Continued from the derailed AI test Update Thread.
Feel free to repost your points and ideas about city spam balance.
-snip-
First of all: this was kinda hivemind. I didn't see your post when starting to type mine. So no reverences or disagreement intended.
When I think about the game and what makes it unique, I think about the feel of unconquered wildland, the feel of being a safe haven in a world of danger. The current state gives that feel for a while until it dimnishes in the mid game, when the map starts to be clogged up with cities and outposts. The world starts to feel conquered.
Another thought is about the games balance and it's current state of solemnly supporting larger empires. More is always better and this especially shows in the technological progress. More cities mean more research means faster power growth.
The third is the relative simplicity of the parts of the game. There is nothing overly complex anywhere and yet... it works.
So, after a second and more careful thought about the problems and feelings mentioned above I see two relative simple ways to deal with the problem of big empires while preserving the feel of the game and not adding too much complexity.
First: Pioneer cost
Adding a flat fee to pioneer costs just lenghtens the early game, which in my opinion belongs to the least interesting parts of the whole. This game starts to shine mid game onwards. So instead of a flat fee a growing cost for pioneers depending on how many outposts and cities you already own, may be the more appropriate way.
Implications:
1.
Early growth isn't hampered, instead mid and late game growth slows down, preserving the feel of unconquered wilds longer, keeping the map and game more interesting in the long run.
2.
A Player who suffered major losses through another player has the chance to recover, as his costs for pioneers go down again and he has another chance to expand more quickly again.
3.
No major AI coding needed. There are no new major concepts for the AI to understand, making implementation rather easy.
Second: Research cost
Increasing the cost of technologies for larger empires would be a countereffect for the power of large players. An empire can grow, gain power, but would slow down on the side of technological progress (or at least not speed up with every additional city). In fact, for a while a quickly expanding empire might even slow down due to the unrest of newly conquered cities and the increase of the research cost/research ratio. The optimal mode of research cost growth would be a logistical curve (Meaning it starts out flat, has it's largest growth in the middle and starts to grow slower in the end).
Conquest remains a viable option, but not the way to ensure steamrolling everyone once it starts. For a while a small empire might expand, grow, conquer but would ultimatly have trouble keeping up with the technological race, or even fall behind. Giving smaller players an edge in that area over time.
Once again, no addtional AI coding needed, so implementation is on the easy side.
Conclusion:
Both changes would result in a more interesting game. Keeping the distribution of power more dynamic, letting smaller players catch up again and hampering big ones from becoming an unstoppable power. Moreover, both wouldn't need overly complex AI coding and eat up valuable ressources better spent on other parts of the game and AI. Lastly, both additions are no complicated concepts but rather little changes with big implications.
Maybe it should be a global unrest penalty that is based on various factors, not just number of cities.
Also, I'd like to see this: cities that are conquered lose their last level, and population goes to the minimum of their lowered level. If a city drops to lvl 1, all buildings are destroyed. If it doesn't drop to lvl 1, a percentage of buildings are destroyed. Towers and one per faction buildings are always destoyed.
What most people seem to forget, is the tax slider.
There is actually a pretty good way to control unrest right now. If it get's a little love and balance, like smaller steps and actualy unrest reducing effects on lower settings.
Comparing this unrest system to civ 3s corruption isn't that good I think, as civ 3 had a lot less ways (if any) to control corruption. Unrest is far better integrated into the rest of the game.
So, let's see what the future brings before we damn the system.
As always... it's about the right implementation...
For other games that's usually not the case though, all of them I can think of eventually allow you to control cities across the entire map. You just need appropriate tech and luxury resources and to make sure all cities are connected. FE's system is indeed the same IMO, it's just extremely simplified, due to the fact that there's only a tiny fraction of that amount of empire control in the game.
Anyway I'm not saying I like that system or want it more fully implemented in FE, I don't, on both accounts. Doesn't really make sense to me. Hawaii is not an angry place.
I'm sure my memories are somewhat exaggerated because it's a mechanic I really. really hate, but that's how I remember it going in all of the Civ-series games I've played. Even in late-game when I have pretty much every tech researched and I've spent (wasted...) the time and resources to build all available unrest-reducing buildings and wonders, the main thing I remember is my outermost settlements always seeming to be on the verge of rebellion unless I'm sinking their entire production into luxuries or I have a first-class combat stack doing garrison duty.
QFT
Maybe the natural counter to expansion is to just make all the monsters want to exterminate you. It fits the setting and even some of the random events and dialogue text.
Plus it makes holding onto the cities you have more rewarding instead of meh, I have another conclave, or oh look I have another fortress. When a horde of butchermen come shuffling over that hill and your cities just barely hold them off you'll be like, YES!
I'm absolutely pro to a higher world difficulty and more agressive monsters, but that wouldn't solve the problem of having a lot of cities. It's an entirely different issue. Maybe someone wants to make a discussion thread about the world difficulty and how the feeling of safe havens in a world of danger dimnishes over time...
I think it's relevant and I see a way to make it work. Basically everyone could start in a bubble big enough to hold maybe 3-4 cities, everywhere else on the map could be something like a giant wildland that can't be conquered. You can settle in it without doing anything special, but monsters could constantly spawn in this area and group up to attack any units or cities inside it, perhaps increasing in strength the further one invades. So you could expand into this area, but you'd have to dedicate a lot more units to defending every city. Something like this would also make the current wildlands more useful as well, since after conquering them that territory would be as safe as your starting bubble. That's how I'd do it anyway.
Only problem with that is it would require a competent AI that wasn't immune to off-camera monster attacks and could understand how to defend it's borders.
If you put it that way... well, doesn't sound like a bad idea after all. I see another issue with that though... I think it would take a lot of dynamic out of the game, if you had to defend every city outside the safe bubble like that. A lot of your military would be bound to the cities you produce them in. This hightened defense combined with the difficulty of rising your own army might result in a complete deadlock of expansion.
I like t in principal though.... with some additional work.
Add a little to what you said. The starting bubble is nice. But instead of having an impenetrable wildland just beyond the bubble, the level of danger could rise the further you go away.
In addition, monsters shouldn't spawn within your territory.
And lastly, make a global monster spawn count. So there is always the same amount of monsters spawing.
This would mean, the further expansion in a game progressed, the more dangerous monsters would spawn far out, threatening your outlying settlements.
It might be a way to control expansion, but I still rather see it as a different matter than the problem of expansion itself.
I think it might pose a problem as soon as you grab a second safe bubble on the map. Basically you have double the free military by then, bringing back the problem of accumulated power with force.
The original game (WoM) initially had a great mechanism for countering city spam -- essence. We started with a limited amount, there were limited amounts to be gained, and it cost essence to found cities (well, cities outside of existing 'reclaimed' land). It also cost essence to add spellcasting to champs (many/most champs didn't start with spellcasting).
Unspent essence helped power spells and had other uses (as I recall, it's been awhile).
It gave us a choice -- which is good game design -- to go big (many cities and spellcasting champs) but sov. power-weak, or go powerful sov. (magic puissance-wise) but few cities/spellcasting champs (plus sovs when in cities could cast spells in remote tac battles IIRC).
Never understood why this was removed.
Another reason it was a great feature is that it fit the lore -- destroyed land being reclaimed (via essence). It gave purpose to the 'green fertile' land vs. the 'dark ravaged' land -- which is still in game but has no purpose whatsoever (really! there's no functional difference in the 2 land types, it's just a holdover that has no friggen purpose game-wise, it's as if they decided they spent so much time to implement it and didn't want to remove it or give it another purpose -- like having green land give better bonuses to Kingdoms and dark lands to Empires).
Does anyone get the feeling in FE that the old lore -- destroyed land being revitalized -- is occurring?
Yep, this is yet another lament for great features FE lost...
