This is pretty long but fairly good I hope; it is at least constructive ...
I think there are fun decisions to make in Civ3, and there are boring decisions to make. Fun decisions involve strategic thinking and planning. Boring decisions involve narrow optimization and busy work that many would like to automate.
Civ is a mix of these fun and boring decisions. However the ratio of fun to boring changes as the game goes on. In the early part of the game, you have fewer units and cities. You spend most of your time on exploring, deciding who to attack and ally with, where to expand, whether to pursue war or peaceful growth, and so on.
Later in the game however the number of units and cities grows exponentially. Now you spend most of your time managing, deciding what improvement to have workers make, where to move military units, what to have cities build, and how to quell civil disorder.
This becomes very bad late game. Early game, for every fun decisions to make, where to expand, when to attack, and so on, you only have to move a few units and manage a few cities. Late game, to get to the fun decisions you have to do many many boring things, like move workers #1-150, move artillery piece #1-40, manage 30 good cities, and manage 70 corrupt cities.
To try to fix this, fun decisions should be maximized, and boring decisions should be minimized. This requires first defining what is fun and what is boring (this will vary for people, but I hope some broad agreement is possible - this is my list, please share yours):
Fun
Boring
I don't really see anyway to increase the amount of fun decisions ... I think what needs to happen is simply to decrease the boring decisions so that the fun ones get more time.
So the key is minimization of boring decisions. How to do this?
One thing is perhaps to play smaller maps. Less tiles, less cities, less units, more fun maybe. This isn't much help to ppl like me who prefer big maps for the greater possibilities, but its worth mentioning.
Second is using Shift A to automate your workers. No one, myself included, can stand to do this because of the efficiency loss. However, maybe it is worth it to swallow that loss and get more fun playing time ... just maybe the loss of optimization won't really change the outcome of the game. Life's too short to spend time personally irrigating.
Third is maybe using Governors to handle city management ... I don't know much about this since I was never willing to trust them, but maybe it is worth the inevitable loss of optimality.
Thats all I can think of that players can do as the game is now. What game changes should be made?
First is stack movement of course, so players' lives aren't spent moving every single unit around one by one.
Second is to improve automation routines. Make the automated worker and the city governors do their job better please!! This would allow players to dump the busy work on them without fear of losing too much efficiency. As it is, no one will do this because the efficiency loss is too great. If automated workers and city governors were more competent, say maybe 75% as good as a human, then complaints about end game tedium might disappear.
Third is change pollution. Either fix the worker automation, so that they clean it efficiently like humans, or simply make pollution disappear on its own after 5 turns or so. Pollution is a bigger headache than one might think, because it requires the player to keep workers around even after improvements are finished, and he generally has to activate a stack of them one by one every time pollution appears. It seems a small thing, but it causes a disproportionate amount of tedium.
Fourth is an option to have cities in disorder automatically be "given some entertainment" if that option is available. (The "manage city mood" option might do this already, I am not sure since I never trusted governors).
Fifth make city build queues easier to work with. Allow multiple types of queues for one thing.
Thats all I can think of ... mostly they just deal with improving the worker and governor AI so that busy work can be given to them. Boring decisions cause game tedium ... it just becomes overwhelming late game because the number of them has grown exponentially, cluttering out the fun decisions almost completely.
Boring busywork is best handled by a machine ... if worker and governor AIs were improved, players would be willing to let them do so, and the late game tedium problem might disappear.
Hopefully this just involves improving the existing routines, rather than programming entirely new code, so it might be feasible.
Agreement or disagreement? Any other ideas about why late game tedium occurs and how to fix it?
Thanks for reading, sorry for the length!
I think there are fun decisions to make in Civ3, and there are boring decisions to make. Fun decisions involve strategic thinking and planning. Boring decisions involve narrow optimization and busy work that many would like to automate.
