The "snowball effect"...

Naokaukodem

Millenary King
Joined
Aug 8, 2003
Messages
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I want to treat here about one of the problems of the Civ franchise : the "snowball effect", tranlated in Civ5 by "overexpansion".

Indeed, everything in Civ is accumulated within cities : food, production, gold, even science and culture accumulate inside cities. The more you have cities, the more you will have everything.

The result is that the more you will have everything, the more you will be able to have yet more everything. This is the snowball effect.

Don't get me wrong, this can be a good mechanic : you have to manage your civ in order to get more of everything before your opponents.

However, this has a major impact on the replayability not only of one single opus of the series, but from an opus to the other, it is to say the replayability of the whole franchise.

Indeed, every civ has to grow best, and at the end it create blocks that shock themselves. Once again, it can be cool : it's just that the cold war seems to be recreated !

The problem is that that, happens every time. The result is that the player may feel bored after playing a couple games, not to mention the ensuing problems like "the end game feels boring", which are just a consequence of the "snowball effect".


Therefore, I will try here to gather ideas about how make Civ less redundant.

First off, let's talk about the ideas the developers themselves put in place in order to limit the "snowball effect".

1. Corruption

The more the cities are far from the capital, the more they suffer from corruption, which is basically a limitation if not the obliteration of some of the most important everything.

This system have been highly criticized and finally abandonned by the developers, because it was frustrating and the players couldn't really understand, on the basis of realism no more than on the gameplay basis, why a newly planted city would automatically produce so few ? Plus, there was a feature that allowed corruption to disappear !

2. Maintenance

It works with science being generated by "exchanges". (a resource that was in the place of Civ5 gold) Basically you were producing commerce (exchanges) and you had to allocate it either to science or gold. Gameplay wise, you kept science at max, your gold was minimum except in case of urgent need. When your gold needs expanded for a reason or the other (mainly : planting cities), you could increase the percentage of commerce you allocated to it, but you science was decreasing. The more you planted cities, the greater your needs in gold, the lower your science. Planting new cities too fast was hitting greatly your ability to produce science or raise funds. It was never specified how a new city would cost you, and it varied depending on the number of cities you had and the distance from the capital.

This system was ununderstandable on the first games. To masterize it, you had to play a lot of games in order to weigh the gold cost of each city approximatively, or look at "let's plays !" on the internet.

3. Global Happiness

Every population point in the empire costs happiness, and new cities cost additionnal happiness.

Such a roughly limiting system would have frustrated the player beyong imagination if it would have been unchanging. By consequence, it have been given the player extra means to increase it. The result is that the global happiness may be limiting for some player in some game or moments of games, but it is generally admitted that it is virtually infinite on the late game or for the AI in most played difficulty levels.

The problem with all those solutions, is that as I specified it, they are just limitations. They do not prevent you to acquire more cities, they either just make it less valuable or harder to reach. Those limitations are even integrated in the gameplay, so that you can stretch them and get your superpower.

The ideas I'm expecting from you are then ones that could totally obliterate this "snowball effect", not only limiting it, by for example making everything uncumulative. My maths knowledge is so poor, but couldn't one imagine some formula that could make the deal for example ?

Either you change things at the root, so everything or a part of it (science ? culture ? gold and production ? (see golden ages)) is basically non cumulative, either you change them on the downstream, applying a system or a formula that digests it afterwards.


Example : The following system doesn't change the cumulative aspect of anything, but tries to undermine it as a result by trying to make small civs competitive compared to bigger ones :

Basically, your civ eventually gets bonus by being small. The smallest, the bigger may be the bonuses.

It's not automatic, it's designed by social policies you can pick from a tree with points. Those points can't be increased like culture points can. Either they are fix, and the threshold of new acquired policies rises with the number of cities, either they decrease with new cities.

We can perfectly imagine a civ with 0 points per turn because it's big enough. This civ could not pick further policies.

However, this system may go with a system of revolutions that happens regularly. That way, civ losing cities could go policies again, and take a new start.

Some things should be changed also to the system : the player should have a lot more things to do, because if he chooses to go City-State (with powerfull buffs), he could not have enough things to do to keep him out of boredom.

Downsides : every player would start as a City-State, so he may get the early bonuses even if he goes wide.
Solution : limit the early bonuses to the capital, or implement a threshold of number of cities above what the bonuses don't apply.
 
I don't have anyidea what your talking about concerning city states at the end. but I like the idea of bonuses via revolutions for the down and out civ. I've been thinking about the same thing recently. my idea so far, basically, is the civ or civ with the lowest score at certain points would get to choose a new ua. the number of civ who get a new one would be determined by how many civ there are in the game(I don't know if this should include any coves already defeated) maybe like 1/5ish civs? idk. and this would happen at multiple points in the game
a second ago I was thinking every 50 turns or so depending on the game speed. but maybe a resolution would be not only the answer to a struggling civs troubles but almost in direct response. perhaps a civ would be forced into revolution after every 10 turns(in a row) of being at the bottom fifth of the general score as well as dead last for 2 or 3 of the specific score tables under demographics.
 
the revolution could result in a new ua, uu or ub. maybe great people as well.but we're getting into customizable civs which although civ fans are going to demand eventually, would require sooo much programming and testing
 
as far as a civ being less successful because it's "small" if you mean number of cities, that wouldn't make anysense. first of all because of culture. the smaller civ in terms of cities will do much better culturally.
 
I don't have anyidea what your talking about concerning city states at the end.

I've said your power would be decided by the size of your civ, by a mean (social policies) or another. I've talked about number of cities threshold too. Probably that something would look something like "City-State" bonus, when you have only 1 city. (for example doubled, tripled or quadrupled production)

The problem is that as now, everybody starts with 1 city, so one could spend points into the City-State Bonus and grow afterward, keeping the bonus for every of his cities, which is obviously not the goal.

as far as a civ being less successful because it's "small" if you mean number of cities, that wouldn't make anysense. first of all because of culture. the smaller civ in terms of cities will do much better culturally.

That's not necessarily true. You can have a bunch of cities and do better than a "city-state" (One City Challenge), because you can build multiple copies of culture buildings^1. That's why in my system you may not be able to increase your "culture" (or points of another name) at all, while the "acquire new policy" threshold still increases with number of cities.

1 : beside that, you quickly feel in lack of science in OCCs.
 
Great empires all had their humble beginnings as smaller kingdoms. How did these kingdoms became powerful and vast?

Very successful small city states such as Athens never grew into world conquering empires. What was it about such small city states that earned themselves a place in history?

These questions should be explored further for the issue of "snowball" effect to be solved.
 
Great empires all had their humble beginnings as smaller kingdoms. How did these kingdoms became powerful and vast?

Very successful small city states such as Athens never grew into world conquering empires. What was it about such small city states that earned themselves a place in history?

These questions should be explored further for the issue of "snowball" effect to be solved.

Actually a City-State in reality is a state with only one city, period. I think Rome was a city-state.
 
By nature of the Civ game mechanism, the winner has to be a big snowball. In fact, it is the process of becoming a big snowball that generates all the fun of playing this game. The victory state is simply time to judge how big a snowball the winner is.

So,
1. snowball effect is a must in Civ game
2. It has nothing to do with the replayability of the game. (You always start with 0 city and grow from there, if you feel bored by repeating this process, then Civ game is not for you)
Hence, preventing or even delaying snowball is unwise!

There are however 2 side effects (which to me is indeed one side effect but describes in 2 different ways):
1. When a player become a big enough snowball, from that point on, towards the victory, he/she simply feel no challenge from the rest of the losing players. i.e. the ending process becomes boring.
2. The small size opponents simply have no chance to turn the tables.

If small size opponents are given a chance to turn the tables even when a human player has become very strong, then there won't be such thing as boring ending.

May be, Civ6 should let small/weak AI opponents to automatically merge into a single big player when human player has grown strong/big enough at the final era of the game. i.e. they combine into something like a republic under one ruler and fight back...
 
By nature of the Civ game mechanism, the winner has to be a big snowball. In fact, it is the process of becoming a big snowball that generates all the fun of playing this game. The victory state is simply time to judge how big a snowball the winner is.

So,
1. snowball effect is a must in Civ game
2. It has nothing to do with the replayability of the game. (You always start with 0 city and grow from there, if you feel bored by repeating this process, then Civ game is not for you)
Hence, preventing or even delaying snowball is unwise!

2. then you didn't read carefully the OP... :rolleyes:

1. I *really* don't see why... no, not even your first few sentences... :rolleyes:
 

However I explained that by snowballing into big factions, the cold war is basically recreated each time, and if it's about hot war it's always between two or several big factions, well, theorically at least.

We are not talking about game like poker, are we?
I mean, one can't win suddenly by just a single good move, isn't it?

No, Civ is not poker, but you have to do basic actions in order to improve your geopolitic situation. As I said all along my OP, it's possible to imagine a Civ without snowballing, for example by applying the formula : total production is divided by the number of cities. With such a system, you could have your first city growing to 12 production (or science beakers or gold, etc.), and then planting a second with only 2 production ; your total production (yes global production would be needed) would transform from 12 to 7. Of course it's obvious that this system is broken, because nobody would found a second city (except if we tweak victory condition to let only the Civ3 style Domination, but still there's the question what happens if we have no more enemies), but it represents well how we could brake (theorically, not thinking to consequences) the snowball domination. I even gave another more viable example. We could as well imagine another system that differs from the accumulative paradigm that have always been Civ. Would it be Civ still ? Maybe not.
When I'm at it, winning suddenly by a particularly good move would be awesome. :)
 
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