Ambreville
Deity
I meant to bring up the issue about game inflation. I read recently that patch C toned it down.
I played a couple games with patch C at Prince level, but the game pattern from turns 400+ seems to fall almost exclusively into city management. Basically, I end up trying to balance out income, happiness, health, crime, etc -- by the time I get to the last item on the list, I need to start again with the first one, on and on ad nauseum, to prevent things from falling apart. The problem with game inflation is that this player's boredom inflation grows twice as fast... provoking the "hit-exit-and-go-post-a-note-on-this-forum" bug...
When I spend most of the time worrying about city management and very little about anything else (like war maybe), that's a problem. I understand that the pattern grows worse with game levels above Prince (haven't gotten there yet -- not sure I even want to). The pattern is worst with a growing empire, of course, especially when reaching the second half of the game. As a player, you end up swamped with city management and running out of buildings to possibly keep up with the ever growing needs for yet more income/health/happiness/etc.
What was that wonderful Chinese proverb? The Bureaucracy expands to support the needs of the expanding Bureaucracy... or something like that. This is nuts.
Some of the above isn't necessarily an exclusive feature of FfH but one that generally affects CIV games. But in FfH, since it is going through some pretty serious modding, there might be an opportunity to build in a feature helping to bring more dynamics to the second half of the game, both to curb the maddening inflationary spiral and to get the game to reach a timely ending. Just a thought...
I played a couple games with patch C at Prince level, but the game pattern from turns 400+ seems to fall almost exclusively into city management. Basically, I end up trying to balance out income, happiness, health, crime, etc -- by the time I get to the last item on the list, I need to start again with the first one, on and on ad nauseum, to prevent things from falling apart. The problem with game inflation is that this player's boredom inflation grows twice as fast... provoking the "hit-exit-and-go-post-a-note-on-this-forum" bug...

When I spend most of the time worrying about city management and very little about anything else (like war maybe), that's a problem. I understand that the pattern grows worse with game levels above Prince (haven't gotten there yet -- not sure I even want to). The pattern is worst with a growing empire, of course, especially when reaching the second half of the game. As a player, you end up swamped with city management and running out of buildings to possibly keep up with the ever growing needs for yet more income/health/happiness/etc.
What was that wonderful Chinese proverb? The Bureaucracy expands to support the needs of the expanding Bureaucracy... or something like that. This is nuts.
Some of the above isn't necessarily an exclusive feature of FfH but one that generally affects CIV games. But in FfH, since it is going through some pretty serious modding, there might be an opportunity to build in a feature helping to bring more dynamics to the second half of the game, both to curb the maddening inflationary spiral and to get the game to reach a timely ending. Just a thought...