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sophist
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quote: Originally posted by Kuciwalker
I agree about very large random events. |
As do I. Significant random events are frustrating because they erode skill. Significant random behavior regresses every civ towards the mean, no matter the skill with which you have played. On the other hand, minor random events don't obscure skill. These would be opportunities that are interesting, but too powerful to appear consistently. in fact, by presenting a wide array of diverse opportunities, they may make it possible for you to exert your skill with greater leverage. People with greater ability and optimism suffer less from the effects of bad luck and benefit more from the effects of good luck. It's a true fact.
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patcon
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I'm OK with the idea of a civil war causing a portion of a civ to break away, but it needs to be rare, predictable, and somewhat preventable. Civil wars should be the result of a combination of various trigger events, both internal and external. The rarity should be influenced by government type. Predictability would come about by knowing what the trigger events are and where your civ stands in relation to those. Preventability - well, you can influence certain trigger events, but you can't control everything.
I do have a major beef with "capital capture". I have yet to notice any discernible negative effect (other than losing a city and loss of gold - usually not much) on a civ which loses its capital. The capital simply packs up and moves to a new city as if nothing has happened. In fact, you may help a civ by capturing its capital and giving it a free new palace in a city which is better situated for controlling corruption and maintaining trade. You'd be better off simply cutting the capital off from the rest of the civ.
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sophist
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quote: Originally posted by patcon
I'm OK with the idea of a civil war causing a portion of a civ to break away, but it needs to be rare, predictable, and somewhat preventable. Civil wars should be the result of a combination of various trigger events, both internal and external. The rarity should be influenced by government type. Predictability would come about by knowing what the trigger events are and where your civ stands in relation to those. Preventability - well, you can influence certain trigger events, but you can't control everything.
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I think it should be looked at more like real world events like market crashes. You don't know what will set it off, but doing some things makes it more likely and doing other things makes it less likely. The challenge is that things that make it more likely have benefits in other spheres, while things that make it less likely have costs. You have to walk a fine line, but that's the essence of the challenge.
Smoking while filling your car's fuel tank isn't going to blow you up all of the time (or even most of the time), but it's a heck of a lot more likely than if you're not smoking.
quote: Originally posted by General Ludd
They do just the opposite. To take the example of a city with 5 wonders being wiped out.... it requires skill to recover from that. 
Then on the other hand, if you've managed to build five wonders in a single city, chances are you haven't been up against much challange so far, and so have not needed a great deal of skill. |
Well, the game trusts players to choose the skill level appropriate for them. Few players will choose to play at a level where they have a guaranteed win or have high odds against them. We want it to be hard enough to be a challenge, but easy enough that we can win. If you're playing at a level that lets you get 5 wonders in a city, well, that's your right, and having some random event come along and wipe you out is just going to make you mad. If you're just barely holding your own, again, some random even that comes along and wipes you out is going to make you mad. That's why they need to be smaller. To be worth having in the game, they need to be more frequent. And to keep them from reducing the importance of skill, there needs to be an equal balance of good and bad. So, to summarize: frequent random events of minor significance that can be either good or bad.
Maybe instead of random events, there should be random opportunities, which require you to do something to reap the gain or avoid the hurt. For example, maybe you hear a rumor of some valuable resource that exists far beyond your borders. Do you send an expedition? If you do, you could lose your ship and explorers. If you don't, you could miss a chance to get another source of iron. I can't think of other examples of this kind of thing, but I'm sure there are many.
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