Basic idea sounds good to me, although I would want it to be possible to (slowly and at significant cost) pacify the global wilderness. The obvious way would be to get it into your cities' zones of control, but that seems too quick and too easy. I'm not sure what a better approach would be, though.
One thing I've been doing lately along similar lines is to not destroy monster lairs (occupied or not) unless they're in my city ZOC. I was hoping that this would help to preserve the danger of the world outside my claimed territory, but, sadly, the lairs respawn so rarely that it doesn't seem to have much, if any, effect in practice.
Perhaps that would be the easiest way to implement something like your idea:
1) Change the rules so that lairs can only be destroyed if they're in one of your cities' zone of control.
2) Greatly increase the rate at which lairs spawn monsters.
I'd also like to add "3) Allow groups of monsters in unclaimed territory to create new lairs." but that wouldn't be as simple of a change as the other two points.
This worries me. Global unrest sounds a lot like the Global Happiness we had in Civ 5 and that was a major reason that game was ruined for me (see Sulla's demolition of that idea ) Of course it will depend on exactly how you implement the Global Unrest per city, if this value is small it will have little effect and we will have a situation similar to now (or worse without the Faction Prestige restriction) and if the value is large we will not be able to build / capture many cities without severe penalties. Then we would simply swap one problem with cities for another and have a game that is no fun to play.
I like the current system with Faction Prestige as the way to limit city spamming by diluting growth. It should work a lot better than it does and encourgae multiple strategies for city development, but it seems it doesn't. The problem is that the amount of population required for large cities at level 3 and 4 is not offset by the entire capability of these cities when compared to level 2 and level 1 cities in terms of production, gildar and research. This encourages city spam as it is not worth restricting yourself to a few cities and concentrating the vertical growth instead of spreading it among many smaller cities.
For instance it takes 400 population to give either a single level 4 city or 2 level 3 cities and these will give about the same amount of basic gildar and research. But it takes only 4 level 2 cities to give the same amount of gildar and research and they take only 200 pop. So the 400 pop originally coming from Faction Prestige is far better spread among level 2 cities and then gives twice the basic income in gildar and research. And in fact it is worse than this since each city can only build one merchant and one study which are both cheap buildings that boost gildar and research even more. Having 8 level 2 cities and building 8 merchants and studies means they massively out perform a few larger cities with the same population. It is this imbalance between small cities and large cities that makes city spamming so very attractive in the early game versus concentrating the growth (limited by Faction Prestige) on a few higher level cities.
To rebalance the effectiveness of level 3 and 4 cities against level 2 it would take at least increasing the population requirement for level 2 to 100 instead of the current 50 pop.
But I think a lot more difference is needed. It is just not that important to grow most of your cities as most of the benefit comes easily at level 2. The special free buildings at level 3 and level 4 are important but they don't make up for the relative weakness of larger cities as far as gildar and research are concerned. Also many small cities will have much more total production than a few large cities and this will result in faster development of the local resources such as iron mines and shards. So it seems we need a way of linking the total production, gildar and research of all cities to total population to even things out. Maybe Global Unrest can be shaped in such a way that concentrating population in a few large cities is a viable strategy for faster research and development but it has a lot to overcome.
JJ
That is actually a pretty good analysis of the situation of small vs. large cities. I never really considered that small cities can actually construct all buildings. The main part of the ressources cities provide are generated by the buildings in it, not the population, making more small cities actually a lot more useful than just a few big ones.
But besides the early city spam there is also another thing which needs to be considered and that is conquest. As far as I know right now you just get a conquered city as it is.
Let's consider following changes in different scenarios:
First:
It came up in the thread earlier, pretty much in the beginning I think, that it would be a nice idea to tie available buildings to the city level. So, either add more buildings only constructable at a certain level or onward, allowing larger cities a considerable edge over smaller ones in terms of potential yield or add level restrictions to some of the existing buildings. Either way larger cities get more important in comparison to smaller ones.
