Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Xelkelvos
Dec 19, 2012

MrChupon posted:

:(

I actually post there on rare occasion. I'm quite enamored with Agricola/Caverna at the moment, I'm not sure where they fall on the pantheon of Objectively Good and Non-Random Board Games but they are quite a bit of fun.

Basically, Randomness in strategic games (like Civ) is generally bad as it devalues skill in favor of luck. Agricola is largely not all that random in comparison to other games like Munchkin or Arkham Horror or even Catan (which at base is mediocre) as it's highly unlikely that the random elements in the game can really affect your chances of winning in comparison to the deterministic elements.

Xelkelvos fucked around with this message at 08:55 on Jun 10, 2016

Adbot
ADBOT LOVES YOU

Microplastics
Jul 6, 2007

:discourse:
It's what's for dinner.
Random events can enhance the strategy but only if done well. They can encourage players to find ways to manipulate probabilities in their favour, or make contingency plans, or just challenge them to cope with a new unexpected situation.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
On the other hand, they can also give more life to things and shake things up, which can also be important. In a game that is 'solvable' to the extent that Civ can be, everything optimal.

Every 10 turns draw an Event card.

"Ooh, a free unit!"
"Ohh, a little science."
"Blast, Barracks is gone!"
"Oh crap, Barb spawn, I think I'm out this run."
"Shame....Wait, what would it take for you to live?"
"You offering?"
"Maybe..."

And so on.

It can suck. It can be good. Of course, this all falls flat with AIs that you can't talk with and are always getting boosts in addition. It just occurs to me how much of Civ5 is 'end turn'. Is that good in a board game? To just pass turn after pass turn, because there's nothing you need?

Tendales
Mar 9, 2012
Devaluing skill in favor of luck helps less skilled players, and that's something you can take advantage of. Using random events to punish the player in the lead and help the player in last is one way, although people are kind of leery of blue-shell mechanics these days. Another way you could do it is make good events more likely at lower difficulty levels, bad events more likely at higher difficulty levels.

All that being said, most random event systems are poorly designed, because there's no interesting decision to be made. 'How am I going to fix this city that just got blowed up by a volcano' and 'What should I do with this pile of money out of nowhere' aren't really very interesting decisions. Paradox style events are like the bare minimum standard of game design quality they should have.

Gort
Aug 18, 2003

Good day what ho cup of tea

Chucat posted:



Yeah, random events in Civ 4, that's the good poo poo, oh yeah.

I think that's more an argument against random events that can destroy a civilisation rather than an argument against random events in general.

Rexides
Jul 25, 2011

I would love if random events were implemented into a mechanic that actually made it interesting to interact with. Like a deck of cards that you got to pick from if you so wanted, and it's contents were affected by your current situation. For example, if you just discovered a new city state you could see the game shuffling a card that gave you a bonus with it if you draw it, or if you go into war with another civ it shuffles in some sabotage cards etc. Maybe it can be a way for players who feel they have nothing to lose to just go through five or so cards in one turn and hope that hey get several good things.

Anything but the lovely ininspired system that Civ 4 had.

Poil
Mar 17, 2007

Some of the good events were terrible too. +25% against archer units on ALL of your melee? For free? Completely randomly out of the blue? Hello game balance.

But let's not forget the terrible quests 4 had:

Build X amount of <something> before <very short time limit>.
Settle near the holy mountain, with no indication of where it is. Oh and if someone else borders it you fail but you won't be notified.

Marketing New Brain
Apr 26, 2008
I hope they take some lessons from V and do a better job balancing the game so that more strategies are viable, especially on higher difficulties. Brave New World actually put the final nail in the coffin of 'going wide' and the happiness system, as designed, forces a very particular game style based on era and available techs. 4x games are supposed to create a tension between things like building a military vs infrastructure, wide/tall, science/gold/production, but one of the key decisions, wide vs tall, has no decision, you build 4-6 cities until the industrial era or your empire is garbage.

