SupremacyKing2
Deity
I thought we could discuss the snowball effect as it might relate to civ7. For those who don't know, the snowball effect refers to a civ's lead growing into an even bigger lead, causing the civ to become an unstoppable power that runs away with the game.
So I have a 2 part question:
1) Is the snowball effect really bad?
I think a case could be made that a little snowballing is not necessarily bad. After all, the core premise of civ and every 4x game is that the player builds a bigger, better, stronger, civ. The game wants your civ to get better and stronger over time. And one might even make the case that snowballing is simply the result of the human (or the AI) being a really good player because they made the right decisions and leveraged their strengths to get ahead. Also, if multiple civs snowball independently, then it might lead to an exciting late game as the 2 superpowers compete for the win. Snowballing might also relate indirectly to the imbalance between civs. Each civ has different abilities that do make some civs stronger than others. This imbalance is good because it makes civs interesting to play but it can also cause the snowball effect. Lastly, snowballing can involve some luck too. For example, you might get a really good starting location that allows you to get a big head start which then grows into an even bigger lead.
I think snowballing becomes bad when you or an AI are the only superpower that is so far ahead that there is no challenge anymore. Snowballing can make the player quit because they don't want to drag the game on to the inevitable win. And if the AI snowballs, then the player might quit out of desperation since the game is hopeless.
2) If it is bad, what is the best way to stop it?
I would offer a few suggestions for preventing the bad kind of snowballing in civ:
1) Make sure that all civs get a roughly equal starting location so that nobody gets an unfair start that leads to snowballing.
At the very least, give each civ a playable starting location. That way, if a civ snowballs, it is more likely because they earned it through good playing choices. It is perfectly find to snowball because you played really well. It is not good snowballing if you got a super amazing starting location that gave you a big advantage over everyone else.
2) Make the AI better (maybe not perfect but at least half way competent) so that the player has some challenge.
I think a lot of cases of the human snowballing is because the AI offers no resistance. I know almost all of my civ6 games where I snowball, it is because I am able to take out 1-2 AIs very early causing me to have vast open territory to expand unopposed. In some cases, I take advantage of an AI that is stuck in their damaged capital because they are surrounded by barbs. I swoop and finish them off. So again, if the player snowballs because they outplayed the AI, that's great. But snowballing because you were able to easily steamroll over a passive and incompetent AI, is bad.
3) Get rid of game exploits that help snowballing.
I know there are some expert civ players that win easily because they take advantage of game exploits. I am not saying they are cheating, they are just taking advantage of a bug in the game or a loophole. If the player snowballs, it should be because of smart choices, not because they took advantage of poor game design.
4) Have some mechanisms against excessive snowballing.
Having a big empire is good. But if your empire is too big, it should fracture at some point. So I think there should be mechanisms where cities are more likely to revolt and split the further they are from the capital. The player can mitigate this by garrison military units, governors, policy cards etc... but eventually a big enough civ should split.
5) Avoid random events that punish the player.
So no natural disasters that only hit the #1 civ. Negative effects should be understandable by the player. And if the player is winning the game because of smart choices, it will seem very unfair if the game just arbitrarily punishes them for it.
6) Change victory conditions so that the game will end sooner if the player is unstoppable so that the game does not drag on too long.
I think the best way to solve this is to make victories end sooner when it is obvious that the player is going to win so the player is saved from the micro of grinding through boring turns. I find that many civ6 victories drag on too long, past the point where it is obvious who will win. The worst offender might be the science victory. Not just it has too many steps but when you get to the last step (launching the exo planet mission), there is the arbitrary 50 turn wait to actually win. Why? You've clearly won so why make the player wait another 50 turns? Yes, I know you can speed up the travel time by launching the laser stations. But why force the player to grind through launching laser stations which involves a lot of micro and waiting X turns when they have clearly already won a science victory? I would propose fewer steps and a smaller wait time. Domination victory is another example of making the player grind through the game way past the point where they have already won. Once you have conquered say 4 civs, you are likely already the clear superpower as you are probably bigger and more powerful than all of the other civs combined. Why make the player grind through conquering the other civs too? Plus, on larger maps, domination just becomes a chore as you have to move all your units over long distances and conquer civs who are clearly no match for you. Basically, snowballing may be inevitable in some games. So the game needs to know when to quit before things get boring for the player who knows winning is inevitable. So I think it is key to make victory conditions end sooner when it is obvious the player is going to win no matter what. That prevents the game from dragging on too long.
