Edit June 10, 2012
This post was too long to add anything else to, so I've added a post with a few new problems, ideas, and suggestions. Click Here.
Civ V has problems. Not as many as it had at launch, but it has them. Some of these problems development anticipated, and some didnt get addressed until they were brought up by the community. Sometimes they were fixed well, sometimes they were fixed poorly. I wanted to get my thoughts out there because I know as soon as they see them Firaxis will realize that theyre all brilliant and implement every one of them.
No not really. But I do hope this leads to some good conversation, and hopefully there will be a little trickle-up. If not, well its fun to talk about. Also note that this doesn't get into the deep, core gamplay problems like poor strategic AI and wonky diplomacy. It just deals with individual issues that can be easily encapsulated and addressed. Let's please not make this a "bring up every gripe you have about the core gameplay" thread, since that's what the Civilization V Rants Thread is there for. So without further ado, I present you with this Lyoncet special: Problems and How to Fix Them.
Bulbing and Hurry Production
I actually just posted this to another thread, so its mostly repeat from that. But this is the biggie, in my opinion, and I wanted to make sure it got brought up here too.
The Problem
There are some cases where a manufactory or an academy is better than hurrying or bulbing. These cases are very, very scant. Granted, it's hard to balance because you'll get more hammers/beakers over the course of a game from an manufactory or academy than from a hurry or a bulb (if done early on, at least), but the opportunity cost of having to wait so long for a return on investment means that you'll probably get a lot more use out of the instant gratification options. Maybe you'll get, say, 5x the beakers over the course of the game from building an academy than bulbing, but when you can get Rifles 20 turns earlier by bulbing, or save up 3 scientists and get it 60 turns ahead of everyone else, well you just won. Doesn't matter that by modern era you'd have gotten more gross beakers because instead you just killed everyone.
Then again, that doesn't mean the improvements are too weak they're actually very strong, and it would be hard to make them much stronger without breaking them. Making them scale with tech/Freedom was a step in the right direction, but I think additionally the scientist/engineer one-shot abilities need to be made a little less exploitable. Also, the tradeoff between immediate benefit and long-term benefit is fine to have, but as it is being able to rush a wonder or tech slingshot is just so much better because of how abusable that mechanic is.
The Solution
Hurry Production Consumes the Great Engineer, giving the city +50% production (or maybe, say, +10 base hammers) for 10 turns.
Accelerate Research Consumes the Great Scientist, giving the city +100% research rate for 10 turns.
These are just off-the-cuff numbers, but they give you an idea. You still balance long-term vs. short-term (vs. golden age, and vs. donating the GP in G&K), but you can't guarantee you can get whatever you want as soon as you want it, which is why hurry production is way too good. This doesn't let you beeline by rushing an expensive tech or denying a wonder, or worse, slingshotting, but it does make you choose between planning for immediate benefit vs. long-term gain. Also, that would give us an extra knob to tweak between tall and wide empires. If it seems like tall empires are very good at science but really lacking in hammers, make the engineer a very large city-based bonus and the scientist a smaller but empire-wide effect. End result is wide empires get more benefit from the GS and tall empires with their huge cities get more benefit from the GE. I don't know if there's actually a real imbalance between the two, but that could be a unique way to bring them into line a little. (Not saying tall and wide should function identically, just that if they're too out of whack this could help remedy that. Or if one is worse across the board, this could boost it back up.)
Some have suggested that you just give bulbing a cooldown like culture bombing, but I dont think thats as good of a solution. It nerfs slingshotting, which is needed, but it doesnt fix the underlying problem that a bulbing on its own is too good compared to the alternatives.