Global happiness was an interesting concept, but the implementation caused a ton of underlying problems that were never properly addressed. There were actually a lot of flawed designs, from the obtuse diplomacy system, to the frankly obnoxious active trade route system, which was so bad it almost broke two games (BE needed to be completely rebalanced due to how powerful trading was).

While I enjoyed the original and all the expansions, this is the first Civ game where I felt an expansion actually hurt the core game. It felt like a lot of the decisions were made to stop certain exploitative ways of playing via hard to circumvent restrictions like happiness, but the unintended result was actually less options available to the player. People argued all through vanilla and the first expansion about whether Tradition or Liberty were stronger. By the time BNW rolled around, Tradition was simply the best, and practically only option.

Jump King
Aug 10, 2011

Thanks.

golden bubble
Jun 3, 2011

yospos

JeremoudCorbynejad posted:

Random events can enhance the strategy but only if done well. They can encourage players to find ways to manipulate probabilities in their favour, or make contingency plans, or just challenge them to cope with a new unexpected situation.

Yeah. For example, Colt Express has random turn lengths and random events on every turn. But it works because the players learn what the turn length and event are at the beginning of the turn, and the event only occurs at the very end of the turn. So the players can plan their entire turn around the turn length and event. On the other hand, random events often end up like Betrayal at the House on the Hill, where there's a good chance one side should GG the moment after the haunt is drawn.

Tree Bucket
Apr 1, 2016

R.I.P.idura leucophrys

Marketing New Brain posted:

There were actually a lot of flawed designs, from the obtuse diplomacy system, to the frankly obnoxious active trade route system, which was so bad it almost broke two games (BE needed to be completely rebalanced due to how powerful trading was).


Can you elaborate on the flaws of the trade route system, as you see it? Its implementation in V seemed fine to me.

Elias_Maluco
Aug 23, 2007
I need to sleep

Tree Bucket posted:

Can you elaborate on the flaws of the trade route system, as you see it? Its implementation in V seemed fine to me.

The only flaw I can see is that its so effective that they had to rebalance the game around it and still after that gold was never a problem anymore. Other than that, is a pretty fine system, much better than anything any Civ did before in that department.

I dont think there's anything too obtuse about the diplomacy either. Maybe it lacks some options (map trading, tech trading, real alliances), but the main problem is that the AI is too much of an rear end in a top hat to use it properly. I mean, is useless to have loads of trading and deal options when the main concern for any AI leader is to gently caress the player

Elias_Maluco fucked around with this message at 14:54 on Jun 10, 2016

fishception
Feb 20, 2011

~carrier has arrived~
Oven Wrangler
I didn't see a Civ V thread, so I figured I'd ask this here.

Why the hell is my nation always getting stuck in these godawful starting positions? It's not that good places to settle don't exist, they most definitely do, but whenever I start, I end up stuck right in the middle of tundra, desert, or jungle with nothing around.

Maybe it's something to do with the custom nations I'm using? I'll try turning off start bias and see if that makes a change because goddamn, tundra starts suuuuuuck.

SirKibbles
Feb 27, 2011

I didn't like your old red text so here's some dancing cash. :10bux:

Sperglord Firecock posted:

I didn't see a Civ V thread, so I figured I'd ask this here.

Why the hell is my nation always getting stuck in these godawful starting positions? It's not that good places to settle don't exist, they most definitely do, but whenever I start, I end up stuck right in the middle of tundra, desert, or jungle with nothing around.

Maybe it's something to do with the custom nations I'm using? I'll try turning off start bias and see if that makes a change because goddamn, tundra starts suuuuuuck.

http://forums.somethingawful.com/showthread.php?threadid=3558848

Depends on what civ you're using.

Jump King
Aug 10, 2011

Sometimes start locations are better than they appear because some resources are hidden.

