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The Symbiotic Nation: a Civ 'goal'

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  • #46
    For the last time its rubbish because you cannot possibly get an advantage in city count or size without your opponent getting another advantage. You cannot analyse all the possibilities numerically........civ is a fluid game with tech, growth, expansion, and production. YOU HAVE TO HAVE SOMETHING EVEN IF YOU GIVE UP THE OTHERS. Maybe I have more cities, and this could potentially snowball. But will it in reality? Maybe, but not if you have an army to take my cities away, or lesser well developed cities that give you a tech advantage that you can use against me.

    You can go on about your stats all you like (and I do understand the need for scientific analysis......I have a ph.d, I build and evaluate economic models for a living) but ultimately the question of whether a game is balanced or suffers too much from positive feedback loops can only be seen from playtesting as the disparate components cannot be analysed properly in isolation.

    From my extensive playtesting I conclude that there is a possiblility for technological progress to snowball (and also this is clearly what BR had in mind in that interview), and I agree with how that has been addressed civ3, but otherwise there is no need for complaint.

    All you concrete example shows is that if I have bigger and better cities I will probably win. That's bloody obvious......but in reality one advantage can only be obtained by giving up another, so the case you analyse is of no use whatsoever.

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    • #47
      The ONLY culmulative advantages are those that add back to the city production model>

      By capturing cities you gain culmulative advantage, not only because you are size+1 and 'they' are size-1... but that ultimately you can improve and grow this city... and gain culmulative values. Strategies creating units (or more advanced units) which do not conquer cities do not create culmulative advantages. They may prevent catastrophic loss, but thats not the same thing.

      Techs which improve the city... also beget culmulative advantage, but only by adding back in to the city production model.

      Cities are the central pillar of resource, and it still remains that a larger city gains and continues to gain, faster than a smaller city.

      Your argument is that the entire game is a discrete 'blackbox' chaotic system, and that that the components (specifically the proposed positive-feedback component of city size) are communally.. and not hierachically, related. I believe that the city production component is discrete enough to use reductionist analysis, as the component is the primal member in that system, and that other components only give culmulative advantages, because they add back to the city production model; the gain is recursive.

      Regarding the other point, Brian Reynolds quite clearly using the plural and not the singular case when discussing these matters.

      MrBaggins

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      • #48
        Furthermore... discovery in a system (Civ2, Civ3) where there can be no alternate case (diminishing returns vs. non-diminishing returns) is useless... how will a system which cannot simulate a diminishing return show the validity of that case?

        MrBaggins

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        • #49
          Well let's test your theories by playing a game of civ........any civ except CTP........though I get the impression you are one of those that would rather analyse the game than play it and gain some true insight.

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          • #50
            Originally posted by DrSpike
            Well let's test your theories by playing a game of civ........any civ except CTP........though I get the impression you are one of those that would rather analyse the game than play it and gain some true insight.
            Well... because diminishing returns can only be simulated in CtP, perhaps??

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            • #51
              No because that is the game I present no opinions upon since I do not know it. Since you conclusion applies to all civ games......you take your choice of civ2, civ3, SMAC and we will play. You can do whatever it is you think gives you positive vibrations or karmic energy or whatnot and we will see.

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              • #52
                Yes, the conclusion applies to all games, but you can't measure the effect in a game which does not give you the option to do so (by giving an option for diminishing returns)

                What would you seek to find out, by playing without any ability to measure the quantitive effect of cities being positive-feedback-loops anyway?

                but... if you'd like I'll put together the mod for CtP2, and give you a demo...

                MrBaggins

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                • #53
                  But I don't think substantial postive feedbacks (other than the tech issue) exist in civ games even if they do not have capacity for diminishing returns.....you seem to think they do.

                  But never mind......this is now.

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                  • #54
                    Mr Baggins

                    Back to a few asumptions:
                    On city sizes: CtP2 has city size limits. Unless you build improvements, yor population reaches a cap. Same in civ, except it is more brutal and teh growth decrease isn't as important. That means the initial lead in you size 10 vs. size 11 cities example, the size 10 will always trail behind, but the size 11 will not have such an exponential advantage because it will have stunted growth. If, f.e., it requires a tech to go from size 12 to 13, it will reach the tech before the other civ, but by then the other civ may have made up for the population disadvantage and be behind only in tech. Staging various city size limits (2 in civ2, more in CtP2) allows to limit the big city size effects somehow.
                    Note pollution also limits to some extent the exponential gains (although it is usually not very efficient, and, from a gameplay point of view, often found annoying).

                    About ICS: There is one way not to have it: No cities. In civ, it is ridiculous that in your territory about two thirds of the squares are not worked at all. The cities thing is artificial. If you have population in every square, and the ability to group squares together into regions, then there is no ICS but there is still land-grabbing.
                    To avoid land-grabbing, look at the number of civs in 4000BC on Earth, consider that Earth was populated almost entirely by then, although by small tribes, and you have a solution: Make the whole map populated at start. The civs will start with 1 , 2, maybe 3 squares, and have to expand into other civs peacefully or by war, but you have lots of civs, and only a few of them should grow. That also makes the big gets bigger a good thing to a certain point, because it allows some civs to start grabbing territory at the expanse of others for the whole length of the game.
                    This doesn't require any arbitrary limit that is supposed to prevent a strategy but hurts gameplay IMO.

