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MrBaggins
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I mentioned this a long, long time ago, but I'm strongly of the opinion that the current wonder system is a problem...
- The system mostly rewards the tech leader, allowing them to get richer, effectively.
- Although wonders effectively add flavor to civilizations, the players experience is very often similar, due to their aiming for (and usually/often getting) the same initial wonders, and most if not all of the later ones.
- Wonders aren't wonderful: to me they seem more like a very expensive city improvement, often. I think this is largely because they've been toned down, due to the above problems.
My thought was to limit the number of wonders available to players, per age. This approach hasn't been available til now, with the release of the source code.
Tech leaders still get an advantage since they get "first dibs" on the wonder(s) of their choice. Once a civ starts building a wonder, it can't be built by another civ, unless the construction is abandoned by that city.
Abandoning wonder races solves a lot of the AI wasting foibles. Currently, the AI often wastes a lot of production on lost races... with limited wonders, these issues just wouldn't happen.
Obviously this is a somewhat controversial subject, even though I think it has a lot of merit, so it should be optional. I'd put it in age.txt
In each age, put WonderLimitPerCiv. If the value is -1 then there are no limits or building restrictions for wonders, as per standard. If 0 then wonder building is disabled for all civs. If more than 0 then there are limited wonders available to each civ, on a first-come-first-serve basis.
I also like the idea of including limited wonders, somewhat like Civ3. These are available to all civs, but only one can be built per civ. These would compliment wonder limits very well, also, I think.
Last edited by MrBaggins on 23-01-2004 at 22:55
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MrBaggins
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Right... the purpose is eliminating wonder races... something the AI sucks at big time... or rather... the human can exploit so much better.
The capturing wonder issue is solved by eliminating the effect of the captured wonder, but not the wonder itself, so it could be recaptured, and useful again to the initial builder.
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MrBaggins
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quote: Originally posted by skywalker
The wonder race has to be there - or tone wonders down a lot. It is too powerful to secure a wonder merely by starting to build it.
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Not if the effects are equivalent, and you can only build one or two. Given the current system, once a tech leading civ gets a fair tech lead and has a couple of high production cities, then they can get ALL the wonders they want, destroying game balance.
quote:
The reason I didn't like the disappearance of the wonder isn't because no one can get it again (though that's part of it) but rather that the warmonger should be able to acquire wonders through conquest. However, they shouldn't have the ability to have more wonders than a peaceful builder. Wonders are IMO primarily a builder benefit (ideally). |
I agree that warmongers shouldn't have more wonders than a peaceful builder. Wonders are a choice... expend the effort... get the benefit, warmonger or not.
Part of the system I'm suggesting is eliminating the wonder races. There is really no way around this... Wonder races do more to destroy game balance than any game "fun" benefit from their capture has, anyway. The loss of 1000's of shields for a number of AI opponents is unacceptable.
This system puts civs on an equal footing, thus increases competion, thus increases fun.
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_R_
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It has always bothered me, in all Civ-games, that Mayas would be prevented from building a Pyramid just because the Egyptians did it before. Actually, for an isolated civ, it should make no difference whether they're the first or the last to build a wonder. In the case of conquest, the traditional handling of Wonders doesn't make much sense either : when Alexander conquered Egypt, the Pyramids had a far lesser importance to his civ than they had for the Egyptians who built it.
To translate in game terms, here's my proposition :
- Wonders can be built once by every civ = Small Wonders
- The first civ to build a particular gets an added bonus = Wonder of the World. For early wonders at least, this bonus should only apply to situations involving direct interactions of civ (e.g. increased religious influence,...)
- A wonder built by another civ has a limited effect (compared to a Small Wonder and irrespective of whether it was a Wonder of the World). This way, there is a gain if you conquer a wonder, but it's smaller you'd have if you built it yourself.
- For balancing, it might be better to reduce the cost of the wonders once the first one has been built. In the case of a close wonder race, the loser should be allowed to transfer the excess production to another Wonder project.
I think this retains the interest of the wonders, while adressing most of MrBaggins's concerns.
BTW, I'm really excited by the work you're putting with the source code and I hope you'll be able to create the game I've been dreaming of since I first played Civ1.