Rexides
Jul 25, 2011

MMM Whatchya Say posted:

Sometimes start locations are better than they appear because some resources are hidden.

gently caress Uranium, where is my salt, game??? :argh:

Jastiger
Oct 11, 2008

by FactsAreUseless
I hate to be a broken record but I think endless legend did trading best. Roads and trade is automatic based on your diplomatic status. You had to research and build infrastructure so you were involved but you didn't have to continuously redo trade routes all day long.

Marketing New Brain
Apr 26, 2008

Tree Bucket posted:

Can you elaborate on the flaws of the trade route system, as you see it? Its implementation in V seemed fine to me.

Well, gold was originally tied to city location (near rivers, near ocean, containing luxuries) and empire distance, with cities further apart being both harder to connect, and more expensive in upkeep. Then they added trade routes, and instead of having to carefully plan cities, you have abundant gold with maxed trade routes, or incredible debt without it. That's less a decision than it is an obligation.

This is without pointing out what a nuisance trade routes become in the late game when you have 7-9 of them, have to manage them every 30 turns, but with the exception of managing internal city growth always just send them to the most profitable location. So they eventually become another obnoxious piece of busy work for large empires. They essentially removed an entire area of strategic depth with a powerful but boring and strategically bankrupt trading system. It is one of several reasons I consider BNW a step back.

Rexides
Jul 25, 2011

Jastiger posted:

I hate to be a broken record but I think endless legend did trading best. Roads and trade is automatic based on your diplomatic status. You had to research and build infrastructure so you were involved but you didn't have to continuously redo trade routes all day long.

That's because they were severely underutilized as a concept. You just picked the most profitable ones, maybe choose the one with the most science if they were closely valued. It's a shame, because they would have been a great mechanic for culture wars. They kinda figured it themselves with the religious influence, but these bonuses were so measly that didn't matter.

Byzantine
Sep 1, 2007
Probation
Can't post for 28 hours!

MMM Whatchya Say posted:

Sometimes start locations are better than they appear because some resources are hidden.

Also sometimes the game just sticks you somewhere because it's trying to give all civs room. Try lowering the amount of water or using a bigger map size.

Kassad
Nov 12, 2005

It's about time.

Jastiger posted:

I hate to be a broken record but I think endless legend did trading best. Roads and trade is automatic based on your diplomatic status. You had to research and build infrastructure so you were involved but you didn't have to continuously redo trade routes all day long.

I'm hoping Civ VI has the same thing as in Beyond Earth to autorenew a route, at least.

punk rebel ecks
Dec 11, 2010

A shitty post? This calls for a dance of deduction.
Just curious. What is the general consensus of which game in the series is the best?

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

punk rebel ecks posted:

Just curious. What is the general consensus of which game in the series is the best?

The flame wars on this subject have consumed many, many hours. Basically, pick one of Civ 2, 3, 4, or 5 - or Alpha Centauri.

I'm the lunatic who says Beyond Earth is my favorite entry in the series. :v:

Jump King
Aug 10, 2011

punk rebel ecks posted:

Just curious. What is the general consensus of which game in the series is the best?

4 is the most perfect version of civs 1-4

5 is a different beast altogether and significant portion of people prefer it.

Arguably, 5 isn't as well put together as 4, but I like some of the directions it leans in.

punk rebel ecks
Dec 11, 2010

A shitty post? This calls for a dance of deduction.

MMM Whatchya Say posted:

4 is the most perfect version of civs 1-4

5 is a different beast altogether and significant portion of people prefer it.

Arguably, 5 isn't as well put together as 4, but I like some of the directions it leans in.

How does 5 different from "Classic" Civilization?

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe

punk rebel ecks posted:

How does 5 different from "Classic" Civilization?

Only one unit per tile, hex grid, simplified income (no commerce, healthiness, unhealthiness, or corruption), simplified government system. Those are the big ones. More generally, Civ4 has a ton of systems that tightly interlock; Civ5 has a smaller number of systems that are mostly fairly independent.

Civ5 is also less well balanced and its AI is incompetent, but there's hope that that's just because this is the first iteration of a "new series" and it takes time to get these things right.

