Right now there is a huge change to social policies in the next patch notes which greatly concerns me:
•Have culture cost for policies never go down (trading away cities to reduce culture cost exploit).
First some background. I documented this exploit about a week or two after the game came out, and have laid out reasons why the exploit is so effective, and also how to kill it. It’s a pretty simple idea: sell every city so your policies become dirt cheap to buy, and then buy the policies in order to build the Utopia Project very quickly.
It’s obvious that this tactic should be stopped. This change does stop it, however I think Firaxis is going about the completely wrong way of doing so.
Here are some consequences of the change:
- You will never be able to “liberate” another civ by taking cities then gifting without being severely punished.
- You will never be able to conquer a couple cities then gift them back as a means of war without being severely punished. This will greatly limit strategy, and will make taking cities as a way of getting out of war (by using them as a bribe against the aggressor) hurt too much to consider.
- You will now be punished severely for trying to raze cities, as they will raise your policy cost permanently. A city being razed raises your policy cost.
- Your empire will no longer be organic, nor will any other civ’s. If you have a big empire and you lose half your cities, this change will make it much harder for you to make a comeback. Isn’t this game already anti-comeback enough?
These points will actually make the game unplayable for me. My decisions should be based on strategy and seeing empires shrink and grow naturally, not what the “biggest point my empire was at” even if it was for a single turn. To put in an extreme example, what if for the entire game my empire had only 5 cities, except for exactly one turn I had 50? It’s a horrible punishment.
The trading cities exploit itself isn’t actually the problem. Instead it’s just a symptom of the real problem. The real problem is your “policy gain rate” (PGR), with respect to the number of cities, is only updated the turns you actually buy or sell the policies. Here’s an example:
- Say I have 5 cities, and I’m gaining a new policy in 10 turns. I don’t buy or sell any cities. I will gain that new policy on the 10th turn unless something else comes up.
- Say I have 5 cities, and I’m once again gaining a new policy in 10 turns. On turn 5 I build 1 city, then on turn 9, 1 of my cities was razed. I still gain a new policy on the 10th turn (if my culture rate didn’t change). I could gain 100 cities for 9 turns, but as long as I get back to that 5 city level for the turn I gain my policy, I will still get it on that 10th turn.
Why is this such a bad thing? Well, for one there’s the selling all but 1 city exploit, but there’s more that the Firaxis change doesn’t address. If my next policy is in 10 turns and I’m holding onto exactly 1 city and then build a city on the 9th turn, the PGR is actually at *2* cities for all 10 turns I’ve been waiting. In other words building a city on the 9th turn is no different than building a city on the 1st for the final policy cost. So (as we know) for optimal policy gains, we should only place cities right after we use up our culture points. This in no way feels organic, and while we deal with it as just a minor nuisance, it can drastically change your empire efficiency early game.
Another problem is, other than taking out a calculator, it’s hard to judge just how much that new city set your PGR back. Did you lose 10% efficiency? 5%? While I’m sure I’ll get a bit of snark saying “the numbers are right infront of you!”, how many people actually notice how big the difference is without doing a lot of mental math?
Here is my proposed solution:
The formula for policy cost is: z*(Base amount for xth policy)
Where z is the modifier depending on your number of cities. For my proposal we don’t need to know exactly where this number comes from, but for curious people, z=(1+yn) where n is the # of cities other than your capitol, and y depends on the world size. For a standard world, y is 0.3. So, if you have a 5 city empire on a standard world, z=1+.3*4=2.2. What this means is you’re paying 2.2 times the amount for your next policy compared to a 1 city empire.
My proposal is to make the formula for policy cost simply (Base amount for xth policy) by not multiplying the policy cost by z. Then divide the total culture gained each turn by z.
For example, say you have an 11 city empire on a standard map, and you make 80 culture per turn. In this case, z = 1+.3*10 = 4. Assume the base cost for your next policy is 200.
- In the game currently the next policy will cost you 200*4 = 800. Since you make 80 culture per turn, it will take you 10 turns to gain that policy.
- With my proposal, the next policy will cost you 200. Your culture gained however will be 80/4 = 20. It will still take you 10 turns to gain that policy.
Here is what will and won’t change:
- Assuming no changes in # of cities, your PGR will remain the same before and after this change. So for our example of 5 cities and a policy in 10 turns before this change, you will still gain your policy in 10 turns after this change.
- Now say you have the same setup with 5 cities, and a policy in 10 turns, and on the 1st turn you build 2 more cities. Then on the 9th turn you sell all but your initial 5. For those 8 turns that you had 7 cities instead of 5, you gain less culture towards your next policy. In other words it’s a smooth transition period where for 2 turns you have the PGR of your 5 city empire, and for 8 turns you have the PGR for a 7 city empire. This brings back the organic feeling!
- There is no more “optimal time” to settle. No more needless micromanagement watching when your next policy gain is. Now expansion feels more natural.
- This completely kills the “mass selling cities” exploit. Your PGR will be at the correct level every turn of the game rather than just at the turn you decide to sell all the cities.
- The amount of culture for the xth policy is always the exact same from game to game. This lets people get used to the values and to know what to expect after a few games.
- Finally, as an added bonus, it’s really easy to see the effects on your PGR from settling a new city. You see “130 culture gained” turn to “110 culture gained”.
I’m praying Firaxis reads this. I firmly believe that their intended change will actually make the game worse, and if I had the time and know-how, I would actually reverse it. Please consider this change instead, Firaxis. I believe it’s needed for the survival of Civ5. I don’t think the ramifications of their change won’t be felt until the playerbase gets hold of it, and it’s going to really hurt. Out of everything I've written about for Civ5, I'm definitely most passionate about this.
•Have culture cost for policies never go down (trading away cities to reduce culture cost exploit).
First some background. I documented this exploit about a week or two after the game came out, and have laid out reasons why the exploit is so effective, and also how to kill it. It’s a pretty simple idea: sell every city so your policies become dirt cheap to buy, and then buy the policies in order to build the Utopia Project very quickly.
It’s obvious that this tactic should be stopped. This change does stop it, however I think Firaxis is going about the completely wrong way of doing so.
Here are some consequences of the change:
- You will never be able to “liberate” another civ by taking cities then gifting without being severely punished.
- You will never be able to conquer a couple cities then gift them back as a means of war without being severely punished. This will greatly limit strategy, and will make taking cities as a way of getting out of war (by using them as a bribe against the aggressor) hurt too much to consider.
- You will now be punished severely for trying to raze cities, as they will raise your policy cost permanently. A city being razed raises your policy cost.
- Your empire will no longer be organic, nor will any other civ’s. If you have a big empire and you lose half your cities, this change will make it much harder for you to make a comeback. Isn’t this game already anti-comeback enough?
These points will actually make the game unplayable for me. My decisions should be based on strategy and seeing empires shrink and grow naturally, not what the “biggest point my empire was at” even if it was for a single turn. To put in an extreme example, what if for the entire game my empire had only 5 cities, except for exactly one turn I had 50? It’s a horrible punishment.
The trading cities exploit itself isn’t actually the problem. Instead it’s just a symptom of the real problem. The real problem is your “policy gain rate” (PGR), with respect to the number of cities, is only updated the turns you actually buy or sell the policies. Here’s an example:
- Say I have 5 cities, and I’m gaining a new policy in 10 turns. I don’t buy or sell any cities. I will gain that new policy on the 10th turn unless something else comes up.
- Say I have 5 cities, and I’m once again gaining a new policy in 10 turns. On turn 5 I build 1 city, then on turn 9, 1 of my cities was razed. I still gain a new policy on the 10th turn (if my culture rate didn’t change). I could gain 100 cities for 9 turns, but as long as I get back to that 5 city level for the turn I gain my policy, I will still get it on that 10th turn.
Why is this such a bad thing? Well, for one there’s the selling all but 1 city exploit, but there’s more that the Firaxis change doesn’t address. If my next policy is in 10 turns and I’m holding onto exactly 1 city and then build a city on the 9th turn, the PGR is actually at *2* cities for all 10 turns I’ve been waiting. In other words building a city on the 9th turn is no different than building a city on the 1st for the final policy cost. So (as we know) for optimal policy gains, we should only place cities right after we use up our culture points. This in no way feels organic, and while we deal with it as just a minor nuisance, it can drastically change your empire efficiency early game.
Another problem is, other than taking out a calculator, it’s hard to judge just how much that new city set your PGR back. Did you lose 10% efficiency? 5%? While I’m sure I’ll get a bit of snark saying “the numbers are right infront of you!”, how many people actually notice how big the difference is without doing a lot of mental math?
Here is my proposed solution:
The formula for policy cost is: z*(Base amount for xth policy)
Where z is the modifier depending on your number of cities. For my proposal we don’t need to know exactly where this number comes from, but for curious people, z=(1+yn) where n is the # of cities other than your capitol, and y depends on the world size. For a standard world, y is 0.3. So, if you have a 5 city empire on a standard world, z=1+.3*4=2.2. What this means is you’re paying 2.2 times the amount for your next policy compared to a 1 city empire.
My proposal is to make the formula for policy cost simply (Base amount for xth policy) by not multiplying the policy cost by z. Then divide the total culture gained each turn by z.
For example, say you have an 11 city empire on a standard map, and you make 80 culture per turn. In this case, z = 1+.3*10 = 4. Assume the base cost for your next policy is 200.
- In the game currently the next policy will cost you 200*4 = 800. Since you make 80 culture per turn, it will take you 10 turns to gain that policy.
- With my proposal, the next policy will cost you 200. Your culture gained however will be 80/4 = 20. It will still take you 10 turns to gain that policy.
Here is what will and won’t change:
- Assuming no changes in # of cities, your PGR will remain the same before and after this change. So for our example of 5 cities and a policy in 10 turns before this change, you will still gain your policy in 10 turns after this change.
- Now say you have the same setup with 5 cities, and a policy in 10 turns, and on the 1st turn you build 2 more cities. Then on the 9th turn you sell all but your initial 5. For those 8 turns that you had 7 cities instead of 5, you gain less culture towards your next policy. In other words it’s a smooth transition period where for 2 turns you have the PGR of your 5 city empire, and for 8 turns you have the PGR for a 7 city empire. This brings back the organic feeling!
- There is no more “optimal time” to settle. No more needless micromanagement watching when your next policy gain is. Now expansion feels more natural.
- This completely kills the “mass selling cities” exploit. Your PGR will be at the correct level every turn of the game rather than just at the turn you decide to sell all the cities.
- The amount of culture for the xth policy is always the exact same from game to game. This lets people get used to the values and to know what to expect after a few games.
- Finally, as an added bonus, it’s really easy to see the effects on your PGR from settling a new city. You see “130 culture gained” turn to “110 culture gained”.
I’m praying Firaxis reads this. I firmly believe that their intended change will actually make the game worse, and if I had the time and know-how, I would actually reverse it. Please consider this change instead, Firaxis. I believe it’s needed for the survival of Civ5. I don’t think the ramifications of their change won’t be felt until the playerbase gets hold of it, and it’s going to really hurt. Out of everything I've written about for Civ5, I'm definitely most passionate about this.