I agree. I think this is the main flaw with this scenario. On Pilgrim level, with tutorial suggestions on, a new player should not lose the game unless they were purposely ignoring the advice they were given. As it stands now, there is nothing in the tutorial advice to warn new players that generating Liberty Bells from the beginning will bring the wrath of God unto them in the endgame. This shouldn't happen. Not generating Liberty Bells until after turn 100 or 200 is meta-game thinking. It's a strategy that shouldn't enter your mind until you've played a few games and worked your way up to the middle difficulties.
I think the big difference here is that when Civ II came out, the idea of a simple in-game tutorial mode was unheard of. Beyond the follow-along tutorial in the printed documentation, gamers were expected (and willingly did) muddle along until they could figure out the mechanics. Nowadays, that's not a feasible design strategy. You have to program in a hand-holding mode to get people into your game.
That is the most spot on thing I read in all 5 pages of this thread.
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I have to agree. I most certainly am not lacking in strategies on TBS games, and this one in peticular. I must say, that until I read Dale state it, I had assumed the size off my army and the number of liberty bells I made were minor factors in the increase of REF. I had assumed there were also other small factors taken into account, but that the most important factor would be the way you treated the King.
If you give him money when he demands, agree to increases in Tax Rate, and whatnot, then he shouldn't spam REF.
Increasing of REF should be based on the King's Attitude towards you and the threat level you pose to the King. Its never good coding practise to just check 1 or 2 states in a game as complex as this one. Its just lazy.
Come on Dale, it may be a "functional mechanic", but its the same thing they did to Ranged Bombardment in Civ4. A quick few lines of code when they could have taken a couple hours and done it right.
Perhaps you could pop into the SDK and post the important code block for how the Kings decide to increase their REF?
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The schools are the same way. Why put a cool new mechanic into the game if you just going to make it useless. I could understand the money cost starting out cheap and getting higher as the general "education level" of the colonies increases. Heck, I can rationalize the time increase, but
35 turns to train a Free Colonist, when all I want to do is make him a Fisherman that doesn't even cost any gold? That is excessive.
At some point the time should level out and stop increasing. Maybe it did level out at 35, I don't know I just stopped using it at that point. By the end of the game when the schools became useless is the exact time that every other aspect of my colonies was becoming self sefficent from the Old World, but I was then forced to keep trading with the king just so I could get specialized Colonists.
That part definetly needs some work.
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Also, there are still several bugs in general, random crashes, weird colored bars over some of my buttons, the Gold Amount Text Widget from the Main Interface isn't being hidden when I enter the City Screen some times, and a few other things I can't remember right now.
Bottom line, the game isn't totally balanced yet. If a monkey can't randomly tap on the keyboard and beat the game on the lowest difficulty.. then somthing is wrong.
Everyone should spend less time argueing about how to manage to win on the easy difficulty and spend more time coming up with the right numbers to plug in the XMLs.
Maybe if we get some of these small balance issues fixed they can be included in the first patch.