Gort
Aug 18, 2003

Good day what ho cup of tea

Kassad posted:

I'm hoping Civ VI has the same thing as in Beyond Earth to autorenew a route, at least.

I'm hoping Civ 6 has Civ 1's trade system. "Automatically get some money for being friends with your neighbours" is pretty much all a trade system needs to be.

Marketing New Brain
Apr 26, 2008

Cythereal posted:

The flame wars on this subject have consumed many, many hours. Basically, pick one of Civ 2, 3, 4, or 5 - or Alpha Centauri.

I'm the lunatic who says Beyond Earth is my favorite entry in the series. :v:

I would have respected you more if you had said Civ Revolutions.

4 was widely heralded as the best game in the series when it came out, it is simply a much better game than 1-3. 5 brought a lot of design and especially interface improvements, and made civilization and leader choices much more meaningful, but is less strategically rich.

Marketing New Brain fucked around with this message at 16:32 on Jun 10, 2016

Eric the Mauve
May 8, 2012

Making you happy for a buck since 199X
I think Civ 1 is very underrated even today, and still play it from time to time. There's something to be said for its elegance relative to the ultra-complex Civ 4.

edit re: the post below me: Doing caravans the way BNW does them and not including the obvious feature to attach a military escort to them was dumb as hell and suggests the designers didn't think their systems through at all, and didn't give a poo poo when many players pointed out this obvious missing feature after BNW was released.

Fister Roboto
Feb 21, 2008

Tree Bucket posted:

Can you elaborate on the flaws of the trade route system, as you see it? Its implementation in V seemed fine to me.

My biggest problem with it is that the trade caravans are actual units on the game board, but nothing they do has any impact on the trade route itself. They move back and forth between cities, but you get the benefit of the trade route each turn so their position doesn't matter at all. But if the caravan gets attacked by barbarians, you completely lose the trade route and have to rebuild it from scratch. And there's no easy way to protect your caravans either.

Another big flaw is that using caravans for internal food trade routes is a million times better than external gold trade routes. But that's more of a flaw with the game's emphasis on tallness.

Pakistani Brad Pitt
Nov 28, 2004

Not as taciturn, but still terribly powerful...



Xelkelvos posted:

Basically, Randomness in strategic games (like Civ) is generally bad as it devalues skill in favor of luck. Agricola is largely not all that random in comparison to other games like Munchkin or Arkham Horror or even Catan (which at base is mediocre) as it's highly unlikely that the random elements in the game can really affect your chances of winning in comparison to the deterministic elements.

Without getting too far offtopic (Agricola can break all the time due to poorly balanced random Occupation/Minor Improvement cards, to the point where skilled players routinely ban OP cards/house rule/draft instead of playing by the game rules), I completely respect what you have to say there, but my counter is this:

Is Civilization really a (strategic) board game in the year 2016?

I've been playing since Civ 1 in 1991, and I was probably more enamored with that game than any other PC game as a kid because it was essentially a massive strategic boardgame where the computer did all of the busywork of fiddling with counters and dice rolls. Sure, the computer cheated like hell to play competently (as it has in all Civs), but ultimately you all had the same victory conditions.

25 years later (god drat), the series has been refined a lot, and I still love it, but so much of what's been added makes 10x more sense in a Simulation or a role-playing game than in a strategy boardgame. I mean, everyone in this thread has seen that big rear end chart of Civ5 trait numbers that give the AI civs their personalities/flavor. How can you argue from a position of it being a strategic board game if half the players aren't trying to win, or are obsessed with religion/nukes/boats to their own detriment? Imagine the conniptions in TradGames if the Agricola app included high-poly leaderheards like 'Mr. Farmyard' who focused on trying to win by animals no matter what the board situation or his own hand of cards. Would you get any satisfaction from beating such a gimped AI?

