On one hand in Civ you want to 'play the map'. OTOH you need to pick what victory condition you're going for early and then focus on it hard.
This sounds much better. Whatever you put resources into, whatever achievements you have be they military, cultural, etc... all contribute to your winning.
I'm real tired of trying to figure out 30 turns in 'what victory condition should I shoot for' and then having my game steered by that decision.
Not to be party pooper, but it's just score victory described in fancy terms, it's been in every 4x ever including civ and all Endless games. People usually turn it off because it's boring having the game end on a time-limit with someone being declared a winner without any sort of gameplay-related climax.
You can also turn off every victory condition except it, if you're into that.
Now, understand that I'm going blind here and these are all speculations and Amplitude may pull a rabbit from the hat but I approach the idea of collecting fame or scores with caution; It may cause linear gameplay throughout the game. The achievements system in every Ampilute games is also infected by this. There are only 2 types of changing when it comes to achievements with big rewards. Now let's imagine there is a huge branching questline. If you found a religion=a point. Maintain 2 alliance=a point. Maintain a million army=a point Increase your trade to X=a point, etc.. things like that.
One may think you can only do handfull of these "missions" so you can't be pushing everything at once anyways. Then why are we trying to reinvent the wheel? Not there is going to be endless discussions about how to balance this fame! Almost everyone closes the score victory type anyway because it gives a spoiler about the game. Even Amplitude was trying to hide this score screen behind espionage or something else. Now it is always going to be on. Another raised question is this: Say that you have lower fame than another but conquered every other nation when the game over screen comes you won't win the game? Does player have to grind fame points now?
Questions as these make me feel like it's going to be a huge pain in the back. Rather than making a beautiful victory screen with innovative ideas devs will carry this weight until the last patch. Even Civ6 redesigned victory types like diplomatic or cultural. Why not go further for science or economical victory types too? Redesign all victory types with interesting twists rather than accumulating things.
Not to be party pooper, but it's just score victory described in fancy terms, it's been in every 4x ever including civ and all Endless games. People usually turn it off because it's boring having the game end on a time-limit with someone being declared a winner without any sort of gameplay-related climax.
You can also turn off every victory condition except it, if you're into that.
Not exactly. Fame is something different from conventional 'total score'.
Scores are, in most cases, the representation of what you currently have. How many cities you have. How many techs you researched. How much influential your cultures are. etc.
On the other hand, Fame is earned when you achieve something. It's score from the past. How large your territory were. How prosperous your economy was. How many battle you won.
Think of the cases like you conquer whole lot of territories and then lose it after a while, like Genghis Khan's great conquest and downfall of the empire after his death. From the perspective of conventional score, it's just in vain. However, just as lots of people know about his conquest, Fame will consider it as your achievement.
And I'm glad I won't be tempted to 'collect capitals' just in case I decide to go for a 'domination victory'. That's one victory condition I won't miss. It turns the game from a 'I'm managing a big civilization' to 'I'm playing risk'.
The closest thing that this victory system reminds me are some board games system, when you count at the end of the game how many points each player has earned depending of their deeds (with a lot of possibilities to earn points ofc). For instance Seven Wonders, and Kanagawa that i am playing a lot those days. Im pretty sure there are a lot ofothers and im missing classics. Anyway, in those games this simple system works extremly well because it offers a lot of different path to win, but most importantly a lot of flexibility during the game. Depending on how the game is going, a lot of opportunities and timings are naturally offered to change, combine, or empower strategies, and also try to fuck up ennemy strategies.
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The closest thing that this victory system reminds me are some board games system, when you count at the end of the game how many points each player has earned depending of their deeds (with a lot of possibilities to earn points ofc). For instance Seven Wonders, and Kanagawa that i am playing a lot those days. Im pretty sure there are a lot ofothers and im missing classics. Anyway, in those games this simple system works extremly well because it offers a lot of different path to win, but most importantly a lot of flexibility during the game. Depending on how the game is going, a lot of opportunities and timings are naturally offered to change, combine, or empower strategies, and also try to fuck up ennemy strategies.
Another board game example is Eclipse (no, it has nothing to do with vampires): There you also have different ways to score victory points. One way is fighting, after each fight you can draw victory tokens depending on how many enemy ships you defeated and keep the one with the highest value. That way fighting early on is encouraged.
I bring up this example because you can loose most of your fleet and territory but the victory points earned through fighting are safe and will allways count. Seems like the Fame works the same ways. Deeds you have done will allways count, no matter how good you are doing at the moment. Which is and interesting take and will bring the genre forward.
No more late game tech rushes where I walk all over my enemies. Perhaps I can do this also in Humankind, but it is not safe to assume, that this will secure me a victory, if I didn't play well the eras before. This is a really good design decission. You will allways compete with the other nations for victory and not only at the end.
