Patine
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- Feb 14, 2011
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So, what's your enlighted viewpoint that transcends ordinary, banal tropes of discussion, there?If the retort is "Well yes but they can be different" then you can just say that about anything.
So, what's your enlighted viewpoint that transcends ordinary, banal tropes of discussion, there?If the retort is "Well yes but they can be different" then you can just say that about anything.
Some people deride these things as "mana". I don't think it's all that different from what Civ has with its spendable points like Faith, Influence Points, etc. I think a game at some level needs to have buckets of currencies to fill up to spend to accomplish stuff.If I try to imagine a game without Barbs, I think that I would be quite bored when my military has basically nothing to do, and I don't want to have to declare wars on City-States and risk diplomatic problems or something.
Also basically nothing will really get in the way of me doing anything, there would be no real minor obstacles or mini-scenarios.
I do understand that they're annoying though. Maybe they just get old after dozens and dozens of games.
I haven't played HK enough to really comment. I played it on release and I thought Influence was... interesting.
Sidetrack: I'm not a huge fan of amounts of things that don't really mean anything.
For example, for Millenia, they have all these 'Points' like 'Improvement Points'
For another example, Dune (the 4X RTS hybrid one) has stuff like 'Authority'
I know they're supposed to represent things, but in my mind it's not really as concrete.
I think we're already halfway there with named continents and mechanics that revolve around them. The territory system isn't really as limiting as it sounds. I thought I'd hate the idea, but playing it was actually simultaneously freeing and exciting. The tension to rush a new territory is really exciting, and the territory system facilitates this mechanic of combining cities from adjacent territories into mega cities. There are a lot of interesting decisions to make beyond what Civ 6 has, which is basically "Let me settle on a river near a luxury or two and the strategic resources I can see"EDIT: I don't think a Territory system will ever come to Civ. Because: it artificially pre-divides the map, which takes away from player expression to 'Found an empire whatever way you like'.
I think territories, and some other major mistakes they could make, in my opinion, would make me give such an iteration a miss and stick to the ones I currently played and enjoyed.I think we're already halfway there with named continents and mechanics that revolve around them. The territory system isn't really as limiting as it sounds
Some of these things are sort of like "mana" when they become ambiguous enough to be honest. Out of the ones that Civ has, Culture, Faith can be considered to be arbitrary. But they're still more rooted in something tangible than something like Authority or Influence (in my opinion)Some people deride these things as "mana". I don't think it's all that different from what Civ has with its spendable points like Faith, Influence Points, etc. I think a game at some level needs to have buckets of currencies to fill up to spend to accomplish stuff.
I think we're already halfway there with named continents and mechanics that revolve around them. The territory system isn't really as limiting as it sounds. I thought I'd hate the idea, but playing it was actually simultaneously freeing and exciting. The tension to rush a new territory is really exciting, and the territory system facilitates this mechanic of combining cities from adjacent territories into mega cities. There are a lot of interesting decisions to make beyond what Civ 6 has, which is basically "Let me settle on a river near a luxury or two and the strategic resources I can see"
I hear you. To be clear, I’m not recommending Humankind I’d rather play Civ any day. I don’t really like the game for a ton of reasons, but I do think it had a couple good ideas:Yes while I like mechanics that split the world into regions, I'm not thinking they will make the leap towards total territories.
It's maybe alright for that game, but Civ is something else. I would say.
But is it really that good? I should replay HK if you recommend it.
I do see the benefits of this system and drawbacks of the existing. And I would say you can have your cake and eat it too - I think sprawling megaCities could be possible if they designed the game for it.
And I also think that the decision making for the original system could be more interesting if the tiles were more balanced.
and some more semi-regular, hello
As someone who uses these more vague conceptual resources a lot in their own 4X(ish) game concepts...For another example, Dune (the 4X RTS hybrid one) has stuff like 'Authority'
On defence of the barbarians, I think, opposing Civs cannot physically 'check' expansions without declaring war (which won't happen too frequently or it would annoy the player)
The real purpose of Barbarians is two-fold:
Giving the player a little bit of combat to do before they get to face the real thing (other 'players') - teaching them and/or busywork.
Scaring the player away from mindless fast expansion - you can't move a Settler into the 'Unknown' without risking a random Barbarian sleep walking into them.
Humankind actually has replacements for both of these systems.
For teaching combat, they use the wild animals.
For curbing mindless player expansion, they have that 'Stability' mechanic.
(Sorry was it called Stability or something else? That currency that you need to pay to build a city on a territory)
This part is relevant also.
Players learn and get small gratificacion doses from the "little wars" against the "minor factions" and the easier achivement of influence and control City States.
That's probably me who is autistic but I really struggle with the idea to make of it a hard limit. That feels very "board gamey" to me, forcing the player to play in a certain way without telling him why. For the same purpose, I would rather go with a soft limit represented by attrition, meaning that after a certain threshold (maybe indeed 2 in the early game), then the extra-stacked unit starts losing HP at each turn, therefore making them useless in combat. To me it leads to the same result but in giving an easy to understand reason for the player to accept it.I mentioned this in another thread about how I would implement limited stacking. I think using this criterion along with my idea could work.
In the Classical Era you can learn Phalanx formation which would let you combine either melee or Anticavalry with cavalry units, up to 2 units per tile.
In the Renaissance/Early modern you can learn Pike and Shot in which you can now have both melee and Anticavalry also on the same tile, up to 3 units per tile.
In the Industrial Era you would learn Corps formation and can add ranged/artillery units, up to 4 units per tile.
In the Atomic Era by learning Combined Arms you could finally add support/recon units, with up to 5 units per tile.
I don't understand how limited stacking solves the problem at all -- instead of single units flooding tiles, now we'll have limited stack units flooding tiles. But that aside, I agree with you that if we are gonna have limited stacking, some sort of attrition system is a more sensible way to progress it. That could make sense even in an unlimited stacking system.That's probably me who is autistic but I really struggle with the idea to make of it a hard limit. That feels very "board gamey" to me, forcing the player to play in a certain way without telling him why. For the same purpose, I would rather go with a soft limit represented by attrition, meaning that after a certain threshold (maybe indeed 2 in the early game), then the extra-stacked unit starts losing HP at each turn, therefore making them useless in combat. To me it leads to the same result but in giving an easy to understand reason for the player to accept it.
I don't know, attrition is a feature in Paradox games like Imperator and EU4 and it seems to work just fine for the AI?The difficulty with an attrition system comes from the programing side - it's *hard* to make the AI properly calculate attrition and when it's worth taking it, to what level, and when it's not worth taking it, so in practice attrition systems usually translate to "AI ignores attrition limits, take ghastly losses as a result" or "AI treat attrition limits like law, player can exploit the system" (or "AI is immune to attrition, build doomstacks").
A hard limit has the significant advantage of putting AI and players on even footing.
I would otherwise generally prefer it, but having seen many games that tried to make it work and struggled with it, it's a lot less easy than it seems.