The long discussions over REX/rush/raze as a strategy point to a basic problem in CivIII - the designers did not go far enough in implementing their own model.
My suggestion is that culture be handled in a way similar to money. Instead of piling up forever, have it be that culture points are like gold pieces, and can - or must - be spent to perform certain tasks.
My idea is this - culture points can be used to buy away unhappiness, and certain actions have a culture point cost that must be paid. If others are trying to take away your cities, then they can pay with culture points which are factored against yours. There could even be some kind of auction system where you pay culture points in, and the enemy can either match them or lose the city.
Poprushing could be balanced, instead of by having poprush unhappiness floating around, to simply having a culture point cost. The player is then essentially buying units with culture and people rather than gold, and the cost is self enforcing - cultures that use the whip too much are sitting ducks for others to start pulling cities into a more enlightened cultural sphere. Instead of being a deus ex machina event, flipping a city will be, like any other civ action, part of a strategy. This makes sense - making overtures to the most disgruntled areas of a society is long standing historical practice.
Culture points could be used to push the UN election in your favor, and allow a variety of other actions. Insufficent available culture points means you can't act in certain ways, and actions which incur an automatic cost - such as a city falling into disorder - might cause the entire society a penalty. One specific idea is to have it cost already produced science, and if catastrophic, even an already purchased advance. Dark ages have happened before...
My last suggestion is that science should also be spendable on things other than advancements. Upgrading units should have a science cost, and a reduced monetary cost, rush buying of improvments with money should also have a science cost. In otherwords - channel the game along lines of figuring out how to grow cities.
This also opens up a better way of AI balancing than merely cheating, they could get increasingly favorable breaks on culture or science costs.
In otherwords - culture is a good concept, but it needs to be integrated across all of the game. One should have to spend culture to keep up an expanded sphere of influence, limiting the amount of time a culture can live on past glories. One should have a choice about where culture points go.
But most of all, if the game designers want to balance the despotic strategies - force the players that choose them to either except the risks of being the knuckle draggers of the world, or act as many despots have - to finance huge amounts of culture to maintain their prodigal use of blood mixed with earth to make bricks.
My suggestion is that culture be handled in a way similar to money. Instead of piling up forever, have it be that culture points are like gold pieces, and can - or must - be spent to perform certain tasks.
My idea is this - culture points can be used to buy away unhappiness, and certain actions have a culture point cost that must be paid. If others are trying to take away your cities, then they can pay with culture points which are factored against yours. There could even be some kind of auction system where you pay culture points in, and the enemy can either match them or lose the city.
Poprushing could be balanced, instead of by having poprush unhappiness floating around, to simply having a culture point cost. The player is then essentially buying units with culture and people rather than gold, and the cost is self enforcing - cultures that use the whip too much are sitting ducks for others to start pulling cities into a more enlightened cultural sphere. Instead of being a deus ex machina event, flipping a city will be, like any other civ action, part of a strategy. This makes sense - making overtures to the most disgruntled areas of a society is long standing historical practice.
Culture points could be used to push the UN election in your favor, and allow a variety of other actions. Insufficent available culture points means you can't act in certain ways, and actions which incur an automatic cost - such as a city falling into disorder - might cause the entire society a penalty. One specific idea is to have it cost already produced science, and if catastrophic, even an already purchased advance. Dark ages have happened before...
My last suggestion is that science should also be spendable on things other than advancements. Upgrading units should have a science cost, and a reduced monetary cost, rush buying of improvments with money should also have a science cost. In otherwords - channel the game along lines of figuring out how to grow cities.
This also opens up a better way of AI balancing than merely cheating, they could get increasingly favorable breaks on culture or science costs.
In otherwords - culture is a good concept, but it needs to be integrated across all of the game. One should have to spend culture to keep up an expanded sphere of influence, limiting the amount of time a culture can live on past glories. One should have a choice about where culture points go.
But most of all, if the game designers want to balance the despotic strategies - force the players that choose them to either except the risks of being the knuckle draggers of the world, or act as many despots have - to finance huge amounts of culture to maintain their prodigal use of blood mixed with earth to make bricks.
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