Second:
Yes, add an empire wide unrest penalty for every city, just make it a small one, not entirely crippling larger empires. It should be become more of a break than a full stop over time.
Third:
Conquered cities should loose a considerable amount of population and all buildings whose level requirements are not met anymore. Maybe even more than that. Together with the unrest penalty for conquered cities already in place, this should prevent conquered cities from becoming useful fast. In fact, together with a small empire wide unrest penalty the net yield of a larger empire should drop with a conquered city on short term, but rise in long term.
The idea and balance behind this is, that every new founded or conquered city should be a longterm investment. The Number of cities you have should determine your maximum faction power, but the more you have the slower the growth of your power should be. This can only be achieved if bigger cities actually have a considerable edge over smaller ones and if a new city will impair your power for a while.
Along those lines a newfound city should be better than a conquered one, which is only valid if conquered cities loose some of their power and are impaired in their capabilities. I think it should be like that, because conquering reduces the power of an opponent and gives you an already settled place (I think conquest will most likely start if available city spots are already taken or at least rare).
The above changes should result in a scenario, which emphasizes careful expansion. At the same time slow expansion should give a short term superiority while fast expansion should outright cripple your empire for a while and is at best used in situations of opportunity.
Like this, a lot of different strategies for expansion should be provided, all having their use in different situations. At the same time a player with few good city spots should have a window of opportunity to break out of his situation.
Edit:
Ooops, also credits to Alstein for the idea of restricting buildings to certain levels and reducing the population of conquered cities.
Basically what I wrote here is a piecework of former suggestions. Nevertheless, the puzzle pieces seem to fit together quiet well. Keep it going, maybe there comes up something more worth incorporating.
I like a lot of what UncleJJ and Vendetta have said.
A big part of the problem is that cities can access 90% of their power on reaching level 2, which takes very little time. Getting to level 3 and above takes an age (particularly for Fortresses and Conclaves - I've never had one of these go past level 3 from scratch) and adds very little. I like from a flavour and a gameplay viewpoint the reward from investing in and building up prime cities that form the core of your empire.
A 'carrot and stick' approach along the lines suggested by Vendetta would seem to be a good solution. The carrot being improved benefits from higher level cities (and easier ways to grow), and the stick being a small empire wide penalty to unrest. Depending on how you rework the pop growth model, you could include a pop cost for pioneers and/or make new cities start with very little pop.
I'm also in favour of making the world a bit more dangerous, a la Sean's Masters Affliction mod. Previous posters in this thread have asked for this and if they haven't already tried the mod they should - they will be in for a nasty but pleasant surpirse! The danger levels don't need to be as high as MA, but spawning off pioneers into regions that you haven't fully tamed should carry more risk that the city will be overrun than is currently the case.
On that topic, I prefer an approach where if a monster defeats a city, it kills some pop, destroys some buildings but doesn't raze it (unless the pop is very low). So it's a setback but not a disaster, which I think helps in upping the threat levels from wandering monsters - (i.e. increased risk of occurrence but offset by lower damage).
Might I suggest that instead of completely scrapping Faction Prestige, you turn it into a special resource that you gain from doing great and wonderful things (building what wonders there are in the game, completing Epic and maybe Deadly quests, clearing Wildlands, that sort of thing) that reduces faction-wide unrest, and maybe provides a diplomatic relations bonus?
I also have some concern over the kind of thing Kongdej mentioned, unless you are willing to have faction-wide unrest scale nonlinearly (preferably sublinearly rather than superlinearly) with city count, and perhaps not having the faction-wide 'large empire' unrest penalty for empires of less than X cities. Alternatively, provide us with some way of mitigating the large faction unrest penalty - technologies (potentially repeatable technologies), an ability to divide the empire into a number of provinces not greater than the number of champions we have, Kongdej's empire-wide unrest reducing building, a combination of these, something else - just some way to mitigate the large empire unrest penalty.
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