1) Variety is the spice of life and offering different and even sub-optimal ways to play is common in a variety of game. 2) Playing Tall as the Maya is nowhere near as good as playing wide with a normal civ. You need to generate one to two thousand science in the late game, which is really, really hard to do as the Maya. 3) You can still exterminate people as Canada, just not with surprise wars. 4) People play games outside the intended manner all of the time, its why the
Nuzlocke Challenge in Pokemon exists. People, again, like to play games in ways that are sub-optimal because they find them more enjoyable. It doesn't change the intended manner the game is meant to be played in.
I fundamentally disagree with your insistence on an "intended manner" and
natural way to design 4x games, as if these concepts were pre-established. The game could be designed in such a way that Maya wouldn't be at a disadvantage. But it isn't.
Just off the top of my head, without thinking too much about it:
1. Tie science output to specialists, thus originating mainly in large (and larger) urban centres;
2. Exponential rather than linear output of science per citizen. The 15th citizen grants more science than the 10th, and the 30th grants more science than the 15th;
3. Lock tier of building to City size.
No, not really. Orders are great because they limit what players can do so players are therefore required to actually stop and think about what they need to do each turn. Restrictions are good when they force the player to actually think about what they are doing. Not to mention, eliminating the tediousness of the late is a good thing! It solves a really problem in the genre and in way that improves the game. Like, "domination is overpowered" is something that everyone considers is a problem or something that needs to be fixed.
Great! You agree that restrictions can be a good thing, not automatically an "arbitrary limit", or that at least being defined as "arbitrary limit" is meaningless since what matters are the gameplay implications.
We are therefore only disagreeing on what constitutes a "real problem". I'm not sure if you made a typo there in your final sentence. I'm of the opinion that
"domination is OP" and that it is a problem, especially in the context of Score Victory (which is the starting point of this entire back and forth).
Crucially, as I've pointed out before: my position is not to restrict expansion. That's what Civ 5 did, while still designing victory paths around the need for territory. My position is that territory should be a factor, but not the overwhelmingly defining one as it is presently. Thus granting VP for the completion of wonders, rather than owning wonders, would be an example of such redesign.
One, cultural high point is not cultural superiority, which is an incredibly stupid idea. Two, when people think of Rome what do they think of - the changes in the early Republic or the Colosseum? Its the Colosseum, Trajan's forum, all of the stuff the Romans left behind, not the details of their political system. Same thing with Athens. People who are not interested in history don't know anything about its democracy but they do probably know something about some of the buildings and various writers and philosophers from the period. I'm talking a specific moment in time that people remember long after the fact because of the things (buildings, writings, art, etc.) that was created during that time, not the broad culture, hence the phrase "high point."
I'm a bit confused because you seem to often disagree with me by agreeing with me. Reminder that this particular argument started with you saying
"culture high points were historically achieved after a process of territorial expansion", and that therefore territorial expansion should remain to be dominant in the game, specifically in the manner of "ownership".
But here you conclude by first equating "high point" with what happens to be popular and arbitrarily focusing on what "people not interested in history" think, and then concede that
"I'm talking a specific moment in time that people remember long after the fact because of the things (buildings, writings, art, etc.) that was created during that time".
But this is my entire position. That Civs should gain VP based on their achievements. The examples you give
still do not support your position. I'm the one arguing that the builder of the Colosseum should be the one to gain VP from it, not whomever happens to own it after. The owner will inherit the Wonder effect, not the VP from constructing it. I'm the one arguing that
"Athens" should gain VP from its philosophers, regardless if the city is controlled by some uncivilised brute from up north.
Still doesn't change the fact that if you rule more territory you can extract more resources from that territory, which is the point.
Granted. Territory is undoubtedly a factor.
Seriously? The industrial revolution, an event so significant in human history that is maybe only matched by the agricultural revolution because it fundamentally altered almost everything about human society and civilization. An event, that should be pointed out, isn't even 400 years old at this point, out of something like 4,000 years of human civilization. The past couple of hundred years are extreme outliers in regards to historical norms.
Not sure what your counter argument is here?
"The industrial revolution, an event only matched by the agricultural revolution because it fundamentally altered almost everything about human society and civilization", should be dismissed as an "extreme" outlier?
I'm not sure this path is worth pursuing though, it's already way too off track. It was just part of my argument that territory is only one factor when accounting for national wealth.
You're conflating to very different things here. Someone can appreciate and admire the cultural output (buildings, literature, philosophy, etc) of, say, the Ottoman Empire while still thinking the Ottoman Empire itself can be considered "great" given that it was created through acts of violent conquest. Like, I would to see Samarkand at its height during the reign of the Timurids but that doesn't mean I think Timur or his successors are great people.
I don't think I am?
There's the expression "agree to disagree" but I'm coming to the realization we need a "disagree to agree" to describe what's going on here.
So we
disagree to agree that one should put greater emphasis on the literature, monuments, etc, of the Ottoman Empire, even those which were made possible
thanks to its military conquests, rather than whoever happens to own that cultural output later on.
It sounds like you should just play games that aren't Civ because it seems like you want Civ to be something it isn't.
This is not a new argument. Many Civ III, and Civ IV, and Civ V have tried to convince everyone else of what Civ should or should not be. You have examples of all of them in this thread.
So, I would literally just sit at my computer, watching the turns pass or letting the game run while I did something else until the game ends and hope I win? Why would I do that when I could just start a new game?
The same reason you can play one more turn rather than start a new game. Do whatever you want. You don't need to sit at your computer. AI moves pretty fast. This would mostly work in edge cases where you're ahead in points and you happen to lose the last city while sitting in first place, without many turns left. Assuming AI is even strong enough to achieve this. In multiplayer you could just leave and then access the game history to check the game score.
Lets say I conquer a city and it has a Granary, Commercial Hub, Market, and Theater Square. Even if I never get points for those things, I should still get points for everything I build after I took control of the city, correct?
Not necessarily. Wonders certainly. I'm not sure how to feel about points from districts and buildings. Could be a specific "Architect/Builder" archetype which grants points from those things.
If that's the case, why shouldn't I conquer a bunch of cities to expand my empire so I can build more buildings? Because, if you get points for doing things, whatever they are, then the opportunity to do more of those things is always going to be better than not. Which, in the case of Civ, means having more cities so you build more wonders, buildings, etc and therefore wide play, settling as much as you can and conquer when feasible, is the optimal strategy.
Sure, in the scenario that wonders, buildings and districts grant points, building things in conquered cities would grant points. It does not follow that expansion is the
"one best way" and that all others are sub-optimal. They're suboptimal if they are made to be suboptimal, which is the case at present.
Conquer all you want, I don't want to limit territorial expansion.