19 themes/skins available for your browsing pleasure. A variety of looks, 6 AC2 exclusives - Featuring SMACX, Civ6 Firaxis, and two CivII themes.[new Theme Select Box, bottom right sidebar - works for lurkers, too]
0 Members and 1 Guest are viewing this topic.
I have got a GREAT IDEA. You go ahead and play Market Forces from the start yourself, with the same non-conquest restriction proposed by Kirov. Play with all of your improved ideas. Then let's compare the result based on the turn where each of us win by cornering the market, and see who gets there first! Then we can compare notes to see where each of our strategies stand at varous tech levels, and see what worked best!
I played a few more turns of Market Forces today. Have you started yet, Yitzi (or anyone else)? I would enjoy hearing your perspective on the scenario.
So given the small land mass, do you still agree with your assessment that you should expand out to sea? Or do you think my strategy of raising land has more merit that it appeared at first glance?
The way I see it, Forests+tree facilities, Rocky Road Mines, and Advanced Terraforming (Mirrors, Condensors, Enrichers, Boreholes) are all fairly reasonably balanced with each other in terms of former/facility/tech investment and resource return (and all very useful), and Sea improvements have their own set of advantages which makes them interesting (easy to mass Nutrients, plenty of places for useful Tidal harnesses right away unlike Solar which needs high altitude). The only clear imbalance I see is basic terraforming options like Farm, Solar, and non-rocky Mine are near-useless in all but a few niche scenarios. I think trying to bring all the other useful and viable forming options DOWN to the effectiveness level of farm/solar will result in a much less interesting game. I'd suggest either attempting to bring Farm/Solar UP to the level of the others, or accepting that it's not the baseline by which you should measure all other forming options and letting it be largely useless.
The problems with bringing farm/solar up to the level of forests+hybrid forest or advanced terraforming all over the place (which is what you need to balance forests+hybrid forest or many of the better crawler-based strategies) are:1. It makes power imbalances grow too fast in the early game, putting a heavy focus on early-game strength, and speed over long-term effectiveness. Some people like to play like that, I do not. As such, it's certainly worth at least having some way of playing without that.
2. The fact that advanced terraforming creates extra ecodamage suggests that having it all over the place is not what was originally intended; it was meant to be used sparingly, not as much as you could (and to compete with forests, it has to be done a lot.)
So I would dispute your core contention: I think that bringing everything down to a lower level would result in a longer, and therefore more interesting, game, by slowing growth.
How early game are we talking?
Because changes to forest pre-Tree Farm are going to be hard to make, and post tree farm.. I think you should be getting pretty great growth, because you've got to manage a large empire so real-time speed of play drops dramatically (unless you automate everything, which leads to really dumb things) despite an increased growth curve.
If you want to make a "I like to play games with lower growth curves" mod, that's fair enough, but that seems like a very different mission statement from balancing the game
because games are extremely long as it is
Also, no matter what you do (within reason) early game advantages and disadvantages are going to grow, because the game is built around exponential growth.
This is one of the things that makes SMAX great in my opinion, it lets you actually win games and makes everything count.
I'm pretty happy with the way Adv forming works. I don't agree that it needs to be used in huge amounts to "compete" with forests, the advanced things can and should simply be phased in replacing old forests/mines as and when former turns become plentiful and the clean mins limit is raised.
hm, with the length of most games on reasonable sized Transcend or from what I've seen in multiplayer, intentionally slowing the game down seems to be a not very good idea. I'm pretty sure the extreme pace of development in late game is a very intended and very useful feature, since it means that even when each turn is taking most of an hour you still get to see some progress and can reasonably end the game.
The issue isn't real-time speed of play, it's the ability to turn an advantage into a larger advantage. Keep in mind that Tree Farms aren't that late; beelining let's you get them only 10% of the way up the tech tree, and even if you go "tier by tier", you're only about halfway up the tech tree. Even fusion is only slightly more than halfway up the tech tree, which is way too early for growth to expand to the point of having such a huge influence on the game.
QuoteIf you want to make a "I like to play games with lower growth curves" mod, that's fair enough, but that seems like a very different mission statement from balancing the gameIt is related to balancing earlier-game strength with later-game strength,
Quotebecause games are extremely long as it isReally? How many MP games do you know of where someone actually completed the tech tree (i.e. reached Threshold of Transcendence)?