The Benefit
You weaken some mechanics that are so powerful they eliminate choice. Choice is a good thing. Its what makes 4x games addictive. When one choice is almost always superior in just about every way, as is the case with hurrying and bulbing, you crush what the genre thrives on. With some tweaking of the numbers, you would get rid of the huge situational cost of not using the immediate benefit of your GS or GE, while still giving the player a choice between how the want to focus their efforts. If youre approaching a tech breakpoint, or trying to get a wonder or raise up an army, go ahead and use their ability. You get a sizeable immediate benefit (but far less than currently), but by maybe 30 turns down the road its evened out, and another 30 turns after that if you havent leveraged the short-term benefit into an advantage youre actually behind where you would have been. (This is actually how it works now, but theres almost never a time when you wont end up far, far ahead by hurrying or bulbing, so its a moot point.) Additionally, you can get the added benefit of having an intrinsic bonus to different aspects of tall vs. wide empires by fiddling with whether the bonus applies a big modifier to a city or a smaller modifier to an empire.
Resource Trade Exploits
The second biggest priority on my list, because as with policy saving (see below), there are a lot of ways this could get fixed badly. But there are other ways of fixing it that would add some depth to the game along with eliminating the exploits while the whole time being completely reasonable from a realism perspective, so Im hopeful.
The Problem
Weve all seen it. We trade 4 luxuries to the AI for almost 1000 gold, and then we let barbarians pillage our only Ivory so the whole deal gets canceled. Or we sell someone everything we have and then declare war on them once weve drained their coffers. Yeah, its a big part of Diety-level play, but 1) this game is super easy anyways and 2) the fact that exploiting the AI for gold is such an integral part of play is a problem. (Also, the AI needs to be able to determine when it actually needs those luxuries, but that also gets into the AIs ability to ignore happiness due to its bonuses and thats another subject entirely.)
The Bad Solution
Nerf trades. Make it so the AI just gives you a pittance for your resources. That fixes the problem, but in a way that diminishes the game. Selling resources to the AI for money is just fine. Maybe the price could be adjusted a bit, but as a mechanic theres no reason to discourage legitimate deals. Its the exploitation of the AI thats a problem, and thats what needs to be targeted.
The Good Solution
Make the AI leaders keep track of when you do this. If you get a single resource deal canceled because of barbs, OK, fine. Fool me once, shame on you. But if you have, say, 3+ resources canceled because of it, or if it happens repeatedly, suddenly all the leaders stop being so eager to buy your resources for an up-front cost. Maybe theyll do 1:1 resource trades (but maybe not since they know youre not trustworthy) or trade for GPT, but no big wholesale purchases.
Likewise, if you do the DoW trick, why on earth would any civ accept a proposal for a large purchase of resources? Youve already done it at least once; its completely reasonable to expect another leader to flip out when you turn around and offer them the same deal. Who in their right minds would agree to that? Maybe add a line of dialog in the leader screen about You havent been a very reliable trade partner in the past or Weve seen what happens to those you do business with if thats the reason the AI doesnt agree to a deal so its really obvious that theyre onto you.
The Benefit
Fixes one of the biggest exploits in the game. Does it in a way that adds a little depth to diplomacy. Does it in a way thats completely reasonable from a realism standpoint. Is simple to understand. Adds a penalty for the player, but one they have complete control over. Sure, you might get pillaged when you actually didnt want to, but if youre bad at protecting your partners investments, your partners should get a little leery of doing business with you if it happens repeatedly.
Some people may say that resource selling should be kept as it is because its so instrumental to higher difficulty play. Id respond by saying that it doesnt have to be and it shouldnt be. As noted already, this game is full of exploits that make it far too easy across difficulties. Exploiting the AI for gold is one of the reasons its so easy. Having an AI that will let you fleece it again and again and again without ever catching on cheapens the game considerably, and is one of the reasons its so easy. This addresses those issues without cracking down on the core resource trading and buying mechanic, which is just fine as it is.
Great Merchants and Great Artists
This is really just a balancing issue, and not a pressing one. But it could still use a nice once-over.
The Problem
Compared to the other Great Persons, these guys are just bad. Im honestly angry every time I get a Great Merchant. And since getting a great person makes all your other great persons take even long to spawn, that means that its actually hurting you to spawn one of these guys the majority of the time. Yeah, sometimes you want a landmark for a culture win, but not often. And even then, youd rather have a GE to rush Cristo Redentor or Sydney Opera House. Sure, the first few you can turn into Golden Ages, but even thats usually worse than you could do with a good great person, and it gives some sharp diminishing returns, and if youre in a game with much fighting (i.e., most every game youll ever play), youll be burning extra Great Generals on that anyways.