Last edited by _R_ on 27-01-2004 at 07:48
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MrBaggins
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Whilst there absolutely are wonders that are often built by more than one nation, they really should be "limited" or "minor" wonders anyway... except with "full wonder level powers". You might also wish to have two or three identically powered but differently named wonders so that two or three different civs could get the same kind of wonder on a first-come-basis.
As for isolation, I'm afraid its really not too viable, since contact isn't limited in the "civ" world, versus the real world. Among "known" civs there really aren't wonder races in the classic sense...
No one talks about the Collosus of Troy that almost was... or the semi finished Great Pyramids of Oslo...
I like the idea that there be limited wonder versions of the wonders (specified in each wonder,) that could be built by late comers, or reverted to when a city is conquested.
As for allowing extra wonders to be built at extra (exponential) cost, that acts as an extra one... or two, or maybe three, for the leader, essentially, with what amounts to a hard cap behind it. I'm not in favor of it.
As for saving production, I think it stretches the abstraction a little too far. I like the idea of having limited wonders you can build instead... plus as I mentioned before... why not include a couple more "alike but differently named" wonders, especially later in the tech tree?
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MrBaggins
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If you have wonder races where an AI pays full cost for a lesser version of a wonder, you have a balance problem... better for it to be building a limited wonder, at lesser cost, or building the full wonder, at full cost.
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MrBaggins
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quote: Originally posted by The Big Mc
One word for you MrBaggins
Compensation
Have the left over go on what they are next building (baring wonders) |
Players and AI's can already switch production (although the fact that its lossless is a big problem).
Wonders are the only game object (except for the Gaia Controller) where the building of it, is contested, and the only problem where the AI has a hard time in construction, BECAUSE its a contest, and smart contestants win... hence the AI basically won't, if the human is determined.
If you remove the contest aspect, you still have wonders, and proportional costs for proportional effects... limited, minor or whatever you want to call them, wonders give opportunities for runner-ups to build lesser versions of wonders, mimicing history, and retaining game balance (although these should be more of a consideration, with high cost and limited returns.)
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MrBaggins
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quote: Originally posted by The Big Mc
Hmmm
It’s the ai that wants it head looking at then no the wonder system.
The ai use of the technology tree will always prevent them from getting wonders. So wonder limiting will only feel like what I have been told civ 3 feels like that you are linked to your ai to tightly and science stagnates.
I hate the dark ages I really do the game would balance if it was not for them |
You'll never make an AI as sophisticated as a human player... however, so you deal with the issue in the viable way, instead.
As for the wonder system as a whole, it still rewards success with yet more success. The civ with more wonders can do yet better in constructing further wonders. "The rich get richer"
If you limit wonders you not only make them more special... of more individual consequence, but ensure that you don't get the same kind of self-sustaining improvement loops.
Also, since there will be a distribution of wonders throughout the civ opponents, that will give each civ flavor...
The civ that builds Great Lighthouse would have obvious naval power, the civ that builds Collosus of Rhodes would be an economic powerhouse, the civ that builds the Appian Way could have a far-flung empire, and so on.
Civs gain individuality, without specific traits being set, but on the choices they make, instead.
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child of Thor
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I'm probably the only one, but i never build the wonders for the benefits they give me - i build them because i like to be the owner/builder of these wonderous things.
So having a choice of lesser wonders and a limit on the amount of big wonders each civ can build, would seem a nice way to counter balance the problem of the human player being able to better utilise wonders in the game.
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drulius
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Lubbock, Tx USA
Jan 1970 time: 23:33
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I think maybe Wonders should stay as powerful as they are and we might add victory conditions to the game setup so that:
hardest: turn off wonders for human and leave them available for the ai to build.
next:turn off wonders for all civs
next:human can build but gets no effects, just enjoys making the ai lose the production when it loses in a race. Also allows building wonders for spite, just so the ai can't have them. ai gets full effects if successful.
next:flipside, ai can build but gets no effects, human gets full effects if successful
next:both sides "compete" freely, like it is now
easiest:turn off wonders for the ai, leave them on for the human, who can then leisurely build them all if so desired. This is assuming that the ai learn to avoid shooting themselves in their feet by internally executing their wonder runs more efficiently.
Also consider games with 30 ai civs, just that numerical competition alone should help even the playing field.
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MrBaggins
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The ideas so far for dealing with "losing" a wonder race don't seem terribly elegant.