I guess this is a very wordy way of saying that once you've committed to your strategy game being an amusement park where all of the other players aren't really in it to win but to play a role for your amusement, then random events are just another way of adding flavor to the story, so you can talk about the time the meteors struck down Shaka's troops, saving your poorly defended city, in a game he was going to get anywhere in anyway because he's not actually trying to win.

Eric the Mauve
May 8, 2012

Making you happy for a buck since 199X
The AI civs in Civ 1 definitely weren't trying to win either. Their programming was much more simple (just a sliding 1-3 scale in 3 categories: Peaceful-Aggressive, Civilized-Militaristic, Perfectionist-Expansionist) but Civ 5's AI personality setup, while much more complex, more closely mimics Civ 1's than any of the intervening games do.

Ironically, the complexity of Civ 5's personalities combined with the nonexistent diplomacy make AI civs MORE samey than they were in Civ 1.

("Trying to win" basically means "goes out of their way to gang up on whoever the leader is", which is what humans do. IMO singleplayer Civ is better if the AI civs don't do that and roleplay their personalities instead.)

Elias_Maluco
Aug 23, 2007
I need to sleep

Fister Roboto posted:

Another big flaw is that using caravans for internal food trade routes is a million times better than external gold trade routes. But that's more of a flaw with the game's emphasis on tallness.

What? I dont think I ever used an internal trade route. To me they were always essential to having a lot of gold to keep a large military and buy buildings to speed up new cities

Eric the Mauve
May 8, 2012

Making you happy for a buck since 199X
Internal trade routes produce magic food out of thin air for your capital and food is science and science is The Only Thing

Gort
Aug 18, 2003

Good day what ho cup of tea

Marketing New Brain posted:

I would have respected you more if you had said Civ Revolutions.

Civ Rev actually had quite a few features I liked and would like to see ported to other Civ games:

1. Your ships come with a free rubbish scout unit you can disembark to get that ancient ruin you saw

2. You can build roads instantly with money

3. Civs have a unique bonus every era so you get the English who have Monarchy from game start, longbowmen in the ancient era, better ships in the medieval era, better mines, Lancaster bombers and Spitfires in the industrial era, and more ships in the modern era.

4. You get ancient ruin-like bonuses for clearing out barbarian camps

5. Spies make comedy sneaking music when they move

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe
Yeah, internal food routes are so useful that if you're playing Venice, you'll want to puppet a few city-states just so you can have them ferry more food to your ridiculous capital city. I seem to recall Venice can hit populations of, like, 50 if you play things right.

Elias_Maluco
Aug 23, 2007
I need to sleep

Eric the Mauve posted:

Internal trade routes produce magic food out of thin air for your capital and food is science and science is The Only Thing

hmm, I guess Ive been playing wrong then

But I never even felt I needed this, anyway. I usually can keep ahead of the competition in science without it gaming the system so much. I usually play at "king" difficulty too, so there's that

Gort
Aug 18, 2003

Good day what ho cup of tea

TooMuchAbstraction posted:

Yeah, internal food routes are so useful that if you're playing Venice, you'll want to puppet a few city-states just so you can have them ferry more food to your ridiculous capital city. I seem to recall Venice can hit populations of, like, 50 if you play things right.

Yeah, it wouldn't be so valuable if population in your capital didn't generate half the unhappiness of population elsewhere while generating 50% more science, but Tradition and the National College exist so it is.

Jump King
Aug 10, 2011

punk rebel ecks posted:

How does 5 different from "Classic" Civilization?

It's hard to describe and give you a real impression of it, but if you play both a lot, they feel very different. It's some core design choices the permeate through all the systems.

To give some examples of differences

Religion in Civ IV is pretty deterministic, you unlock religions at certain techs, all religions provide the same bonuses and their spread mostly impacts diplomatic power blocks
Religion in Civ V is fairly fluid, you gain a religion through faith generation and select which bonuses your religion will provide, each religion mostly benefits whatever player founded it through little bonuses

Trade Routes in Civ IV were automatically calculated and only provided commerce bonuses
Trade Routes in Civ V were manually assigned via a special unit and could provide other bonuses in the way of faith spead, science or the movement of food or production between cities.