There are two parts to a GP: special ability and special improvement. Im not counting Golden Age or donating (in G&K) because those are identical for all GPs and therefore not relevant to internal balancing. (Also, Im not counting Great Generals since theyre kind of their own thing.) For special abilities, Great Artists are OK, but there arent a lot of times when youll find them that relevant. Great Merchants Trade Mission ability is also OKish, but wholly unimpressive by comparison. Which would you prefer: 600 gold, or bulbing Rifling. Or rushing Hagia Sophia so you can rush Porcelain Tower so you can bulb Rifling in a few turns. Yeah, I thought so. Obviously, GEs and GSes are redesigned as I think they should be, this will be less of a problem, but I think the lesser GPs need to be brought up in power as well.
As for tile improvements, come on. How many times have you thought Man, I just wish I could turn that riverside tile into 2 food 5 gold? (I think thats the number, anyways.) Probably fewer times than you thought Man, it would be great if those hill sheep also gave me 6 hammers. Landmarks are a little better, but only a little, and only for one purpose (culture win), and even then, not as good as anything that one of the good GPs could do.
The Solution
First, rebalance Great Scientists and Great Engineers. Once thats done, I think both the tile improvements and the special abilities Merchants and Artists need a pass. (Artists of course may be changing since Generals are getting a culture bomb ability added to their Citadel ability, but since were not sure what Artists ability is changing to, if anything, Im working on what we have now.) For improvements, how about something like this:
Construct Customs House: +6 Gold, provides double resources if built on a luxury resource
Construct Landmark: +5 Culture, +2 Happiness
That makes both of them much more valuable without just scaling their numbers up. Just making them provide more of what they give you would be a mistake IMO, since that has the problem of making the improvements way too good in certain while leaving them useless in most.
For Special Abilities, we could change them to:
Conduct Trade Mission: Conducts a trade mission when in the borders of a civilization you are not at war with, generating 600 gold for your empire, 200 gold for their empire, and improving your relations.
Produce Great Work: Immediately begins a 2-turn Golden Age. All your subsequent Golden Ages last an additional 2 turns.
Honestly, I dont care so much about the Artists special ability, as long as its something decent in G&K. And maybe Trade Missions will be better in the expansion as well since its going to be harder to generate favor with City-States. But it would make sense for Great Artists to have some sort of unique interaction with Golden Ages, and I think making Great Merchants capable of boosting relations with other civs would 1) make sense and 2) add another desperately needed way of boosting relations between civs.
The Benefit
People wont be stuck either avoiding these two types of GPs or getting fewer of the really useful ones. Theyll have incentive to actively seek these types out, depending on how theyre playing (theres that choice theme popping up again). We get another way of generating a little happiness for those willing to go out of their way for it, which allows more choice (there it is again) in how they build their empires. Having good improvements and good abilities means well have unique and interesting ways of leveraging them depending on how were playing that particular game and the circumstances we find ourselves in.
Policy Saving
I know Im too late on this one since this was changed ages ago. But I felt like touching on it because in my opinion this problem was solved very, very poorly.
The Problem
At release, there was no rule that forced the player to spend their culture points the turn they accumulated enough to buy a policy. So people were saving up their culture points, not spending any until they hit a tech breakpoint (say, saving up until Industrial and then buying all of Order and Autocracy), and then filling out a bunch of trees at once. Alternately, they were going for culture wins by saving until they grabbed Cristo Redentor, then using the reduced policy cost to effectively grab free policies. This was a problem for two reasons: it was way too good of a strategy, and worse, it gave people an incentive to entirely ignore early policies. Now that the early policies have been buffed quite a bit, this is less of a problem, but its still a problem nevertheless.
The (Current) Solution
The rule we have now: you have to buy a policy as soon as you have the culture to do it. Of course this can be turned off, but the fact remains: this was a really bad way to solve the problem. Why? Because it can sometimes penalize you for producing culture. Say the next policy you want is coming in 30 turns, and in 29 turns youll get a tech that puts you in the era you need for that policy. Then, you decide to build a culture building. Well guess what: by producing more culture, youre now going to get punished, because youll need to take a policy you didnt want in the first place and put off one you did by a great number of turns. Its not just corner cases like that, either. Its the very fact that this system will at times make building culture buildings a worse way of getting culture. You can micromanage, but sometimes that wont fix the problem, its incredibly tedious, and youre making the player do that or do worse with their culture because theyre focusing on culture. Thats a problem. Especially when theres a very easy solution to the issue that doesnt create a problem almost as big as the one it sets out to solve.
The (Better) Solution
Make it so you dont have to pick a policy the turn you hit the threshold, but also stop generating culture towards policies until you choose one. That way if you think its worth essentially not generating any culture for X turns while you wait to pop a tech so you can get the policy you want, you can make that choice. It fixes the problem, and it does it without encouraging tedious micromanagement (which with how difficult it is to influence culture and research rates in Civ V is in no way what most people would consider enjoyable), and it forces the player to make some value assessments, which is a core part of what makes 4x games enjoyable. While the ships already sailed on this one, the fact that it was such a huge missed opportunity makes it worth brining up here anyways.
The Benefit
You fix the original problems. You do it without sometimes screwing the player over for doing what they should have been doing in the first place. You add another level of choices the player has to make, even if only rarely. And its an easy fix. Win/win/win/win.
Thats all for now. Im sure Ill think of other things, but for the moment Im pretty drained. Let me reiterate that I don't want this to become a thread where people come to complain about things they don't like about how CiV works without providing constructive comments. As I said, we already have a Civilization V Rants Thread that is still active and healthy. Hopefully this will generate some good discussion, and even if it doesnt lead to anything getting picked up, at least we can hope the ensuing conversation will filter up a bit into the upper echelons of development.
(Hey, a guy can dream, cant he? )
This post was too long to add anything else to, so I've added a post with a few new problems, ideas, and suggestions. Click Here.
Civ V has problems. Not as many as it had at launch, but it has them. Some of these problems development anticipated, and some didnt get addressed until they were brought up by the community. Sometimes they were fixed well, sometimes they were fixed poorly. I wanted to get my thoughts out there because I know as soon as they see them Firaxis will realize that theyre all brilliant and implement every one of them.
No not really. But I do hope this leads to some good conversation, and hopefully there will be a little trickle-up. If not, well its fun to talk about. Also note that this doesn't get into the deep, core gamplay problems like poor strategic AI and wonky diplomacy. It just deals with individual issues that can be easily encapsulated and addressed. Let's please not make this a "bring up every gripe you have about the core gameplay" thread, since that's what the Civilization V Rants Thread is there for. So without further ado, I present you with this Lyoncet special: Problems and How to Fix Them.
Bulbing and Hurry Production
I actually just posted this to another thread, so its mostly repeat from that. But this is the biggie, in my opinion, and I wanted to make sure it got brought up here too.
The Problem
There are some cases where a manufactory or an academy is better than hurrying or bulbing. These cases are very, very scant. Granted, it's hard to balance because you'll get more hammers/beakers over the course of a game from an manufactory or academy than from a hurry or a bulb (if done early on, at least), but the opportunity cost of having to wait so long for a return on investment means that you'll probably get a lot more use out of the instant gratification options. Maybe you'll get, say, 5x the beakers over the course of the game from building an academy than bulbing, but when you can get Rifles 20 turns earlier by bulbing, or save up 3 scientists and get it 60 turns ahead of everyone else, well you just won. Doesn't matter that by modern era you'd have gotten more gross beakers because instead you just killed everyone.
Then again, that doesn't mean the improvements are too weak they're actually very strong, and it would be hard to make them much stronger without breaking them. Making them scale with tech/Freedom was a step in the right direction, but I think additionally the scientist/engineer one-shot abilities need to be made a little less exploitable. Also, the tradeoff between immediate benefit and long-term benefit is fine to have, but as it is being able to rush a wonder or tech slingshot is just so much better because of how abusable that mechanic is.
The Solution
Hurry Production Consumes the Great Engineer, giving the city +50% production (or maybe, say, +10 base hammers) for 10 turns.
Accelerate Research Consumes the Great Scientist, giving the city +100% research rate for 10 turns.
These are just off-the-cuff numbers, but they give you an idea. You still balance long-term vs. short-term (vs. golden age, and vs. donating the GP in G&K), but you can't guarantee you can get whatever you want as soon as you want it, which is why hurry production is way too good. This doesn't let you beeline by rushing an expensive tech or denying a wonder, or worse, slingshotting, but it does make you choose between planning for immediate benefit vs. long-term gain. Also, that would give us an extra knob to tweak between tall and wide empires. If it seems like tall empires are very good at science but really lacking in hammers, make the engineer a very large city-based bonus and the scientist a smaller but empire-wide effect. End result is wide empires get more benefit from the GS and tall empires with their huge cities get more benefit from the GE. I don't know if there's actually a real imbalance between the two, but that could be a unique way to bring them into line a little. (Not saying tall and wide should function identically, just that if they're too out of whack this could help remedy that. Or if one is worse across the board, this could boost it back up.)
Some have suggested that you just give bulbing a cooldown like culture bombing, but I dont think thats as good of a solution. It nerfs slingshotting, which is needed, but it doesnt fix the underlying problem that a bulbing on its own is too good compared to the alternatives.
The Benefit
You weaken some mechanics that are so powerful they eliminate choice. Choice is a good thing. Its what makes 4x games addictive. When one choice is almost always superior in just about every way, as is the case with hurrying and bulbing, you crush what the genre thrives on. With some tweaking of the numbers, you would get rid of the huge situational cost of not using the immediate benefit of your GS or GE, while still giving the player a choice between how the want to focus their efforts. If youre approaching a tech breakpoint, or trying to get a wonder or raise up an army, go ahead and use their ability. You get a sizeable immediate benefit (but far less than currently), but by maybe 30 turns down the road its evened out, and another 30 turns after that if you havent leveraged the short-term benefit into an advantage youre actually behind where you would have been. (This is actually how it works now, but theres almost never a time when you wont end up far, far ahead by hurrying or bulbing, so its a moot point.) Additionally, you can get the added benefit of having an intrinsic bonus to different aspects of tall vs. wide empires by fiddling with whether the bonus applies a big modifier to a city or a smaller modifier to an empire.
Resource Trade Exploits
The second biggest priority on my list, because as with policy saving (see below), there are a lot of ways this could get fixed badly. But there are other ways of fixing it that would add some depth to the game along with eliminating the exploits while the whole time being completely reasonable from a realism perspective, so Im hopeful.
The Problem
Weve all seen it. We trade 4 luxuries to the AI for almost 1000 gold, and then we let barbarians pillage our only Ivory so the whole deal gets canceled. Or we sell someone everything we have and then declare war on them once weve drained their coffers. Yeah, its a big part of Diety-level play, but 1) this game is super easy anyways and 2) the fact that exploiting the AI for gold is such an integral part of play is a problem. (Also, the AI needs to be able to determine when it actually needs those luxuries, but that also gets into the AIs ability to ignore happiness due to its bonuses and thats another subject entirely.)
The Bad Solution
Nerf trades. Make it so the AI just gives you a pittance for your resources. That fixes the problem, but in a way that diminishes the game. Selling resources to the AI for money is just fine. Maybe the price could be adjusted a bit, but as a mechanic theres no reason to discourage legitimate deals. Its the exploitation of the AI thats a problem, and thats what needs to be targeted.
The Good Solution
Make the AI leaders keep track of when you do this. If you get a single resource deal canceled because of barbs, OK, fine. Fool me once, shame on you. But if you have, say, 3+ resources canceled because of it, or if it happens repeatedly, suddenly all the leaders stop being so eager to buy your resources for an up-front cost. Maybe theyll do 1:1 resource trades (but maybe not since they know youre not trustworthy) or trade for GPT, but no big wholesale purchases.
