I think the problem just lies with the fact that palaces generate resources like that.
Simply having the palace not give mana would solve this problem, though it would bring new ones. Usually though, starting near raw mana nodes in the world isn't an issue. Most of the time I find 2 or 3 close enough to my starting position that I can get them before any other AI.
You're absolutely right. The palaces, and the fact that they can't be captured, are the problem that makes it so that a pop 1 city is just about as valuable as a vassal as 4 pop 5 cities or something similar. The mana is just too valuable to keep moving around and then disappear from the game once they get defeated.
MagisterCultuum said:
How about this:
1.They take away the ability to demand a vassal give you resources or declare war on you. (requires SDK work beyond my ability, but should be possible)
2.They make it so you can instead demand they give you technologies or declare war on you.(requires SDK work beyond my ability, but should be possible)
3.They require you actually possess at least 1 of every mana type in order to build the Tower of Mastery, instead of just requiring the Towers that required you have 4 of the types at a time to build. (I was thinking that I'd have to use python or make SDK changes if I wanted them all to show up among the prereqs here because of the define NUM_BUILDING_PREREQ_OR_BONUSES being set to 5, but I might just be able to change this value to 21)
I like some of these ideas, but I doubt that most will. Apparently, most people like the ability of vassals to trade mana resources, so I'm actually at the point where I wish that they'd retain the ability to some degree (like being able to trade one palace resource at a time. possible?)
To balance it out for conquerors, they get a civ's associated mana type (permanent) whenever they conquer and eliminate a civ. Mind you, this is still going to make ToM victories happen rather quickly for my taste.
And yes, they really do need to do something about ToM only requiring 4 mana nodes. I was unaware of that until Darkwood brought it up.
Avahz Darkwood said:
Simple if its not broke don't fix it, and it is not broke. Now your opinion assumes that it is broke, but thats your opinion.
I should've checked your universal FFH factbook before bringing my
opinion to the forums.
Take your broken game mechanics and go home.
Snarko said:
I agree with being able to demand techs instead of resources. Especially since an AI master already give away all their techs to their vassals even if they could trade them for something.
I agree that my vassals should give me techs, but it's rarely an issue when I get a vassal. They are usually pretty technologically backward- so the trick is to funnel them down a certain line of research that you don't have. Then, when they
finyally research a tech (usually takes em a while) you can just trade them a few old techs for it. It gives me an incentive to occasionally give my vassals techs that they need.
Fireblaze said:
I usually find that if i'm strong enough to vassal someone, then I am significantly more advanced then they are, which pretty much eliminates the point of demanding technologies.
Yeah. That.