                    I'd like to see your stance about OCC. This doesn't work in CtP2, or if it does, it doesn't seem to have attracted as many enthusiasts as in civ2. With a single city, you have huge advantages over other players: You are considered weak and puny, never fight offensive wars, so the ai likes you for a long time, which alows you to get techs and gold and trade from the ai for all the length of the game. This means you can in fact be better than a wide empire with a single city, thanks to trading. The gain obtained by city improvements isn't very big in comparison with what you'd get from building a second city, but building a second city would probably make it very hard for you from a diplomatic perspective, and could probably ruin your whole game (unless built very late in the game to rushbuy spaceship). Still, the best strategy at that point is not the one dictated by the mathematical formulas but the one dictated by diplomacy.
                    I chose that example to show that solutions may exist outside the problem, by adding game features (diplomacy here) that aren't taken into account inside the problem itself.
                    This is important because limiting factors (number of cities cap, pollution) are not popular things. You should empower people rather than limit them.

                    Last point, about techs. You have the possibility in civ2 to do, if not diminishing returns, something that works quite similarly: Prevent tech trading/stealing (possible at least in ToT), and make a tech tree with branches that are independant (the tech "tree" is actually a net, not a tree at all). If you choose to advance along all branches at once, you are penalized in terms of cost of research. If you choose only one branch, this branch has ever increasing benefits, but you are more and more limited in terms of other, often basic, advances you can get in a reasonable time.
                    Clash of Civilization team member
                    (a civ-like game whose goal is low micromanagement and good AI)
                    web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

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                    • #55
                      Yes, CtP2 has a 4 city size caps, effectively only 3 during the civ2 time period. They do ****** growth (and everyone is subject to them), yes, but don’t do anything to deal with the production value problems (I.E. city size*increasing modifier). Overcrowding growth reduction works nicely as a parachute. Cities getting to their caps generally have the buildings to deal with these issues, due to their heavy science production aiding movement through the tech tree. I’ll agree that pollution is an annoyance, I don’t like how its balanced now, either… however at least it can be fixed, exactly the way you want.

                      ICS: I’m not sure I like the no cities approach. Firstly, I’ve always viewed pretty much everything in a civ game as an abstract: cruise missiles aren’t just 1 cruise missile, and so on and so forth. Cities… especially big cities, can represent a region to my mind, and CtP2 is interesting in that you get city spread, insofar as your city spreads out to encompass more land as it grows… it starts at 1 square and grows up to 3 times. The growth points are adjustable.

                      An approach that Dale, and now I’ve been looking at, is Colonization, that is settling without settlers (at least for the initial game) You start by founding a city by a settler, but your cities can’t produce more settlers. At particular size points, you colonize, as the script searches for an appropriate site, considering distance, terrain, your or foreign units and so on. You can set how fast and where (inland or coastal) that you want to settle and the script also handles the AI’s settling. Settling stops when you reach an empire cap size. Dale has settlers reappear as building options in the renaissance, but I’m not sure whether it’s not a viable option for the entire game.

                      What I’ve found is that I most certainly can pick better sites than the AI does, given yet more sophisticated weighting.

                      I, I’ll reiterate, find nothing unhistorical or unrealistic about empire size caps. I find them good and believable facsimiles of the limits of bureaucracy of differing government types. I’ve never been hurt in a game play sense by the Cap… I do plan advancing around it, keeping room for conquest, and maybe sneaking over the cap, if I’m really close to the next government.

                      I shall definitely check out Clash when it comes out, however.

                      OCC came about as a reaction to the no-more-worlds-to-conquer situation for the best players, in Civ2. Victory had become formulaic. The game was popular and victory decision trees had been analyzed to death. The original game was released before the trend for releasing patches and so on and so forth…

                      CtP2 was never as popular as the Civ series... little brand awareness, and generally poor reviews. CtP2 was an odd release... commercially, in that the greatest advantages were effectively invisible; its level of versatility and flexibility. Thus there was no great crowd of players, playing the (badly balanced) original game.

                      There were and are fans of the series, who, as they had for CtP1, set to work on complete game balance overhauls. The process is no small matter, but is completely viable, and some very finely crafted and tested mods have been produced. Playing these on Deity level is still a challenging exercise and games really do differ, based on situation. If the game is still providing a challenge into AD, why make up an artificial challenge?

                      The other reason why OCC isn’t viable is that trade has always been different in CtP. Trade affects *just* money. Cities raise commerce from outlying regions, and that is split between science and gold. Gold is multiplied by gold improvements and trade adds to the base gold, not the base commerce. Activision screwed up by drastically altering trade between CtP1 and 2. The number of resources you controlled at a city, mattered and you could build trade monopolies. The figures were out of whack, and I’d prefer that system over CtP2 trade, merely balanced. I guess they must have changed (simplified) it due to the AI’s inadequate usage of it.

                      Now as to whether you *could* OCC in CtP2… sure… build in a separately balanced government path which allow you to have bigger and bigger production (particularly science) coefficients yet keep the empire size at 1. Do a diplomacy mod… ala diplomod, that encourages dealing with weaker civs fairly, rather than beating on the player just because... The end game is more challenging to ‘solve’, since you’re not building a space ship, but a Gaia Controller; that assumes you can build 10 cities with Controllers and Satellites, not least cover 60% of the world with Obelisks. Tough to do if you’ve only got 1 city…

                      I agree that Tech ‘control’ is a very important aspect of game balance, however, I want to see how the (scripted and hence highly flexible) knowledge dissemination plays out in final play balance before I start messing with the tech tree... especially since the tech tree is going to have split paths... for different religious ethos' already.

                      MrBaggins

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