Originally posted by nbarclay
The problem is, when the space race victory condition is left on for the AIs but is denied to the human player, the end result is to add an additional victory condition that is not a natural part of the game. Players are required not only to meet the requirements of a cultural victory, but also to make sure no AI can win the space race first. That requirement is not part of the fundamental definition of cultural victory.
The problem is, when the space race victory condition is left on for the AIs but is denied to the human player, the end result is to add an additional victory condition that is not a natural part of the game. Players are required not only to meet the requirements of a cultural victory, but also to make sure no AI can win the space race first. That requirement is not part of the fundamental definition of cultural victory.
More importantly, the approach you propose will not provide any meaningful lessons to improve people's game. Since MOST players have ALL victory conditions on when playing, meaning they have to defend against any number of ways the AI could win. Because you would not be forced to do so in this game, much of what you'll learn will NOT be usable in the average game.
The goal that I would like to see players set for themselves as their ideal is to win a 100K cultural victory without deliberately choosing in favor of a slower tech pace and without needing to attack AIs to thwart threatened space launches.
I should point out that the approach I prefer does NOT impose any similar limitation on your game style. You are free to make the tech race go as fast as you like. Granted, that COULD cause you to lose, but a) this is not a competition, so winning and losing mean nothing; and b) it will still teach you about the intrinsic tradeoffs that are at the heart of this game. (Not you specifically, Nathan, since you are certainly more knowledgable about this game than I. I'm talking the generic "you.")
But leaving the space race victory condition available to the AIs while denying it to the human player even if an AI is about to launch undercuts that ideal in three ways.
1) It encourages players to opt for a slower tech pace. If players go that route, they are not even trying to meet the ideal of aiming for a 100K cultural victory without any deliberate effort to slow down the tech pace.
1) It encourages players to opt for a slower tech pace. If players go that route, they are not even trying to meet the ideal of aiming for a 100K cultural victory without any deliberate effort to slow down the tech pace.
More broadly, your claim rests on the idea that manipulation of the tech race is somehow improper or too artificial to "feel" right. Yet EVERY GOOD PLAYER MANIPULATES THE TECH RACE!!! A couple of obvious examples:
1. Good players always time the completion of ToE for the same turn that they finish researching a tech. Are you telling me that you don't alter your research investment in such a case because it doesn't seem right to you?
2. Good players understand that certain techs are only valuable as trade bait. Do you always research the "best" tech available (which is ideally what a civ should do in the "real world"), or do you sometimes research ones that are only useful b/c it gets you more in trades?
3. Good players will often hold off researching, for example, Chivalry so that they can do a larger mass upgrade of horsemen later. Does this "feel right" to you?
My point is not to criticize or attack you, but to point out that controlling the pace and direction of the tech race IS appropriate and an accepted part of the game. This AU game will not be substantially different in this regard.
2) It presents a somewhat perverse standard of success in which a civilization that is clearly more successful by objective measures can lose where a civilization that is clearly less successful by objective measures would have won.
3) It encourages less focus on one's own cultural achievements and more focus on damaging one's rivals. There is always a back door available to cultural victory: if you pound every oponent back into the stone age and keep them there, cultural victory sooner or later is essentially guaranteed.
But the really impressive route to cultural victory is to achieve it entirely by building up one's own culture and not by going out of one's way to damage the culture of rivals.
If players are encouraged to weaken any AIs that might be in a position for a space launch before the player can get 100K culture, that actually shifts focus away from a pure cultural race and toward improving one's relative cultural standing by weakening opponents.
All I can say to try to resolve this is that Dom's stated goal was the fastest possible cultural victory and NOT "play an almost purely builder style game."
As for the qualification "within reason," it is one thing to define a course in terms of trying to do something quickly, but something else to define it in terms of focusing on that one goal so exclusively that nothing else matters.
Dominae and Tall Stranger make it sound as if what I am proposing would lead to total anarchy in which players would do whatever they want to.
1. it will encourage players to focus solely on culture, rather than develop a more complete game;
2. it will not highlight the tradeoffs inherent in all forms of victories;
3. it will not achieve the stated purpose of this course, which is to win AS FAST AS POSSIBLE; and
4. it will be little more than a straight-forward builder-style game. There's nothing wrong with such games, but they certainly don't warrant their own course.
EDIT: Stupid typo on my part.
Comment