The other day, I noticed that many of the players who complain the most about corruption play on larger maps and build sprawling empires or distant outposts to gather resources. This suggested some approaches to dealing with corruption that I hadn't seen anyone discuss, so I decided to bring them up. I post here even though this might belong in the mod or general forum because I am hoping to attract attention from good strategic minds and avoid flamewars.
Except for the diplomatic victory one-city culture victory, all victory conditions need more land at higher levels. The domination victory explicitly requires the same percentage of the world on all map sizes. To earn the conquering victory, you need an empire big enough to conquer everybody, which means roughly the sam percentage of a huge world as a tiny one. The science victory requires a larger percentage of a larger world than a smaller world ( more on that in a minute. ) For the whole civiliaztion cultural victory, you always have to reach the same milestone, but the requirement to have twice as much culture as anyone else means you still need to be fairly large.
In short, for most of the victory conditions, and certainly the most popular ones, you need as large or larger a percentage of the land on larger maps than you do on smaller maps. The game however, allows you a smaller percentage of the larger maps.
I found this out by looking in the world sizes menu in the editor. For a tiny map, you are "allowed" 12 cities on a map with a total area of 3600 squares ( 60 by 60 ). That's 300 map squares for each city you're allowed. This ratio steadily increases with map size until it is 1000 squares per "allowed" city on huge maps! The game as shipped handicaps all civilizations on larger maps!
I also calculated the ratio between the tech rate and the optimal city limit, finding that it is five on tiny maps and 7.5 on huge maps, again handicapping all civilizations on larger maps.
I believe the increased ratio between map size and optimal city limit is a source of corruption and therefore frustration for players who play on larger maps: They need to build cities in proportion to the map size, but the game penalizes them for doing so. Since players are driven to build sprawling empires or distant outposts for the purpose of collecting resources, that is another source of frustration. I think we could alleviate some of these problems by adjusting optimal city limits, tech rates, commonality of resources, and likelihood of resource depletion. What do you guys think?
Except for the diplomatic victory one-city culture victory, all victory conditions need more land at higher levels. The domination victory explicitly requires the same percentage of the world on all map sizes. To earn the conquering victory, you need an empire big enough to conquer everybody, which means roughly the sam percentage of a huge world as a tiny one. The science victory requires a larger percentage of a larger world than a smaller world ( more on that in a minute. ) For the whole civiliaztion cultural victory, you always have to reach the same milestone, but the requirement to have twice as much culture as anyone else means you still need to be fairly large.
In short, for most of the victory conditions, and certainly the most popular ones, you need as large or larger a percentage of the land on larger maps than you do on smaller maps. The game however, allows you a smaller percentage of the larger maps.
I found this out by looking in the world sizes menu in the editor. For a tiny map, you are "allowed" 12 cities on a map with a total area of 3600 squares ( 60 by 60 ). That's 300 map squares for each city you're allowed. This ratio steadily increases with map size until it is 1000 squares per "allowed" city on huge maps! The game as shipped handicaps all civilizations on larger maps!
I also calculated the ratio between the tech rate and the optimal city limit, finding that it is five on tiny maps and 7.5 on huge maps, again handicapping all civilizations on larger maps.
I believe the increased ratio between map size and optimal city limit is a source of corruption and therefore frustration for players who play on larger maps: They need to build cities in proportion to the map size, but the game penalizes them for doing so. Since players are driven to build sprawling empires or distant outposts for the purpose of collecting resources, that is another source of frustration. I think we could alleviate some of these problems by adjusting optimal city limits, tech rates, commonality of resources, and likelihood of resource depletion. What do you guys think?
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