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Feedback loops and game balance

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  • Feedback loops and game balance

    One of the main problems of a lot of strategy games is "the rich get richer and the poor get poorer" effect. Basically, if you're behind you tend to fall farther behind and if you're ahead its easy to continually wider your lead. This is especially true in the Civ series since if you have more land, you have more cities, which gives you more production, which gives you more science, which gives you better military which you can use to take away even more land from people etc. etc. etc.

    In addition, even if different Civs grow at the same rate, the big civs get farther and farther ahead, since double a big number is a lot more than double a small number. I remember when I looked at all Civ 2 powergraphs, unless I hurt some other Civs you would almost never have all that much change in the relative power of AI civs.

    Civ powergraphs should have lines zig-zagging all over the place, representing the rise and fall of powers, but to do this the lesser powers need a bit of a leg up when they're trying to catch up.

    Some ideas (which would probably be pretty easly to implement or mod in) to deal with this:

    -Get rid of any kind of bonus for being in the lead (free tech for getting philosophy first of whatever), if you're in the lead you don't need bonuses.

    -Having people gang up on whoever's ahead is one of the traditional ways of doing this, however if it goes to far it can be a bit of a blunt instrument and on the other hand it can just make the richest civ have to spend a little of their big pile of cash to keep the little Civs happy. Maybe in addition to having people hate the big dog you could have the little Civs be less willing to bleed each others dry and more likely to ally with each other.

    -The existing Civ 4 religion model seems to do this well. If you get way ahead in tech a lot of Holy Cities will pop up in your empire, I'm sure that having one of them would be good but having five would be a nightmare, due to making the religion of your empire very mixed and having just about everyone trying taking a bite out of your Civ to get their religion's holy city.

    -Have tech tend to leak from high-tech to low tech Civs and have it be very hard to research tech if you're ahead of the curve and very easy if you're behind the curve (EU II has this, which CK having a provinced based version of this). Having conquerers get tech would be bad since that makes the people who can win wars and take cities get even stronger.

    -Corruption keeps sprawling empires from getting too powerful, but the way it was set up in Civ III it was a bit of a blunt implement, (at least in the patches I played on, I'd get such insane corruption that it made conquering new cities worth and useless) especially if you like playing on big maps like I do. I hope that there's an intelligent implementation of something that serves the same purpose as corruption in Civ IV.

    -The idea on another thread in this forum to make Civs tend to have civil wars when they change civics, especially if they're really big would be an amazing idea, both for game balance and historical accuracy. This would not only knock some sprawling empires down to size but make them have more of an incentive to hold onto outmoded government forms than smaller Civs, which would tend to make the big Civs conservative and inflexible (since they'd hesitate before changing their civics) which would be beautifully realistic.

    -Possibly have it cost more to build additional wonders if you already have more wonders than average.

    -Possibly Golden Ages could be set up in such a way as to give people who're in the back of the pack a boost.

    -Maybe some kind of Vietnam-effect, in which when a rich country is fighting a poorer country (irregardless of civic type) the richer country gets war exhaustion faster.

    -Perhaps very rich countries should pay a higher cost to build certain buildings and units (to represent higher labor costs etc.). For example is cheaper for China to pay for a million infantrymen than it is for the US, the "hordes of screaming teenages with AK-47s" should be a viable option.

    -Land exhaustion. Maybe if an area is farmed too intensively for too many thousands of years it starts giving out...

    -Make it easy to conquer but hard to hang onto new territory (some of this is already in, like having high culture up your defences which makes it hard to hold onto newly conquered cities). Ebb and flow is good.

    -Anything else?
    Stop Quoting Ben

  • #2
    "-The existing Civ 4 religion model seems to do this well. If you get way ahead in tech a lot of Holy Cities will pop up in your empire, I'm sure that having one of them would be good but having five would be a nightmare, due to making the religion of your empire very mixed and having just about everyone trying taking a bite out of your Civ to get their religion's holy city."

    This is a good one - Fighting off mad crusaders, I like it!

    http://sleague.apolyton.net/index.php?title=Home
    http://totalfear.blogspot.com/

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    • #3
      Yeah just imagine you're Buddhist and then a Christian holy city pops up because you're ahead on tech. That's all well and good until three of your neighbors adopt Christianity as their state religions and decide they'd really like the income bonus for having the Christian holy city. Meanwhile having your pop insanely mixed isn't helping your happyness...
      Stop Quoting Ben

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      • #4
        Re: Feedback loops and game balance

        The problem with the "holy city as leveler" idea is that, from what I've read, it seems like AI civs will be MORE friendly towards you if you have their holy city. I think there's supposed to be a happiness hit for going to war with the founder of a religion, isn't there? I bet the AI will only be able to "plan" for the immediate negative consequences of going to war with the holy city, and won't be able to see the potential benefits of actually conquering said holy city. I think the holy city concept will definitely only add to the "rich get richer" idea.

