Originally posted by alexman
And I have yet to hear you explain why this would be an issue with the Colosseum, when there are already dozens of decisions like this in every game of civ, and most have a much greater effect on the outcome of the game than the tourist bonus. Do I build Horsemen or Swordsmen?
And I have yet to hear you explain why this would be an issue with the Colosseum, when there are already dozens of decisions like this in every game of civ, and most have a much greater effect on the outcome of the game than the tourist bonus. Do I build Horsemen or Swordsmen?
Also note that horseman/swordsman type issues are complex enough that they have helped spark the creation of combat calculator programs. I definitely don't like adding an element to the AU Mod that would require development of an additional calculator program for players to get a clear picture of how the benefits of different build choices compare.
Do I attack my neighbor now, or after I get a stronger economy going? ... Do I build the Pyramids or the Great Library with my SGL? Do I beeline to Military Tradition, or do I take the upper branch and get my Heavy Cavalry with Nationalism instead? ... Catapults or Swordsmen?
When and where do I build the FP?
Do I build marketplaces before libraries?
Granaries before Barracks?
Temples or units for MP?
The type of decisions involving what you call "guesswork" are what make strategy games interesting. It's not fun when you know the correct answer in every situation.
Offhand, I can think of four basic things that can require players to guess.
1) Lack of knowledge of the moves opponents are making. The need for that kind of guesswork contributes to the game by forcing players to plan for the different possible moves their opponents could be making and/or to learn how their opponents think.
2) Random elements that force players to plan not just in terms of a single known outcome, but in terms of a variety of possible outcomes. That need for contingency planning also makes the game richer, and is why I view Civ 3's penchant for occasional unrealistic combat outcomes as more good than bad.
In both of these issues, it is not the guesswork itself, but rather the contingency planning that the lack of certainty makes necessary, that truly adds to the strategic richness of the game.
3) Complexity. In tic-tac-toe, the game is so simple that it is possible to determine which moves are best simply by examining every possible outcome. Strategy becomes much more complex and interesting when the number of factors involved is high enough, and the ways in which the factors interact are complex enough, that a brute-force apporach to determining what strategy is best is no longer possible. An element of guesswork is involved, but it is a kind of informed, educated guesswork in which the individual elements are clearly understood and only the complexity of how they fit together makes it necessary to guess.
4) Lack of understanding of the game's mechanics. This is the type of guesswork that I view as detrimental to the game. It is this kind of guesswork that leads to the development of combat calculators, to your own in-depth analysis of the corruption system, and so forth. The more such guesswork can be either eliminated or reduced to a more manageable level, the more solid a foundation players have to build their strategies on.
Unfortunately, the way I see it, a huge part of the complexity added by a tourist attraction bonus would fit into this fourth category - at least unless players perform some pretty sophisticated calculations. Players would not just be dealing with the vaguries of how to fit a well-understood mechanic into a complex grand strategy, but would be left guessing at the benefits that the mechanic itself will provide.
Yes, it's not that hard to know on an intellectual level that building a colosseum in a particular year will result in such-and-such additional gold per turn later in the game. But the next step, from that superficial knowledge of effects per turn into how the costs (including opportunity cost) and benefits compare, is one I can't find any way to make without sophisticated calculations. And without that next step, the true meaning of the game mechanics is at least as much a matter of guesswork as of genuine understanding.
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