Likewise, if you do the DoW trick, why on earth would any civ accept a proposal for a large purchase of resources? Youve already done it at least once; its completely reasonable to expect another leader to flip out when you turn around and offer them the same deal. Who in their right minds would agree to that? Maybe add a line of dialog in the leader screen about You havent been a very reliable trade partner in the past or Weve seen what happens to those you do business with if thats the reason the AI doesnt agree to a deal so its really obvious that theyre onto you.
The Benefit
Fixes one of the biggest exploits in the game. Does it in a way that adds a little depth to diplomacy. Does it in a way thats completely reasonable from a realism standpoint. Is simple to understand. Adds a penalty for the player, but one they have complete control over. Sure, you might get pillaged when you actually didnt want to, but if youre bad at protecting your partners investments, your partners should get a little leery of doing business with you if it happens repeatedly.
Some people may say that resource selling should be kept as it is because its so instrumental to higher difficulty play. Id respond by saying that it doesnt have to be and it shouldnt be. As noted already, this game is full of exploits that make it far too easy across difficulties. Exploiting the AI for gold is one of the reasons its so easy. Having an AI that will let you fleece it again and again and again without ever catching on cheapens the game considerably, and is one of the reasons its so easy. This addresses those issues without cracking down on the core resource trading and buying mechanic, which is just fine as it is.
Great Merchants and Great Artists
This is really just a balancing issue, and not a pressing one. But it could still use a nice once-over.
The Problem
Compared to the other Great Persons, these guys are just bad. Im honestly angry every time I get a Great Merchant. And since getting a great person makes all your other great persons take even long to spawn, that means that its actually hurting you to spawn one of these guys the majority of the time. Yeah, sometimes you want a landmark for a culture win, but not often. And even then, youd rather have a GE to rush Cristo Redentor or Sydney Opera House. Sure, the first few you can turn into Golden Ages, but even thats usually worse than you could do with a good great person, and it gives some sharp diminishing returns, and if youre in a game with much fighting (i.e., most every game youll ever play), youll be burning extra Great Generals on that anyways.
There are two parts to a GP: special ability and special improvement. Im not counting Golden Age or donating (in G&K) because those are identical for all GPs and therefore not relevant to internal balancing. (Also, Im not counting Great Generals since theyre kind of their own thing.) For special abilities, Great Artists are OK, but there arent a lot of times when youll find them that relevant. Great Merchants Trade Mission ability is also OKish, but wholly unimpressive by comparison. Which would you prefer: 600 gold, or bulbing Rifling. Or rushing Hagia Sophia so you can rush Porcelain Tower so you can bulb Rifling in a few turns. Yeah, I thought so. Obviously, GEs and GSes are redesigned as I think they should be, this will be less of a problem, but I think the lesser GPs need to be brought up in power as well.
As for tile improvements, come on. How many times have you thought Man, I just wish I could turn that riverside tile into 2 food 5 gold? (I think thats the number, anyways.) Probably fewer times than you thought Man, it would be great if those hill sheep also gave me 6 hammers. Landmarks are a little better, but only a little, and only for one purpose (culture win), and even then, not as good as anything that one of the good GPs could do.
The Solution
First, rebalance Great Scientists and Great Engineers. Once thats done, I think both the tile improvements and the special abilities Merchants and Artists need a pass. (Artists of course may be changing since Generals are getting a culture bomb ability added to their Citadel ability, but since were not sure what Artists ability is changing to, if anything, Im working on what we have now.) For improvements, how about something like this:
Construct Customs House: +6 Gold, provides double resources if built on a luxury resource
Construct Landmark: +5 Culture, +2 Happiness
That makes both of them much more valuable without just scaling their numbers up. Just making them provide more of what they give you would be a mistake IMO, since that has the problem of making the improvements way too good in certain while leaving them useless in most.