QuoteAlso, no matter what you do (within reason) early game advantages and disadvantages are going to grow, because the game is built around exponential growth.Not really. Some things involve exponential growth, but all sorts of features (most notably the tech cost formula) suggest that exponential growth is not what the game is designed for.
QuoteThis is one of the things that makes SMAX great in my opinion, it lets you actually win games and makes everything count.Being able to actually win games is accomplished either by endgame offense being stronger than defense (which it is, with Blink and orbital insertions), or a way to win without conquering everyone else (i.e. transcendence.) What fast exponential growth lets you do is let you actually win games when you're only halfway up the tech tree.
QuoteI'm pretty happy with the way Adv forming works. I don't agree that it needs to be used in huge amounts to "compete" with forests, the advanced things can and should simply be phased in replacing old forests/mines as and when former turns become plentiful and the clean mins limit is raised.You misunderstand: Obviously it doesn't have to be used in huge amounts to compete with forests if the rest is forests. But having farm/solar with occasional boreholes/mirrors/condensers is not enough to compete with forests (which also might have a few boreholes of their own).
Quotehm, with the length of most games on reasonable sized Transcend or from what I've seen in multiplayer, intentionally slowing the game down seems to be a not very good idea. I'm pretty sure the extreme pace of development in late game is a very intended and very useful feature, since it means that even when each turn is taking most of an hour you still get to see some progress and can reasonably end the game.Firstly, I'd also like to make the game harder naturally, so that "default" single-player is Librarian (where AI is fairly balanced against human players in terms of advantages, and the AI is cooperative enough to allow diplomacy-based strategies.)
Secondly, if each turn is taking an hour in MP, you've probably got other problems: Loose time controls give 5 seconds per base or active unit and 16 per event, suggesting that even with 30 bases (a very high number; at "cover all the territory inside radii" spacing, you can't fit 30 bases per faction on a standard map), and with 10 active units per base (also very high unless you're in a major war), you're expected to take roughly half an hour per turn on "loose" settings. (And yes, it'll be a fairly slow game. TBS games are designed to be somewhat slow) If you can provide a savegame of where it took an hour per turn, that might help figure out what's going on.
Thirdly, I have nothing against growth picking up in the actual late game (say, around the point where future tech starts to become available); it just shouldn't be so high when the game (as measured by the tech tree) is only half over.
Now, of course a lot of this is my preferences and the rest is simply the way the game was probably designed to be played; if someone prefers the "a builder game ends when the tech tree is only half finished" style, they can of course play that (and then all that's needed is to strengthen farm/solar to only need occasional mirrors/condensers to compete with forests), but I don't think that's how the game was meant to be played, and it certainly doesn't give time to appreciate all the game has to offer (e.g. winning by transcendence).
Yes, smaller advantages lead to bigger advantages.. But I'm far from convinced that AC has that balance wrong.
Long as in how long it takes to complete, which is well into the months.
The tech formula cost has to go up a lot, but honestly the factors of increase it uses are so tiny compared to the exponential growth that I would point to it as strong evidence of the game being designed for exponential growth.
Why should only endgame offense be able to kill people? Surely in a balanced game offense should provide a very real threat throughout the game, especially for many player games where attacking one guy is very likely to put you at a disadvantage so you need good risk/payoff ratios otherwise no one will fight.
ah, yes, i did misunderstand. In that case: both can use adv teraforming, so all that's happening is farm/solar still just sucks.
Making the game any form of challenge for a competent player at librarian will be an insanely huge challenge unless you plan to do it by making the AI cheat a whole lot more at librarian.
I said most of an hour (meaning the majority of, >50%, actually closer to 35-45 mins), and was not talking about MP but the lategame turns of a large VS Ai game with broken AI factions. It's due to there being a hell of a lot of bases all churning out something most turns (mostly build order queue facilities), and having to manage a huge army attacking a large AI empire.
By that point games tend to be already decided in SP (possibly MP), and will have been going for many months in MP.
When a game ends depends on the ability of your foes, evenly matched players will still be able to have long games despite strong exponential growth
The idea of measuring the progress of a game based on how far we are into the tech tree is interesting, but has nothing to do with reality.
Technologies can be deadly at any stage. Typically attack is about double defense as technology grows. (I know, some of this depends upon the technology paths chosen, but it is in the ballpark.)
BUT, this just does not happen; I have yet to play in a MP game where a Tachyon Field was available to anyone.