
That's when you answered that you can "play the map the majority of time". Somewhere during that discussion, you seem to have forgotten where that conversation started, and hey, maybe that's the reason why nothing you're saying has really been making sense to me. So let me give you a concrete example of what I mean - not that I think this is an "optimal solution", but as a starting point:
Coastal Start with really bad land:
- You should be able to focus fully on the coastal terrain. Add a proper adjacency effect to the harbor that increases food on surrounding, water-tiles. That way, the Harbor can be used to guarantee some good tiles for growth. And because your city is coastal, you unlock the harbor reasonably fast.
- A new building should be added to the harbor, competing with the Lighthouse. It has none of the bonuses of the Lighthouse, but instead adds bonus-food to all Sea-Tiles (The idea being that you only construct it if you really need to work a lot of water tiles to grow, again, this is just an example; no need to discuss the balance of this)
- Add a new Policy Card - ideally on a Civic that is off the usual path - that adds Production and Culture to the city if it works at least 4 Water tiles (or something similar)
With this simple setup you now already have the ability to turn a really bad start into a "decent" start by focusing on the things that you have available to you. Ideally it still puts you in a worse position than a "good start" (again, in my opinion differences in strength are perfectly fine in Singleplayer), but it should give you an alternative to just accepting a bad start, or conquering everybody who has better land. One that is based on being able to actually adapt to your starting location.
Last edited: