Tomice
Passionate Smart-Ass
I'm well aware that there are several threads already discussing the district cost increase.
Here's the TLDR of why I consider it valid to open another thread about it:
In various threads I've seen attempts to suggest fixes to the mechanic. I want to question why it's even in the game and if we were better of completely removing it.
It clearly feels like a very restrictive mechanic. Strong restrictions in a game should only happen to counter undesirable developments, otherwise they turn out to be pointless annoyances.
So here's what civ players usually want as an ideal state of balance:
Sadly, the current setup does little to encourage desirable gameplay. Even worse, it encourages a lot of "strategies" that don't result in fun gameplay:
Since I've seen such issues come up time and again in the modding subforums for the various community patches, I really want to encourage my fellow community members to not just take a mechanic for granted.
Think about what positive or negative effects it achieves and if it fulfills a necessary role.
Don't just try to fix a mechanic by looking at itself alone. Consider what it does to the whole game, to the whole experience.
In this sense, I'd like you to reconsider what the most commonly mentioned alternatives would achieve:
So my humble conclusion: There is nothing good to be achieved by ever-increasing district costs.
If we wan't to counter any of the exploits/undesirable strategies mentioned above, we need to find a new mechanic.
Here's the TLDR of why I consider it valid to open another thread about it:
- The district cost increase discourages playing the game as intended - by discouraging the use of the fancy new mechanics that were advertised before release.
- It instead encourages using cheesy, unrealistic and clumsy-to-use exploits.
- Worst of all, it fulfills no desirable purpose - it's not the ICS-counter we believed it to be.
In various threads I've seen attempts to suggest fixes to the mechanic. I want to question why it's even in the game and if we were better of completely removing it.
It clearly feels like a very restrictive mechanic. Strong restrictions in a game should only happen to counter undesirable developments, otherwise they turn out to be pointless annoyances.
So here's what civ players usually want as an ideal state of balance:
- Your civilization should develop naturally by adapting to the terrain available.
- Expansion towards new spots and development of existing cities should both be equally important.
- Smaller, but well-developed (tall) empires should be able to rival wide empires, a large number of cities alone shouldn't be the most important requirement for success.
- Development of your empire should be full of meaningful, interesting decisions
- You should have to adapt your strategy towards the map and your rivals
- Last but not least, the ideal strategies should still feel like actually developing a nation (immersion)
- Founding of huge numbers of underdeveloped cities without caring for the underlying terrain (ICS)
- Creating a huge number of units that flood the map and break the movement system (1UPT doesn't work with dozens of units in a small area)
- Focusing only on a single aspect of the game being the ultimate recipe for success
- Repetitive, map-independent strategies being most effective
- Unrealistic, unimmersive strategies (cheese)
Sadly, the current setup does little to encourage desirable gameplay. Even worse, it encourages a lot of "strategies" that don't result in fun gameplay:
- Don't just try and Don't It doesn't discourage us to mindlessly spam cities ASAP even in the worst locations. Quite the contrary, due to the fact that the district price increases as the game progresses, it actively encourages us to build as many cities as possible, as early as possible. It therefore directly counters the less controversial settler and builder cost increase. It actually some form of ICS.
- The huge production eventually needed for districts also counters a terrain-adapted careful city layout, because all that eventually matters is the 6-tile-radius effect of production districts.
- City specialization is frustratingly slow due to high district costs, therefore unrewarding.
- We're discouraged to progress through the tech/civic tree ASAP. Fulfilling eureka quests is bad for your overall success!
- We feel forced to used cheesy tactics such as switching research 1 turn before it's unlocked or putting districts down to lock their cost, then go build something else.
Since I've seen such issues come up time and again in the modding subforums for the various community patches, I really want to encourage my fellow community members to not just take a mechanic for granted.
Think about what positive or negative effects it achieves and if it fulfills a necessary role.
Don't just try to fix a mechanic by looking at itself alone. Consider what it does to the whole game, to the whole experience.
In this sense, I'd like you to reconsider what the most commonly mentioned alternatives would achieve:
- Making the district cost dependent on number of districts already build:
It would only put an unrealistic cap on the number of useful, productive cities while not protecting beginners from founding too many cities that they eventually can't build up properly. It turns going wide into a trap that's not easy to see without experience. Only your core cities would eventually still have a chance to build any new district in reasonable time.
- Making the district cost dependant on the number of districts already built in this city:
It would make it pointless to develop large cities, you'd be better off having numerous cities with only a single district - wide or even ICS would be the way to go.
If we wan't to counter any of the exploits/undesirable strategies mentioned above, we need to find a new mechanic.