So I have a 2 part question:
1) Is the snowball effect really bad?
I think a case could be made that a little snowballing is not necessarily bad. After all, the core premise of civ and every 4x game is that the player builds a bigger, better, stronger, civ. The game wants your civ to get better and stronger over time. And one might even make the case that snowballing is simply the result of the human (or the AI) being a really good player because they made the right decisions and leveraged their strengths to get ahead. Also, if multiple civs snowball independently, then it might lead to an exciting late game as the 2 superpowers compete for the win. Snowballing might also relate indirectly to the imbalance between civs. Each civ has different abilities that do make some civs stronger than others. This imbalance is good because it makes civs interesting to play but it can also cause the snowball effect. Lastly, snowballing can involve some luck too. For example, you might get a really good starting location that allows you to get a big head start which then grows into an even bigger lead.
I think snowballing becomes bad when you or an AI are the only superpower that is so far ahead that there is no challenge anymore. Snowballing can make the player quit because they don't want to drag the game on to the inevitable win. And if the AI snowballs, then the player might quit out of desperation since the game is hopeless.
2) If it is bad, what is the best way to stop it?
I would offer a few suggestions for preventing the bad kind of snowballing in civ:
1) Make sure that all civs get a roughly equal starting location so that nobody gets an unfair start that leads to snowballing.
At the very least, give each civ a playable starting location. That way, if a civ snowballs, it is more likely because they earned it through good playing choices. It is perfectly find to snowball because you played really well. It is not good snowballing if you got a super amazing starting location that gave you a big advantage over everyone else.
2) Make the AI better (maybe not perfect but at least half way competent) so that the player has some challenge.
I think a lot of cases of the human snowballing is because the AI offers no resistance. I know almost all of my civ6 games where I snowball, it is because I am able to take out 1-2 AIs very early causing me to have vast open territory to expand unopposed. In some cases, I take advantage of an AI that is stuck in their damaged capital because they are surrounded by barbs. I swoop and finish them off. So again, if the player snowballs because they outplayed the AI, that's great. But snowballing because you were able to easily steamroll over a passive and incompetent AI, is bad.
3) Get rid of game exploits that help snowballing.
I know there are some expert civ players that win easily because they take advantage of game exploits. I am not saying they are cheating, they are just taking advantage of a bug in the game or a loophole. If the player snowballs, it should be because of smart choices, not because they took advantage of poor game design.
4) Have some mechanisms against excessive snowballing.
Having a big empire is good. But if your empire is too big, it should fracture at some point. So I think there should be mechanisms where cities are more likely to revolt and split the further they are from the capital. The player can mitigate this by garrison military units, governors, policy cards etc... but eventually a big enough civ should split.
5) Avoid random events that punish the player.
So no natural disasters that only hit the #1 civ. Negative effects should be understandable by the player. And if the player is winning the game because of smart choices, it will seem very unfair if the game just arbitrarily punishes them for it.
6) Change victory conditions so that the game will end sooner if the player is unstoppable so that the game does not drag on too long.
I think the best way to solve this is to make victories end sooner when it is obvious that the player is going to win so the player is saved from the micro of grinding through boring turns. I find that many civ6 victories drag on too long, past the point where it is obvious who will win. The worst offender might be the science victory. Not just it has too many steps but when you get to the last step (launching the exo planet mission), there is the arbitrary 50 turn wait to actually win. Why? You've clearly won so why make the player wait another 50 turns? Yes, I know you can speed up the travel time by launching the laser stations. But why force the player to grind through launching laser stations which involves a lot of micro and waiting X turns when they have clearly already won a science victory? I would propose fewer steps and a smaller wait time. Domination victory is another example of making the player grind through the game way past the point where they have already won. Once you have conquered say 4 civs, you are likely already the clear superpower as you are probably bigger and more powerful than all of the other civs combined. Why make the player grind through conquering the other civs too? Plus, on larger maps, domination just becomes a chore as you have to move all your units over long distances and conquer civs who are clearly no match for you. Basically, snowballing may be inevitable in some games. So the game needs to know when to quit before things get boring for the player who knows winning is inevitable. So I think it is key to make victory conditions end sooner when it is obvious the player is going to win no matter what. That prevents the game from dragging on too long.