        Originally posted by Bosh
        -Have tech tend to leak from high-tech to low tech Civs and have it be very hard to research tech if you're ahead of the curve and very easy if you're behind the curve (EU II has this, which CK having a provinced based version of this). Having conquerers get tech would be bad since that makes the people who can win wars and take cities get even stronger.
        I love this idea, mostly because it's soooo realistic. This has been missing from every Civ game, and I really really hope it gets implemented in Civ4.
        mmmmm...cabbage

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        • #5
          will be MORE friendly towards you if you have their holy city
          But not if you're a different religion. It'd be insane for a Christian Civ to like a Buddhist Civ that owns its holy city.
          Stop Quoting Ben

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          • #6
            Would it? I'm not sure. The only "multiple holy city" in the real world is Jerusalem, I believe. Many Islamic nations are currently unfriendly towards Israel, the nation that holds Jerusalem...but, as argued in another thread, Jerusalem is only the 3rd most holy Muslim city. On the other hand, most Christian nations are and have always been friendly towards Israel, despite the fact that Jerusalem is probably equivalent to Rome as the most holy Christian city. It's unlikely that any Christian country nowadays would try to conquer Jerusalem for its holiness.

            OTOH, I guess the Crusades were all about Christian nations trying to conquer their holy city. And one could argue that the formation of Israel itself was the result of a desire by the Jews to own their holy city. So I guess your point is well taken.
            mmmmm...cabbage

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            • #7
              I thought each civ can only start one religion so if e.g. the player first gets the tech needed to start religion A and chooses to make a holy city for that religion, but when the player then also becomes the first one to invent the tech to religion B the player wont get an option to start that religion... That way one player can't have all religions in the world (at least not without war)

              -Possibly have it cost more to build additional wonders if you already have more wonders than average.


              I like this idea from RoN. Make a civ that already owns 10 wonders "pay" 50% more to build the next wonder gives the smaller civs a better chance at also getting a wonder

              This could also be added to units (as they also have in RoN) where for each unit a civ has the next unit will cost 1% more shields hammers to build


              -Get rid of any kind of bonus for being in the lead (free tech for getting philosophy first of whatever), if you're in the lead you don't need bonuses.


              Agree. Also to help smaller civs they could do it the other way:
              If all (except one) existing civs has tech A the last civ will get it for free (But with a max of 1 free civ each turn)
              This space is empty... or is it?

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              • #8
                The only exclusivity regarding religion and a civ is that you can have only one STATE religion.

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                • #9
                  Originally posted by Bosh

                  -Have tech tend to leak from high-tech to low tech Civs and have it be very hard to research tech if you're ahead of the curve and very easy if you're behind the curve (EU II has this, which CK having a provinced based version of this). Having conquerers get tech would be bad since that makes the people who can win wars and take cities get even stronger.
                  I see 1 difficulty with this.

                  If I have a rather small empire, but through savvy trading and researching, I get the tech lead... it would be unbalancing if a larger civ gets the tech leaked to them. Having the tech lead would be my only advantage, so I should be given a chance to use it before it leaks away.

                  So perhaps techs only start leaking from civs that are ahead in several categories(military, land, tech, points, and mix of them), and civs that are small, peaceful and trying to make a comeback dont get affected by this.
                  Resident Filipina Lady Boy Expert.

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                  • #10
                    Tech osmosis should be a slow process, perhaps 10-15% chance per turn at most.

                    OR, we could trust (for now) that Firaxis has it right.

                    Also, we can consider that techs are CHOICES that the civ makes (e.g., "we don't WANT Emancipation"). "I don't want that tech because I haven't gotten full use of this wonder yet which expires with the tech."

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                    • #11
                      Civil wars are also a blunt, if effective way of cutting down the leader (especially if triggered by having lots of religions or changing certain civics choices).

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                      • #12
                        The suggestion that Firaxis are trying to reduce the number of military units may also have an impact. If the 'cost' of an Army is independent of the size of the civilisation then it becomes more expensive to conquer and hold a large empire.
                        "An Outside Context Problem was the sort of thing most civilisations encountered just once, and which they tended to encounter rather in the same way a sentence encountered a full stop" - Excession

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                        • #13
                          Okay, here's a question.

                          It's clear that in Civ3, the designers were trying to do something like the proposed tech-leaking. The cost of a tech (for purchase or for research) would dramatically decrease depending on how many (known) civs posessed it. I'm sure the thinking was, "Let's make it harder for the leader to do research compared to everyone else. That will act as a leveling device, and keep some civs from getting way too far advanced compared to others. It will increase game balance." Which is the same thing we're saying here.

                          So why didn't it work? Why are we still trying to propose methods to speed up tech research for the smaller civs? Was it just a matter of degree (e.g. the costs didn't vary enough), or was it a matter of concept (e.g. something about the idea was fundamentally flawed)? More impotantly, are any of the proposals we're discussing here different enough from the Civ3 model that they can succeed where it failed?
                          mmmmm...cabbage

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                          • #14
                            good question. well it did not work because tech depended mostly on how huge your empire was, and less on its 'quality'.
                            system correlates empire size with the R&D efforts to a great degree. this is particularly inaccurate when one thinks of tech research in earlier eras

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                            • #15
                              IIRC, tech costs that decreased rapidly with the number of civs posessing a given tech were a severe problem of vanilla Civ3 (before the first patches), but this was later tweaked by Firaxis due to discussions in the Apolyton forums. In C3C, tech cost decrease works reasonably well IMO, at least compared to other syndroms of 'the rich get richer' (e.g. number of combat units).
                              "As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW

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