I've got another idea: add an extra requirement to building a wonder, given this system... a time to build requirement. Maybe globally, maybe on a wonder-by-wonder basis, or an age-by-age basis.
For example... say you have the Pyramids which require, say, Stoneworking. If you require just the tech to build it, and then preclude any other civs from starting it, thats a problem, since it unfairly biases wonder choices towards scientific nations, or in the case of a wonder with a tech prequisite that everyone starts with, the first player.
If you have the wonder be available to a civ on a first-come-first-basis, for tech prequesites AND a build time prequisite of, say 50 turns, then it wouldn't be instantly buildable by size 1 cities.
It becomes a race, of sorts, for any wonder, but without the messy situation of lost production.
This benefits the AI, especially, since you no longer have the problem of powergamed wonder races, through mass disband-rushing and/or rushbuying, which is difficult to strategize for the AI. It takes initial productive power to be able to start the wonder.
Thoughts?
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MrBaggins
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Not really... At 1/50th... you only require 120 shields for a 6000 shield wonder. Hardly a metropolis. Not a size 1 either, though...
Actually... wonders wouldn't need to be as expensive in general, any more... because... they'd be limited.
This is all a side discussion anyway; the *choice* of which wonder isn't terribly important if they are about equal in power... IF you limit wonders.
The system I've suggest doesn't seriously reward the builder with loads of production power... just gives first choice... which shouldn't necessarily be so significant... in fact... much less significant than having building races.
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MrBaggins
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Problem is... wonders cost a lot more than regular units/buildings... generally speaking. So, if you just had left over production go to whatever... then a lot is lost, unless you incorporate some mechanism to retain it, until the "lost" production is all spent.
It may be useful, or it may not: AI Civs shouldn't *always* be building. Sometimes they build themselves into the ground. (overwhelming unit support costs and occassionally pointless city improvements, when what they should be doing is switching to more PW and improving their tiles, perhaps.)
I'm also pretty sure that unless we include some uneven mechanism for AI/humans... humans can and will exploit it... and I've even thought of one already: human player engages in a wonder race he doesn't intend to win. He effectively does a massive prebuild that gets carried over from turn to turn... that prebuild being delayed so he can rush build 5 tanks... that he *just* got the tech as he lost the wonder race.
"Raceless" wonders are the only way to ensure that the AI doesn't do stupid construction in their regard.
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MrBaggins
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quote: Originally posted by The Big Mc
So wonder limiting will only feel like what I have been told civ 3 feels like that you are linked to your ai to tightly and science stagnates.
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This was an old comment... but I just want to respond, since its an important point.
Civ3 does somewhat tie your civ to the AI's. Thats necessary for game balance, challenge, and ultimately fun. Brian Reynolds emphasised this, in his article on game balance.
The issue with the Civ3 system isn't that the "solutions" or "limitations" went too far... its that they didn't go far enough in many ways.
For instance...
- Science development relatively tough
- Science trading relatively easy
So players just ignore signficant internal scientific development and, for instance... develop an advance that other civs don't have. Trade to several civs, simultaneously getting other ignored advances. A broad tech tree becomes irrelevant. Tech is essentially a free-for-all.
Another example would be wonder building.... AI's get significant production bonuses and expand well in early/mid game, comparitively to humans... and so they have a wonder advantage. Humans therefore wonder rush to certain key wonders, and let AI's get the others. The human then takes the advantage of the AI's strategic weakness and conquers those wonder cities, doing an end-run on wonder construction.
The moral of the story is that humans will find any and every exploit, imagined and unimagined. If you want a reasonably challenging game to play, then you should definitively close loopholes.
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tyrantpimp
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Saving the "lost production" from a wonder to build other stuff is a weak idea if not for just the reason pointed out as its potential use as an exploit. I say the resources should be divided up into p/w, science gold, and treasurey gold. This could be on a sliding scale per instance of wonder.
So if player has 7 cities all building the same wonder and the ai builds it first only the one furthest along gets the full division.
Alternatively could have it so only city can build a wonder at a time.
The later seems ideal as it would take away one of the oldest tricks of building a wonder to switch prod to something else.
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KHOMAR
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L'ISLE-ADAM
Feb 2004 time: 05:33
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What do you think of scriptable evolutive wonder benefits, by age.
for example pyramids initially granted spiritual power to greats leaders of ancient egypt,after what it remains a element of prestige,and in our time it's a cause of tourism
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