BackseatTyrant
Queer Anarcho-Transhumanist
- Joined
- Jul 10, 2013
- Messages
- 576
I feel like one way to get rid of snowballing problem in 4X games, is by introducing some mechanics that simulate the way historical empires have collapsed under their own weight due to its ruling class becoming too drunk with power. I know previous civ titles have sort of tried this with corruption, global happiness, building maintenance etc, but ever since Rise & Fall came out, introducing its Era Score system, one word has been stuck in my brain for all these years: HUBRIS!
Basically imagine: every time a civilization accomplishes something prestigious and/or noteworthy (e.g. conquer territory, build wonders, rank up in military strength; basically anything that'd give you era score in civ 6), all the while even one of its citizens is without their means of living a pleasant life (food, water, housing, healthcare, education, leisure etc), the Hubris Meter goes up. It can never go down, only up; its rise cannot be mitigated, only worse by even more citizen having their needs unmet. By the end of each era, the amount of Hubris a civilization during that time will determine its fate, and let's just say: the more hubris accumulated for reaping day, the more spectacular the oncoming trainwreck. I'm talking slave revolts, infrastructure destroyed en masse, citizens murdering each other, cities breaking off to form new civilizations, military units deserting (if not flat out taking over the government), even more citizens fleeing towards distant lands, revolutions in plural stacked on top of each other, dogs and cats living together, mass hysteria! On top of that, I would suggest that meeting your citizen's need should really only become a realistic goal some time after the industrial revolution (the civ games haven't really done a good job at conveying, for example, how much of a game-changer modern medicine has been for most people), meaning that any civilization that focuses on empire-building before then is almost guaranteed to crash and burn. I'm not saying this would be 100% historically accurate (actual historians in this thread: feel free to provide me with counter-examples if you feel the need to), but then again, maybe historical accuracy doesn't matter as much as, say, anthropological insightfullness.
This should, at least in theory, make sure that the importance of your actions don't diminish for each turn that passes, while at the same time not make the game too unpredictable, which would just remove any need or use of actual strategy. But again, that strategy should mainly come in the form of what ideology and what future your civilization is supposed to represent by the late game, not by whether or not to move your first settler at turn one.
Basically imagine: every time a civilization accomplishes something prestigious and/or noteworthy (e.g. conquer territory, build wonders, rank up in military strength; basically anything that'd give you era score in civ 6), all the while even one of its citizens is without their means of living a pleasant life (food, water, housing, healthcare, education, leisure etc), the Hubris Meter goes up. It can never go down, only up; its rise cannot be mitigated, only worse by even more citizen having their needs unmet. By the end of each era, the amount of Hubris a civilization during that time will determine its fate, and let's just say: the more hubris accumulated for reaping day, the more spectacular the oncoming trainwreck. I'm talking slave revolts, infrastructure destroyed en masse, citizens murdering each other, cities breaking off to form new civilizations, military units deserting (if not flat out taking over the government), even more citizens fleeing towards distant lands, revolutions in plural stacked on top of each other, dogs and cats living together, mass hysteria! On top of that, I would suggest that meeting your citizen's need should really only become a realistic goal some time after the industrial revolution (the civ games haven't really done a good job at conveying, for example, how much of a game-changer modern medicine has been for most people), meaning that any civilization that focuses on empire-building before then is almost guaranteed to crash and burn. I'm not saying this would be 100% historically accurate (actual historians in this thread: feel free to provide me with counter-examples if you feel the need to), but then again, maybe historical accuracy doesn't matter as much as, say, anthropological insightfullness.
This should, at least in theory, make sure that the importance of your actions don't diminish for each turn that passes, while at the same time not make the game too unpredictable, which would just remove any need or use of actual strategy. But again, that strategy should mainly come in the form of what ideology and what future your civilization is supposed to represent by the late game, not by whether or not to move your first settler at turn one.