Atlas627
Deity
- Joined
- Aug 25, 2011
- Messages
- 3,123
The idea _____________________________________
One thing that I think is always a problem with Civ is the amount of snowball it has. I'm not talking about the balance, I'm talking about the inherent need for snowball in its game design. Civ's design checks for who is currently winning at the end of the game, and that's it. The only point of winning at any other point is if it helps you win at the end...which means you need winning early to snowball. If you make catch up mechanics strong enough to beat snowball, then the winning strategy becomes to purposely not be in first so you don't get hit by the "blue shell".
So, the purpose behind this mod is to change how the game is won, and hopefully, by doing so, we can either inherently reduce the need for snowball or at least open up the ability for further mods to rebalance the game. How do we do this?
My current plan (which is open for discussion and tweaking) is to periodically "score" each of the Civs in various categories, and the winner is determined at the end of the game by whoever had the most overall score. The periods I had in mind were the eras of gameplay. The categories I had in mind would change from era to era, thus enabling Civs that were previously "behind" to catch up and Civs that were ahead to fall behind. I currently plan to have eras defined by specific, unique conditions, which also enable interactive gameplay between the Civs (by purposely triggering an era to end early or late, they change the effectiveness of other Civs' strategies).
Example ___________________________________
Ancient Era: This gets lumped in with Classical scoring. I don't think its appropriate to force gameplay into short term goals during Ancient, since Civ already has some good goals here (exploring, expanding, improvements) and you don't even know what type of game you'll get.
Classical Era: Classical Era is scored when a Civ researches the Feudalism Civic. The Civ that researches Feudalism gets a large lump of points, each Civ receives a small amount of points per city it controls, each Civ that has produced a Great Person gets a decent lump of points, and each Civ that controls a Wonder receives a decent lump of points.
Medieval Era: Medieval Era is scored when a Civ researches the Printing Technology. The Civ that researches Printing gets a decent lump of points, each Civ that Founded a Religion gets a large lump of points, each Civ receives a decent amount of points for each Holy City it controls, and the top 50% of Civs in military strength each get some points.
Renaissance Era: Renaissance Era is scored when a Civ has met all other Civs (if this condition is never met, it will score when the next Era scores). The Civ that met all other Civs gets a large lump of points (if there is one), each Civ gets a large amount of points per Great Work they control, Founder Civs get a decent amount of points per Civ their Religion is Dominant in, and each Civ receives a decent amount of points per Great Person they've produced (ever).
Industrial Era: Industrial Era is scored when a Civ builds 3 Neighborhoods (if this condition is never met, it will score when the next Era scores). Civs score a decent amount of points per city they control over 15 Population, the top 25% of Civs in economic strength receive a large lump of points, each Civ receives a decent amount of points per Continent they are on (minus one), and the top 50% of Civs in military strength each get some points.
Modern Era: Modern Era is scored when a Civ adopts one of the 3 lategame Governments (if this condition is never met, it will score when the next Era scores). The Civ that adopts the lategame government gets a large lump of points (if there is one), each Civ scores a decent number of points per Alliance they have, Civs in the top 33% of Foreign Tourists each get a small number of points, and Civs in the top 33% of Military each get a large number of points.
Atomic Era: Atomic Era is scored when a Civ completes the Manhattan Project (if this condition is never met, it will score when the next Era scores). The Civ that completes the Manhattan Project receives a huge lump of points (if there is one), each Civ with a Spaceport gets a large lump of points, each Civ in the top 20% of Military strength each get a large number of points, and each Civ gets a decent amount of points per City-State it is Suzerain of.
Information Era: Information Era is scored when a Civ researches the Future Tech. The Civ that researches Future Tech receives a large lump of points, each Civ in the top 5% of Foreign Tourists receives a decent lump of points, each Civ in the top 5% of Military strength receives a decent lump of points, and each Civ receives a small amount of points for every Great Person they've produced (ever).
If any of the normal Victory Conditions are ever met, that Civ receives a huge lump of points. The game ends when all Eras have been scored. The Civ with the highest score (even if eliminated, if we can mod that) wins! You stood the test of time!
What this means_________________________________
Whether or not you read the specific example I put above (and that is by no means meant to be a concrete plan, just a starting point for discussion), you should be able to understand the implications.
In a normal game of Civ, a player would spend the Classical Era planning for whatever strategy will keep them ahead all game. Long term goals only. In my system, the Classical Era player *may* change their mind to pursue some short term goals: the things scored at the end of the Classical Era (in my example, these are Civics, Great People, Wonders, and Wide expansion). Some may try to already plan for the Medieval Era (in my example, they would want Technology, Religion, and Military). Some may try to plan for both simultaneously (they'll rush a Classical Era Religion that provides Culture, which will get them 2 Classical scores and 2 Medieval scores), and some may try to alternate between them (rush new cities in Classical, then start working on a Religion using those cities to plan for Medieval).
A Civ that gets ahead in something that is worth points now may not also be ahead in something that is worth points next Era (or the Era after, and so forth). In my example, small mercantile state would get points for the Classical Era, but probably nothing in Medieval. They would again get points in the Renaissance, but only if they explore, and in the Industrial, but much more if they colonize.
Where this can and can't go_________________________
It may be possible to mitigate the effectiveness of snowball with these changes alone, but it depends on the balance of Civ6.
1) We may also require re-balancing to make different things strong in different Eras (so the Mercantile state wouldnt just get more points for the Industrial, it would also be more powerful IN the Industrial). I'd like to avoid this if we can, but I don't think it would be out of scope of the mod.
2) We could make unique mechanics for each Era to make the appropriate strategies more powerful or flavorful. I think this is out of the scope of this mod, because it changes the game to be even further from Civ. I am not totally against the idea, however. This mod could certainly enable an add-on mod that does this type of thing.
3) I am afraid of the AI being unable to use these changes. I hope that the scoring conditions I listed are simple enough (and already useful enough gameplay-wise even without them being worth points) that the AI will accomplish them, even if by accident. However, this mod might need some AI programming. I don't know how easy it will be to mod the AI, so I hope I won't have to...but I am willing to try if its necessary.
4) I think where this mod would really shine would be in multiplayer, especially if we re-balance or add special mechanics. I have played many multiplayer games where I get so far ahead that my friends have no desire to play anymore. It would at least *help* to know that even if I have the most production and tech, I might not actually win or even be winning! I hope Firaxis has actually made it easier to use mods in multiplayer. Again, I hope I won't have to mess with modpacks...but I am willing to try.
Who am I?_______________________________________
I have experience with modding other games, as well as making content with their modding tools, but I have no experience modding Civ. I studied Game Design and Programming in college, and I would like to put these skills to good use (and get in practice again). I work excellently in teams, and have managed many teams in both game production and content creation for games. I would be absolutely thrilled to work with other modders on this project, if they are interested.
Summary_________________________________________
The basic idea is that we can remove the *need* for snowball from the Civ series by making temporary power worth something in the long run without it having to translate to more temporary power. By making victory calculated from a set of scores added up over the game, we can separate winning now from winning at the finish line. By making each scoring check for different types of strength, we can also encourage different strategies to be viable at different times, and keep short term goals interesting on their own without having to also be optimal long term goals. By making each scoring occur at a player-controlled timing, we also enable strategies to interact with each other in a way that encourages reacting to your opponents (which changes every game, hopefully).
If this turns out to not be enough on its own (because of the way the game is balanced), then we will also re-balance the game to make different strategies more powerful during some eras than others. This will also help Civs that had previously been considered weak to shine through in a "Golden Age" of sorts, while previously powerful Civs may enter a period of relative weakness.
For now, I need help brainstorming appropriate conditions for scoring.
Thanks!
-Atlas
Edit: The reason why I call this an "Overhaul" mod is because its a relatively simple change (not much of an overhaul), but it will impact the entire game in a significant way.
Edit x2: Any comments or critiques on the overall idea are welcome too, of course.
Edit x3: Let's list features we can use:
I'm sure there's more. What things am I missing? Lets brainstorm more ideas for parts of the game we can use for scoring!
One thing that I think is always a problem with Civ is the amount of snowball it has. I'm not talking about the balance, I'm talking about the inherent need for snowball in its game design. Civ's design checks for who is currently winning at the end of the game, and that's it. The only point of winning at any other point is if it helps you win at the end...which means you need winning early to snowball. If you make catch up mechanics strong enough to beat snowball, then the winning strategy becomes to purposely not be in first so you don't get hit by the "blue shell".
So, the purpose behind this mod is to change how the game is won, and hopefully, by doing so, we can either inherently reduce the need for snowball or at least open up the ability for further mods to rebalance the game. How do we do this?
My current plan (which is open for discussion and tweaking) is to periodically "score" each of the Civs in various categories, and the winner is determined at the end of the game by whoever had the most overall score. The periods I had in mind were the eras of gameplay. The categories I had in mind would change from era to era, thus enabling Civs that were previously "behind" to catch up and Civs that were ahead to fall behind. I currently plan to have eras defined by specific, unique conditions, which also enable interactive gameplay between the Civs (by purposely triggering an era to end early or late, they change the effectiveness of other Civs' strategies).
Example ___________________________________
Ancient Era: This gets lumped in with Classical scoring. I don't think its appropriate to force gameplay into short term goals during Ancient, since Civ already has some good goals here (exploring, expanding, improvements) and you don't even know what type of game you'll get.
Classical Era: Classical Era is scored when a Civ researches the Feudalism Civic. The Civ that researches Feudalism gets a large lump of points, each Civ receives a small amount of points per city it controls, each Civ that has produced a Great Person gets a decent lump of points, and each Civ that controls a Wonder receives a decent lump of points.
Medieval Era: Medieval Era is scored when a Civ researches the Printing Technology. The Civ that researches Printing gets a decent lump of points, each Civ that Founded a Religion gets a large lump of points, each Civ receives a decent amount of points for each Holy City it controls, and the top 50% of Civs in military strength each get some points.
Renaissance Era: Renaissance Era is scored when a Civ has met all other Civs (if this condition is never met, it will score when the next Era scores). The Civ that met all other Civs gets a large lump of points (if there is one), each Civ gets a large amount of points per Great Work they control, Founder Civs get a decent amount of points per Civ their Religion is Dominant in, and each Civ receives a decent amount of points per Great Person they've produced (ever).
Industrial Era: Industrial Era is scored when a Civ builds 3 Neighborhoods (if this condition is never met, it will score when the next Era scores). Civs score a decent amount of points per city they control over 15 Population, the top 25% of Civs in economic strength receive a large lump of points, each Civ receives a decent amount of points per Continent they are on (minus one), and the top 50% of Civs in military strength each get some points.
Modern Era: Modern Era is scored when a Civ adopts one of the 3 lategame Governments (if this condition is never met, it will score when the next Era scores). The Civ that adopts the lategame government gets a large lump of points (if there is one), each Civ scores a decent number of points per Alliance they have, Civs in the top 33% of Foreign Tourists each get a small number of points, and Civs in the top 33% of Military each get a large number of points.
Atomic Era: Atomic Era is scored when a Civ completes the Manhattan Project (if this condition is never met, it will score when the next Era scores). The Civ that completes the Manhattan Project receives a huge lump of points (if there is one), each Civ with a Spaceport gets a large lump of points, each Civ in the top 20% of Military strength each get a large number of points, and each Civ gets a decent amount of points per City-State it is Suzerain of.
Information Era: Information Era is scored when a Civ researches the Future Tech. The Civ that researches Future Tech receives a large lump of points, each Civ in the top 5% of Foreign Tourists receives a decent lump of points, each Civ in the top 5% of Military strength receives a decent lump of points, and each Civ receives a small amount of points for every Great Person they've produced (ever).
If any of the normal Victory Conditions are ever met, that Civ receives a huge lump of points. The game ends when all Eras have been scored. The Civ with the highest score (even if eliminated, if we can mod that) wins! You stood the test of time!
What this means_________________________________
Whether or not you read the specific example I put above (and that is by no means meant to be a concrete plan, just a starting point for discussion), you should be able to understand the implications.
In a normal game of Civ, a player would spend the Classical Era planning for whatever strategy will keep them ahead all game. Long term goals only. In my system, the Classical Era player *may* change their mind to pursue some short term goals: the things scored at the end of the Classical Era (in my example, these are Civics, Great People, Wonders, and Wide expansion). Some may try to already plan for the Medieval Era (in my example, they would want Technology, Religion, and Military). Some may try to plan for both simultaneously (they'll rush a Classical Era Religion that provides Culture, which will get them 2 Classical scores and 2 Medieval scores), and some may try to alternate between them (rush new cities in Classical, then start working on a Religion using those cities to plan for Medieval).
A Civ that gets ahead in something that is worth points now may not also be ahead in something that is worth points next Era (or the Era after, and so forth). In my example, small mercantile state would get points for the Classical Era, but probably nothing in Medieval. They would again get points in the Renaissance, but only if they explore, and in the Industrial, but much more if they colonize.
Where this can and can't go_________________________
It may be possible to mitigate the effectiveness of snowball with these changes alone, but it depends on the balance of Civ6.
1) We may also require re-balancing to make different things strong in different Eras (so the Mercantile state wouldnt just get more points for the Industrial, it would also be more powerful IN the Industrial). I'd like to avoid this if we can, but I don't think it would be out of scope of the mod.
2) We could make unique mechanics for each Era to make the appropriate strategies more powerful or flavorful. I think this is out of the scope of this mod, because it changes the game to be even further from Civ. I am not totally against the idea, however. This mod could certainly enable an add-on mod that does this type of thing.
3) I am afraid of the AI being unable to use these changes. I hope that the scoring conditions I listed are simple enough (and already useful enough gameplay-wise even without them being worth points) that the AI will accomplish them, even if by accident. However, this mod might need some AI programming. I don't know how easy it will be to mod the AI, so I hope I won't have to...but I am willing to try if its necessary.
4) I think where this mod would really shine would be in multiplayer, especially if we re-balance or add special mechanics. I have played many multiplayer games where I get so far ahead that my friends have no desire to play anymore. It would at least *help* to know that even if I have the most production and tech, I might not actually win or even be winning! I hope Firaxis has actually made it easier to use mods in multiplayer. Again, I hope I won't have to mess with modpacks...but I am willing to try.
Who am I?_______________________________________
I have experience with modding other games, as well as making content with their modding tools, but I have no experience modding Civ. I studied Game Design and Programming in college, and I would like to put these skills to good use (and get in practice again). I work excellently in teams, and have managed many teams in both game production and content creation for games. I would be absolutely thrilled to work with other modders on this project, if they are interested.
Summary_________________________________________
The basic idea is that we can remove the *need* for snowball from the Civ series by making temporary power worth something in the long run without it having to translate to more temporary power. By making victory calculated from a set of scores added up over the game, we can separate winning now from winning at the finish line. By making each scoring check for different types of strength, we can also encourage different strategies to be viable at different times, and keep short term goals interesting on their own without having to also be optimal long term goals. By making each scoring occur at a player-controlled timing, we also enable strategies to interact with each other in a way that encourages reacting to your opponents (which changes every game, hopefully).
If this turns out to not be enough on its own (because of the way the game is balanced), then we will also re-balance the game to make different strategies more powerful during some eras than others. This will also help Civs that had previously been considered weak to shine through in a "Golden Age" of sorts, while previously powerful Civs may enter a period of relative weakness.
For now, I need help brainstorming appropriate conditions for scoring.
Thanks!
-Atlas
Edit: The reason why I call this an "Overhaul" mod is because its a relatively simple change (not much of an overhaul), but it will impact the entire game in a significant way.
Edit x2: Any comments or critiques on the overall idea are welcome too, of course.
Edit x3: Let's list features we can use:
- Governments and Government Legacy Bonuses (policies seem too fluid)
- Eurekas and Inspirations, Eras, Techs and Civics
- Religion, including founding, holy cities, enhancing, follower count, city count, and domination
- Sovereignty over City-States, conquering CS, sending envoys to CS
- Casus Belli, Surprise Wars, Alliances, Liberation, Peace Treaty mechanics, Declarations of Friendship, Denouncement
- Economic strength, Districts, buildings, Wonders, improvements, projects
- Size of Cities (housing), number of Cities, Amenities (luxuries)
- Discovering/settling Continents, discovering Civs/CS/Natural Wonders
- Military strength, Corps/Armies
- Great People, Great Works, Archeology, Theming Bonuses
- Trade routes, Trading Posts
- National Parks, Resorts, Appeal, Foreign Tourists, Domestic Tourists
- Spies, Espionage Actions, Diplomatic visibility
- Spaceport, Space Race
I'm sure there's more. What things am I missing? Lets brainstorm more ideas for parts of the game we can use for scoring!