Another year, and another chance to look at the wonderful mod that is Vox Populi. As I do periodically, I will look at where I think the mod lies, and where I think its good to move forward on.
My notes are going to be brief on this one, as I'm focusing on more high level topics than nitty gritties.
The Roll of Polls
This last year saw the importance of polls as a factor in mod decision making. Polls were used to both get takes on certain ideas but also to drive forward changes in the system.
I would say the results were mixed. We had some real great polls that helped clear through the cobwebs of things like religious changes, but we also saw people frustrated by the frequency of polls as well as the statistical weaknesses of using polling with such a small user base. Polls also have a tendency to slow down change, and for those in community that prefer the mod remain "experimental and high change", this can be annoying.
Ultimately, I think there is still a divide on the effectiveness of polls and how they should be used in the future.
I feel partially responsible for the rise of polling this year, and have remained an advocate of polling. I even promised G a document several months ago to give my thoughts on a more crystalized version of polling and change management. The reason I haven't is simple....I too have been conflicted as to how that process should move forward and how fast it should operate. Ultimately are polls a force for good or ill?
To that end I have another thread I will be posting shortly, to give my latest idea a voice, and to see if there is some consensus to move forward with it. That will be coming soon.
Culture Victory
I do think there is some consensus that CV remains too easy a victory. The concern is an inheritance from the last major changes to tourism. I think the changes remain excellent ones, so this is not a change to the model itself, just some further tweaking of tourism numbers.
Late Game - Should it be changed?
A lot of discussion in the last couple of months is around the late game. I think there is a general consensus that the late game is a bit lackluster. You get to a point where for the most part your going for your VC, you press end turn a lot, and you either win or you lose. There aren't a lot of buildings to build, and in fact its usually best to just shift into processes.
That said....it can be well argued this is an inherent part of the 4x model, which is common in many many games beyond Civ 5. To "fix" it, would likely require something much more fundamental than a new building, or a tweak to a VC. It would require rethinking things such as:
My view: This is well out of scope of the current mod....but this mod has long gone past its original scope years ago when it was mainly a "balance mod". VP has added all sorts of new gameplay and content over the original game. I think it comes down to the modders, is it time to just polish up the gem and call it done....or are you eager for a new frontier to conquer? The late game is probably one of the last places we could consider some really experimental adjustments to gameplay.
Spies
We haven't talked about spies in a long while. The entire spy system was changed radically many months ago, we had several rounds of updates and bug fixes, and then we stopped talking about it.
My honest assessment at this point.... I don't think the new system is superior to the old one, and in fact still has several weaknesses. There remains a lot of fiddliness with the system, and further I'm noticing a lot more King/Emperor players complaining of large AI tech leads. I think part of the reason is....the new spies are just plain weaker than the old ones. Spies were one of the key rubberbands in the game, allowing a human player to catch up to a strong AI science economy. Without that strong rubberband, there aren't that many ways to gain tech parity (tech trading being the other big one).
So I feel its been 1 step forward, 2 step backward here.
My notes are going to be brief on this one, as I'm focusing on more high level topics than nitty gritties.
The Roll of Polls
This last year saw the importance of polls as a factor in mod decision making. Polls were used to both get takes on certain ideas but also to drive forward changes in the system.
I would say the results were mixed. We had some real great polls that helped clear through the cobwebs of things like religious changes, but we also saw people frustrated by the frequency of polls as well as the statistical weaknesses of using polling with such a small user base. Polls also have a tendency to slow down change, and for those in community that prefer the mod remain "experimental and high change", this can be annoying.
Ultimately, I think there is still a divide on the effectiveness of polls and how they should be used in the future.
I feel partially responsible for the rise of polling this year, and have remained an advocate of polling. I even promised G a document several months ago to give my thoughts on a more crystalized version of polling and change management. The reason I haven't is simple....I too have been conflicted as to how that process should move forward and how fast it should operate. Ultimately are polls a force for good or ill?
To that end I have another thread I will be posting shortly, to give my latest idea a voice, and to see if there is some consensus to move forward with it. That will be coming soon.
Culture Victory
I do think there is some consensus that CV remains too easy a victory. The concern is an inheritance from the last major changes to tourism. I think the changes remain excellent ones, so this is not a change to the model itself, just some further tweaking of tourism numbers.
Late Game - Should it be changed?
A lot of discussion in the last couple of months is around the late game. I think there is a general consensus that the late game is a bit lackluster. You get to a point where for the most part your going for your VC, you press end turn a lot, and you either win or you lose. There aren't a lot of buildings to build, and in fact its usually best to just shift into processes.
That said....it can be well argued this is an inherent part of the 4x model, which is common in many many games beyond Civ 5. To "fix" it, would likely require something much more fundamental than a new building, or a tweak to a VC. It would require rethinking things such as:
- Should weak civs eventually "go away" in the game, leaving the Top X civs? This could be complete removal, vassal to a higher power, etc.
- Should VCs be removed, added, or reimagined?
- Should the function of late game buildings be reimagined? Instead of providing yields, should they alter fundamental rules of the game, or provide big penalties to rival nations?
My view: This is well out of scope of the current mod....but this mod has long gone past its original scope years ago when it was mainly a "balance mod". VP has added all sorts of new gameplay and content over the original game. I think it comes down to the modders, is it time to just polish up the gem and call it done....or are you eager for a new frontier to conquer? The late game is probably one of the last places we could consider some really experimental adjustments to gameplay.
Spies
We haven't talked about spies in a long while. The entire spy system was changed radically many months ago, we had several rounds of updates and bug fixes, and then we stopped talking about it.
My honest assessment at this point.... I don't think the new system is superior to the old one, and in fact still has several weaknesses. There remains a lot of fiddliness with the system, and further I'm noticing a lot more King/Emperor players complaining of large AI tech leads. I think part of the reason is....the new spies are just plain weaker than the old ones. Spies were one of the key rubberbands in the game, allowing a human player to catch up to a strong AI science economy. Without that strong rubberband, there aren't that many ways to gain tech parity (tech trading being the other big one).
So I feel its been 1 step forward, 2 step backward here.