Combat in Civ IV was usually done through stacks of units, a number of units moving as a group. The composition of the group usually determined the strength and weaknesses.
Combat in Civ V was done through a field of units, moving individually. The terrain and movement of the the units played a large part in a battle's outcome

Cities in Civ IV tended to specialize. You could have a decently large number of cities and the best thing to do with them was decide whether you wanted it to focus on commerce, science or production.
Cities in Civ V didn't specialize a lot. You usually only had 3-5 cities, and the best thing to do with each of them was to grow them to their maximum potential

Civics in Civ IV were unlocked by technology. You had 5 civics and switching between them would give your empire different benefits and drawbacks
Civics in Civ V are gained with culture. Each civic is a bonus you add to collection. This is done through civic trees, each one has 6 civics in it and there's an additional bonus to having all the civics in one tree, but you can also mix and match if you want.

There are others, like the global diplomacy and stuff, but it's take a while to list all of them

Adbot
ADBOT LOVES YOU

punk rebel ecks
Dec 11, 2010

A shitty post? This calls for a dance of deduction.

TooMuchAbstraction posted:

Only one unit per tile, hex grid, simplified income (no commerce, healthiness, unhealthiness, or corruption), simplified government system. Those are the big ones. More generally, Civ4 has a ton of systems that tightly interlock; Civ5 has a smaller number of systems that are mostly fairly independent.

Civ5 is also less well balanced and its AI is incompetent, but there's hope that that's just because this is the first iteration of a "new series" and it takes time to get these things right.

It sounds like Civ5 is a dumbed down version of the previous games.

MMM Whatchya Say posted:

It's hard to describe and give you a real impression of it, but if you play both a lot, they feel very different. It's some core design choices the permeate through all the systems.

To give some examples of differences

Religion in Civ IV is pretty deterministic, you unlock religions at certain techs, all religions provide the same bonuses and their spread mostly impacts diplomatic power blocks
Religion in Civ V is fairly fluid, you gain a religion through faith generation and select which bonuses your religion will provide, each religion mostly benefits whatever player founded it through little bonuses

Trade Routes in Civ IV were automatically calculated and only provided commerce bonuses
Trade Routes in Civ V were manually assigned via a special unit and could provide other bonuses in the way of faith spead, science or the movement of food or production between cities.

Combat in Civ IV was usually done through stacks of units, a number of units moving as a group. The composition of the group usually determined the strength and weaknesses.
Combat in Civ V was done through a field of units, moving individually. The terrain and movement of the the units played a large part in a battle's outcome

Cities in Civ IV tended to specialize. You could have a decently large number of cities and the best thing to do with them was decide whether you wanted it to focus on commerce, science or production.
Cities in Civ V didn't specialize a lot. You usually only had 3-5 cities, and the best thing to do with each of them was to grow them to their maximum potential

Civics in Civ IV were unlocked by technology. You had 5 civics and switching between them would give your empire different benefits and drawbacks
Civics in Civ V are gained with culture. Each civic is a bonus you add to collection. This is done through civic trees, each one has 6 civics in it and there's an additional bonus to having all the civics in one tree, but you can also mix and match if you want.

There are others, like the global diplomacy and stuff, but it's take a while to list all of them

This is great! Thank you!

Elias_Maluco posted:

What? I dont think I ever used an internal trade route. To me they were always essential to having a lot of gold to keep a large military and buy buildings to speed up new cities

They're great if you found a new city in a desert or are running low on workers.

TooMuchAbstraction posted:

Yeah, internal food routes are so useful that if you're playing Venice, you'll want to puppet a few city-states just so you can have them ferry more food to your ridiculous capital city. I seem to recall Venice can hit populations of, like, 50 if you play things right.

Some people have surpassed that.

punk rebel ecks fucked around with this message at 18:23 on Jun 10, 2016

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply