If you went all out, when would you finish?
On Deity? I don't even always win. (My numbers wouldn't be straight-up comparable to yours anyway since I play vanilla.)
If you went all out, when would you finish?
On Deity? I don't even always win. (My numbers wouldn't be straight-up comparable to yours anyway since I play vanilla.)
Meanwhile specialists remain neglected like a redheaded step-child.
Meanwhile specialists remain neglected like a redheaded step-child.
I think honestly the biggest fundamental problem in 4X game design is snowballing. If somebody has an early lead, it's tough to take them out, yet an early lead is a guarantee almost of being ahead later as well.
It's crazy to me there's no space race emergency (NASA was founded in direct response to the USSR launching Sputnik). Have something like whenever the science lead launches the next SV stage, a Space Race emergency is called. All participants gets +1 level to spy operations in the targets territory, stealing tech boosts and disrupting production and rocketry missions give score. Each participant gets a number of random tech boosts based on score. Target gets score for each spy mission fails in the territory, if they win they get a counterspy buff.
I've long thought that the boosts/eurekas should be requirements to unlock the tech/ make it researchable.The thing is, the Civ series is not really that 4X, it's more or less a "number accumulation" game, you earn science and culture from Turn 0. And if you earn more than others you have a lead, which make it easier for you to earn more. In classical board game like Chess or Go, the depth of the strategy lies on that it's not an easy thing to convert an early lead to a decisive victory, there are tons of chances for the leader to make mistake and be heavily punished. But if the game is "number accumulation", it's almost like nothing can go wrong for the leader. Maybe you make one or two minor mistake to accumulate your number slightly slower than ideal, but that's it.
If some history simulation 4X game can make it like, science doesn't even exists until Galileo (or you have some vague version of it after Aristotle) and before that you compete on other things like population and territory (and organize your government in a reasonable way). Maybe it will be very different. But it needs innovation on par with the invention of the very concept of "Technology Tree".
Currently Civ VI is like, for standard speed deity game on Lakes map, if you tell a good player how many cultural CS and science CS are in the game, and what the notable ones are (Geneva, Nan Madol etc.), and he takes a look of the Future era tech tree on Turn 1 and is like "Hmmm... 4 science CS and 3 cultural CS, this is a good map, and I can skip 3 tech in the future era, so I can win within 155T, and if I try harder I can get it to 140+T".
And some really good ones don't even bother to play the end game any more, they are like, "See I got Industrialization on T95, so I can win by T144 or T145. Time for next game". And you know he's correct. It's a sad state for a strategy game when people can conclude something like that.
This is a great idea. But targets of emergencies don't need to earn any score. Maybe if they can keep their space port safe for 20 turns they win. (with this restriction they will build less space ports.) And if they win let them have a +20% production boost to space projects.
I've long thought that the boosts/eurekas should be requirements to unlock the tech/ make it researchable.
Like, hey we have 6 farms... we need to figure out an effective way to manage them! Queue the thought process to develop Feudalism.
Gate them in a way that once half the civs have researched them fully, they unlock for everyone.
Well yes, of course that would require an overhaul of the trees... something for Civ 7!In that case the tech/civic tree should be wider, currently it's too tall and have too many prerequisite.
Imagine having a slinger running around to find one thing to kill and not able to get horseback riding at all. WTF?
I'd much prefer that Horseback Riding is available right after Animal Husbandry, but if you get Archery then it's slightly cheaper (a "minor" eureka).
And if we stick to current Eurekas then Flight will be very hard to unlock (which is not a bad idea).
Oh I like this part!
Well yes, of course that would require an overhaul of the trees... something for Civ 7!
Lots of techs would need different unlocks... Flight for example might first require Combustion or something, and once someone completes Flight research it unlocks for anyone who has a Trade Route to/from that Civ, or who witnesses a plane.
Same could be true for all military unit techs, to be honest. Encounter a crossbow? Now Machinery is available for you to research (if you haven't already unlocked it via Engineering and having a bunch of archers). Fought a Longswordsman with castle-forged Steel? Well now you know that this harder metal exists and you can devote your research to figuring it out.
More than half, otherwise 1v1 would be broken..Gate them in a way that once half the civs have researched them fully, they unlock for everyone.
Somewhat obvious I know, but I think game speed is mostly a result of tech costs v envoy bonus, building yields, specialist yields and Rationalism type cards.
Just to point out one thing, another contributing factor of current speed is that Monumentality Golden Age is just way too powerful. With a good economy you don't even need to bother with building builders. You buy all of them. I think instead of 30% off, a 15% off maybe more reasonable. And things like Pen, Brush, and Voice needs to be heavily buffed. Otherwise it's Monumentality 80% of the time, Free Inquiry for the rest 20%. Dedication is supposed to be a meaningful choice to make, but now it's kinda brainless.
I’d be totally fine with reducing the benefit of monumentality. But would just reducing the discount be enough? I’d be happy to try and see.