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Trifna
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of anchovies
Jul 2001 time: 13:18
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In Civ (and many other games), once you have more territory, it tends to be a matter of time to see you win. This is a problem, should it be for gameplay or make it more coherent.
Just think of the Ottoman empire. Big territory? What a mess... And I'm sure we can find lots of example of powerful and successful nations that have little territories (Europe is barely a peninsula if you did not noticed).
How can we viable find solutions? I went into it very broadly.
1- There are some disadvantages to bigger territories such as:
- People from MORE different places, thus more potential frictions among each other (espescially if they have a different past, even more if a part comes from elsewhere)
- You need good logistic when it's bigger...
- Others
2- There are some factors that have a role to play, other than territory such as:
- Trading (MAJOR: Some places are better, diplomacy plays, arrangements with bigger powers like Israel-US can serve...)
- Ressources (yes, great, it came in Civ3)
- You're bigger? It's a Risk game, so wait for others wishing to make you smaller.
- You're bigger? It may mean that you'll enter into competition, espescially with big ones (ex: Rome vs. Carthage)
- Ottomans got trouble because of a certain conservative structure. What formed their strength, later was truely an issue for them
- You can make some short term choices, or also some longer term ones. If you grew fast from short term choices, you should see the difference (fast expansions, then others around try to divide you as a pie).
- Europe-style advantages for being small and squeezed(competitivity, unrest between powers bringing problems but also pushing to go further...)
Anyway, youn see that there are many possibilities... which solutions would you have to this territory=winning asset problem?
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Max Sinister
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Simple: Count other things. Population, military strength, economic / financial power, scientific progress. Personally, I'd weight these aspects, giving science 40% and the others 20% each.
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frekk
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I think the key problem is the ability to project power.
Some system to limit the ability of a country to project military power to great distances should be implemented, and one that does not rely on building the biggest empire you can.
You should still be able to build a giant empire, and take over the world, but it should require serious strategy to do so. And, you should also be able to build a moderately-sized nation with an ability to project power out of all proportion to its size.
However, if you are very tiny your power projection should be quite limited.
I think the key here is logistics. To constrain power projection through several primary factors:
1. An infrastructure model which limits, but does not remove, infinite movement by rail.
2. A supply model which limits the number of units one can afford to have outside of one's border.
3. A trade system which requires true protection of trade routes.
4. Do away with corruption, and replace it with a system that models political challenges of large empires - insurgents and uprisings in disaffected regions.
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Vince278
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Culture points was a way to measure how well you project in a number of areas. As for challenging large empires I'm still in favor of bringing back civil wars.
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frekk
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Culture points do not limit how well you may project military power very well. You don't get to use enemy roads, well, that really doesn't cut it down too much in the game. You can still send a huge fleet all the way across the world, or maintain a massive army deep within enemy borders indefinately.
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Vince278
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I hate how long it takes for that cool fleet to get anywhere.
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frekk
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If Israel could go to war with China, it would be a major power. It can't and so it is not. There is one, possibly two major powers in the world today: America, and perhaps China, as it would be capable, in the abscence of an American presence, of conquering and occupying most of Asia in very rapid time. Israel could at best smash its neighbours militaries, wreck their infrastructure, and wring some territorial concessions from them. Its doubtful that Israel would be able to consider an invasion and long-term occupation of, say, Pakistan, for instance, even given the political will to do so.
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frekk
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In Civ terms, it would be like having a small country with a medium sized army, but tons of air power. You could really knock a hole in your neighbours but expansion would be severely limited by the lack of ground units that would ensue from trying to hold any territory you captured.
If you want a really good study of a small country with true ability to project power and expansion potential, right now is a bad time to look. Technology in the last 20 years has made pacification really difficult, the abundance and availability of weapons like the RPG make it a real problem for most militaries.
Better to look a bit further in the past. Japan in WW2 is an incredible example of a tiny country with force projection rivalling that of the biggest nations of the world in its day.
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Max Sinister
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But Japan had quite a big population that day...
And BTW, when I mentioned the importance of science, I didn't mean "oh it's nice it brings science" but that a better technology also means better units, faster communication and higher production (ok, you could science include indirectly too)
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frekk
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Well, then we're getting into what we mean when we say a "tiny" or a "large" country.
I was speaking in geographic terms, and this is one factor in Civ which models the real world very poorly - a geographically tiny civ is always always tiny in terms of its population as well. In the real world this isn't the case.
I guess that, more than anything else, goes to the root of the "territory=victory" problem.
There's no way in a civ game, as it currently stands, that a civ centered in Japan could be more powerful than a civ centered in, say, Australia, on any realistically scaled earth map.
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frekk
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I tend to agree with all this, and that to some degree in the real world land does determine the success of a culture. The problem with civ is that there are not enough different kinds of terrain, and not enough difference between the kinds of terrain that exist. In the real world, its the quality of land, not the quantity.
The flipside of this is, of course, if terrain values had even greater disparity, then the blind luck of starting position would be even more important than it currently is.
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Wycoff
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quote: Originally posted by frekk
4. Do away with corruption, and replace it with a system that models political challenges of large empires - insurgents and uprisings in disaffected regions. |
Exactly what needs to be done. Ethnic factions in large civs need to be volitile, there needs to be a real possibility of civil war within your civ.
My idea is that the game have some sort of way to recognize the relative strengths of your cities. Major cities in your empire must be appeased. If they go into revolt, there is a chance that the city will attempt to break off and start its own civilization, taking with it a few smaller neighboring cities that are under its influence. I'm going to start a thread on this for more discussion.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:18
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Here are some thoughts:
1) More cities=more demand for resources=more chance of resources disappearing in large empires. This could leave the small nation, with 2-3 sources of a particular resource, in a fantastic position to leverage wealth from larger nations!
2) Make cities and terrain improvements COST. This means that larger empires with lots of connective infrastructure and/or small cities will be less well of than a small, compact nation! (I have actually done some rough calculations which show that, even though large nations still get a net benefit from roads and/or rails, it is often as much as HALF of that of a much smaller nation).
3) Perhaps tie wealth to city size and/or population. Also, the DEMOGRAPHICS of a city should be important too, so a city of merchants and civil servants should be wealthier than one of workers and farmers.
4) Make the benefits of trade networks (road/rail and or harbours etc) more dependant on both the size of the city they connect to AND the population/wealth of the cities it is connected into!
5) Large empires=large military to defend them=less money and shields for science, commerce and industry.
6) Large empires will benefit less from high central culture out towards its periphery. This means that cities close to a border will be subject to inreased 'regionalism', as your culture and foreign cultures mix-increasing the risk of seccession later in the game.
7) Increased size=decreased stability-again especially out towards the periphery. In fact, stability would be a great replacement for the current 'corruption'model (though 'corruption/crime' levels would play a role in stability), as it wouldn't adversely effect shields or wealth, but would simply increase the chance of a city breaking away and/or your government collapsing. Of course, there would be ways to increase both city and national stability levels!
Anyway, just a thought.
EDIT: Having read Trips post, I think he is REALLY onto something. My feeling is that a city might actually COST you money when you first build it, but slowly start to break even, then earn you money, as the population grows and the resources it gathers increases! If this were done, I feel that the current corruption model could be done away with completely, and changed into an abstract idea which, as I mentioned above, effects stability of the city and nation!
Yours,
Aussie_Lurker.
Last edited by The_Aussie_Lurker on 05-12-2004 at 12:02
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