Civ is a mix of these fun and boring decisions. However the ratio of fun to boring changes as the game goes on. In the early part of the game, you have fewer units and cities. You spend most of your time on exploring, deciding who to attack and ally with, where to expand, whether to pursue war or peaceful growth, and so on.
Later in the game however the number of units and cities grows exponentially. Now you spend most of your time managing, deciding what improvement to have workers make, where to move military units, what to have cities build, and how to quell civil disorder.
This becomes very bad late game. Early game, for every fun decisions to make, where to expand, when to attack, and so on, you only have to move a few units and manage a few cities. Late game, to get to the fun decisions you have to do many many boring things, like move workers #1-150, move artillery piece #1-40, manage 30 good cities, and manage 70 corrupt cities.
To try to fix this, fun decisions should be maximized, and boring decisions should be minimized. This requires first defining what is fun and what is boring (this will vary for people, but I hope some broad agreement is possible - this is my list, please share yours):
Fun
- Where to Expand
- Who to Ally With, Who to Wage War With
- Making Interesting Trade Deals
- Be Aggressive or Peaceful
- Tech Research Path
- What Kind and How Big an Army
- Where, When, and How to Invade
Boring
- What Tile to Put Worker #84 On
- Mining, Irrigating, Clearing EVERY Tile
- Roading and Railing EVERY Tile for Output Bonus
- Cleaning Up Pollution
- Deciding What City #39 Should Build Now
- Getting City #92 Out of Disorder
- Moving Artillery #26
- Moving Tank #15
I don't really see anyway to increase the amount of fun decisions ... I think what needs to happen is simply to decrease the boring decisions so that the fun ones get more time.
So the key is minimization of boring decisions. How to do this?
One thing is perhaps to play smaller maps. Less tiles, less cities, less units, more fun maybe. This isn't much help to ppl like me who prefer big maps for the greater possibilities, but its worth mentioning.
Second is using Shift A to automate your workers. No one, myself included, can stand to do this because of the efficiency loss. However, maybe it is worth it to swallow that loss and get more fun playing time ... just maybe the loss of optimization won't really change the outcome of the game. Life's too short to spend time personally irrigating.
Third is maybe using Governors to handle city management ... I don't know much about this since I was never willing to trust them, but maybe it is worth the inevitable loss of optimality.
Thats all I can think of that players can do as the game is now. What game changes should be made?
First is stack movement of course, so players' lives aren't spent moving every single unit around one by one.
Second is to improve automation routines. Make the automated worker and the city governors do their job better please!! This would allow players to dump the busy work on them without fear of losing too much efficiency. As it is, no one will do this because the efficiency loss is too great. If automated workers and city governors were more competent, say maybe 75% as good as a human, then complaints about end game tedium might disappear.
Third is change pollution. Either fix the worker automation, so that they clean it efficiently like humans, or simply make pollution disappear on its own after 5 turns or so. Pollution is a bigger headache than one might think, because it requires the player to keep workers around even after improvements are finished, and he generally has to activate a stack of them one by one every time pollution appears. It seems a small thing, but it causes a disproportionate amount of tedium.
Fourth is an option to have cities in disorder automatically be "given some entertainment" if that option is available. (The "manage city mood" option might do this already, I am not sure since I never trusted governors).
Fifth make city build queues easier to work with. Allow multiple types of queues for one thing.
Thats all I can think of ... mostly they just deal with improving the worker and governor AI so that busy work can be given to them. Boring decisions cause game tedium ... it just becomes overwhelming late game because the number of them has grown exponentially, cluttering out the fun decisions almost completely.
Boring busywork is best handled by a machine ... if worker and governor AIs were improved, players would be willing to let them do so, and the late game tedium problem might disappear.
Hopefully this just involves improving the existing routines, rather than programming entirely new code, so it might be feasible.
Agreement or disagreement? Any other ideas about why late game tedium occurs and how to fix it?
Thanks for reading, sorry for the length!
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