For Special Abilities, we could change them to:
Conduct Trade Mission: Conducts a trade mission when in the borders of a civilization you are not at war with, generating 600 gold for your empire, 200 gold for their empire, and improving your relations.
Produce Great Work: Immediately begins a 2-turn Golden Age. All your subsequent Golden Ages last an additional 2 turns.
Honestly, I dont care so much about the Artists special ability, as long as its something decent in G&K. And maybe Trade Missions will be better in the expansion as well since its going to be harder to generate favor with City-States. But it would make sense for Great Artists to have some sort of unique interaction with Golden Ages, and I think making Great Merchants capable of boosting relations with other civs would 1) make sense and 2) add another desperately needed way of boosting relations between civs.
The Benefit
People wont be stuck either avoiding these two types of GPs or getting fewer of the really useful ones. Theyll have incentive to actively seek these types out, depending on how theyre playing (theres that choice theme popping up again). We get another way of generating a little happiness for those willing to go out of their way for it, which allows more choice (there it is again) in how they build their empires. Having good improvements and good abilities means well have unique and interesting ways of leveraging them depending on how were playing that particular game and the circumstances we find ourselves in.
Policy Saving
I know Im too late on this one since this was changed ages ago. But I felt like touching on it because in my opinion this problem was solved very, very poorly.
The Problem
At release, there was no rule that forced the player to spend their culture points the turn they accumulated enough to buy a policy. So people were saving up their culture points, not spending any until they hit a tech breakpoint (say, saving up until Industrial and then buying all of Order and Autocracy), and then filling out a bunch of trees at once. Alternately, they were going for culture wins by saving until they grabbed Cristo Redentor, then using the reduced policy cost to effectively grab free policies. This was a problem for two reasons: it was way too good of a strategy, and worse, it gave people an incentive to entirely ignore early policies. Now that the early policies have been buffed quite a bit, this is less of a problem, but its still a problem nevertheless.
The (Current) Solution
The rule we have now: you have to buy a policy as soon as you have the culture to do it. Of course this can be turned off, but the fact remains: this was a really bad way to solve the problem. Why? Because it can sometimes penalize you for producing culture. Say the next policy you want is coming in 30 turns, and in 29 turns youll get a tech that puts you in the era you need for that policy. Then, you decide to build a culture building. Well guess what: by producing more culture, youre now going to get punished, because youll need to take a policy you didnt want in the first place and put off one you did by a great number of turns. Its not just corner cases like that, either. Its the very fact that this system will at times make building culture buildings a worse way of getting culture. You can micromanage, but sometimes that wont fix the problem, its incredibly tedious, and youre making the player do that or do worse with their culture because theyre focusing on culture. Thats a problem. Especially when theres a very easy solution to the issue that doesnt create a problem almost as big as the one it sets out to solve.
The (Better) Solution
Make it so you dont have to pick a policy the turn you hit the threshold, but also stop generating culture towards policies until you choose one. That way if you think its worth essentially not generating any culture for X turns while you wait to pop a tech so you can get the policy you want, you can make that choice. It fixes the problem, and it does it without encouraging tedious micromanagement (which with how difficult it is to influence culture and research rates in Civ V is in no way what most people would consider enjoyable), and it forces the player to make some value assessments, which is a core part of what makes 4x games enjoyable. While the ships already sailed on this one, the fact that it was such a huge missed opportunity makes it worth brining up here anyways.
The Benefit
You fix the original problems. You do it without sometimes screwing the player over for doing what they should have been doing in the first place. You add another level of choices the player has to make, even if only rarely. And its an easy fix. Win/win/win/win.
Thats all for now. Im sure Ill think of other things, but for the moment Im pretty drained. Let me reiterate that I don't want this to become a thread where people come to complain about things they don't like about how CiV works without providing constructive comments. As I said, we already have a Civilization V Rants Thread that is still active and healthy. Hopefully this will generate some good discussion, and even if it doesnt lead to anything getting picked up, at least we can hope the ensuing conversation will filter up a bit into the upper echelons of development.
(Hey, a guy can dream, cant he? )