acluewithout
Deity
- Joined
- Dec 1, 2017
- Messages
- 3,496
As an aside I know as an engineer it's extremely difficult to not over design something to exactly solve the problem at hand. I also know in a game like civ the optimal numerical balance could be achieved with enough modifers, but I personally feel that takes away from the game aspect for many people. Hence I do try to be quite measured in discussions where changing things comes up.
(No criticism leveled, just my personal philosophy!)
As they say in Civ5, "A designer knows he has achieved perfection, not when there is nothing left to add, but when there is nothing left to take away."
Agreed. A lot. Hopefully I manage to be circumspect as well.
I’m also conscious that FXS often buff or nerf stuff in ways different to how people on these forums suggested, and FXS’s tweaks often end up much better overall (IMO).
Balancing this game must be tricky given how many moving parts there are, FXSs desire to not make game breaking changes which therefore encourages a fairly conservative approach, and that FXS must factor in bedding in existing changes and upcoming planned game developments (eg one reason they took so long to buff production might have been because they knew they were introducing power and wanted to see how that works first).
Personally, I generally like how yields work, including the balance between districts, buildings and specialists (particularly after the June patch). I think Governors are good, but as they currently work don’t quite lead to players having a “reasonable” number of big pop cities; I think the +50% for 10 Pop cards are a bit counterproductive to fun games; and I think the balance of buildings v specialists are a bit off. Beyond that, I’m not convinced I have any better perspective, insight or ideas than anyone else. And I also think we’ll likely get a third expansion and some of these issues could end up irrelevant in 4 months time because the base game is so different (again).
Would you mind sharing your 'house rule' in detail? I would like to implement it as a starting point - especially as you have found positive effects already.
[Edit: quote in signature about perfection: Antoine de Saint-Exupéry, Terre des Hommes, 1939]
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Basically, my main rules are (1) no more than 3 Campuses before turn 150, (2) no more than 8 cities on my starting continent before turn 100, and no more than 12 on my starting continent ever (overseas colonies are unrestricted), (3) I can trade with other Civs but can’t negotiate - I either reject or just take the terms I’m offered (unless terms I’m offered are crazy favourable to me, then I reject), (4) no eliminating Civs - I can take Cities (subject to Rule 1), but can’t take the Final City.
District placement, chopping, troll cities, giving cities back for grievances, unit rushing, selling all my luxuries, eureka hunting, basically everything else, is totally acceptable. I used to also play with 8 ages of pace, but haven’t recently because I’m not sure it’s working.
The goal of the rules is to avoid massively out teching the AI and speeding through the tech tree generally, and avoid too much early snowball. It’s not perfect, but it works well enough.