Its understandable for 4x games inspire from boardgames but boardgames victory goals designed to en in one session (avarige 2 hours) were in a pc game you end your game in multipla sessions.
Grinding for multiple sessions is not fun. Thats why many rules of board games adapt their ways for pc gamin
Not to be party pooper, but it's just score victory described in fancy terms, it's been in every 4x ever including civ and all Endless games. People usually turn it off because it's boring having the game end on a time-limit with someone being declared a winner without any sort of gameplay-related climax.
You can also turn off every victory condition except it, if you're into that.
Dear god,
As described by the developers, regular scoring system is determined by what you have, while fame in humankind is determined by what you have made/accomplished.
When in a game like civilization, you capture a city with a wonder, you gain a lot of score, but in HK, you get no fame out of that city and wonder by themselves, because you haven't made them. You get some fame for your military victories, but not for the buildings and cities you conquered.
Not to be party pooper, but it's just score victory described in fancy terms, it's been in every 4x ever including civ and all Endless games. People usually turn it off because it's boring having the game end on a time-limit with someone being declared a winner without any sort of gameplay-related climax.
You can also turn off every victory condition except it, if you're into that.
Dear god,
As described by the developers, regular scoring system is determined by what you have, while fame in humankind is determined by what you have made/accomplished.
When in a game like civilization, you capture a city with a wonder, you gain a lot of score, but in HK, you get no fame out of that city and wonder by themselves, because you haven't made them. You get some fame for your military victories, but not for the buildings and cities you conquered.
So, it sounds even worse - since if an opponent runs away with his fame you can't even snag a victory by nuking him to death, if destroying and taking his stuff (supposedly) doesn't decrease his fame.
Making a score victory even less interactive doesn't sound great at all. But I don't think Amplitude would make a system as bad as that, you will likely have ways of decreasing enemy fame. If victories and making cool stuff gives you fame, then losing battles and having your cities destroyed should diminish your fame too, bringing the system more or less in line with the normal score victory.
So, it sounds even worse - since if an opponent runs away with his fame you can't even snag a victory by nuking him to death, if destroying and taking his stuff (supposedly) doesn't decrease his fame.
Making a score victory even less interactive doesn't sound great at all. But I don't think Amplitude would make a system as bad as that, you will likely have ways of decreasing enemy fame. If victories and making cool stuff gives you fame, then losing battles and having your cities destroyed should diminish your fame too, bringing the system more or less in line with the normal score victory.
1. Nuking enemies to death is way greater & harder thing than just snatching some cities with lots of wonders and running to the victory. So I think it will be rewarded with hefty amount of fame.
2. You can just collect fame from some military campaign. If your empire is so great and totally deserves a victory, then you can use your power and shape the world as you want. Why you should snipe victory at the last stage of the game if you can make an empire that is so powerful?
Why should you win because you just trashed someone elses stuff? If someone is running away with fame do something about that before it becomes unreachable. You could still murder them to prevent them getting any more fame and use their kingdom as a base to make your own achievements. Of course as you rightly say we don't know how it works and how close it is to a plain score victory. Late game I imagine theres some big projects you could work toward if you are behind in fame like landing on the moon, discovering penicillin, etc.
I actually worry more about winning the early game and sitting on my laurels pressing end turn.
This is true although I think alot of this comes from players needing to have perfect starts, reloading until they like their starting area or they get beaten to a key wonder. Its understandable you probably dont want to waste hours on something that feels futile. Although my best games have come from having a shaky start I want to quit from but choosing to muddy on through.
As described by the developers, regular scoring system is determined by what you have, while fame in humankind is determined by what you have made/accomplished.
When in a game like civilization, you capture a city with a wonder, you gain a lot of score, but in HK, you get no fame out of that city and wonder by themselves, because you haven't made them. You get some fame for your military victories, but not for the buildings and cities you conquered.
So, it sounds even worse - since if an opponent runs away with his fame you can't even snag a victory by nuking him to death, if destroying and taking his stuff (supposedly) doesn't decrease his fame.
Making a score victory even less interactive doesn't sound great at all. But I don't think Amplitude would make a system as bad as that, you will likely have ways of decreasing enemy fame. If victories and making cool stuff gives you fame, then losing battles and having your cities destroyed should diminish your fame too, bringing the system more or less in line with the normal score victory.
Look, i'm not here to discuss the feasability of different game mechanics, i only had to correct your notion because somehow you're not the only person who got the idea that fame=running score.
The developers seem to be big opponents of "snagging a victory" when others produced greater achievements throughout the game. I will quote you directly some of their words from gamescom interview to give you an idea about fame:
14:18
Traditionally in strategy games, the winning condition is: whoever has the largest bat to hit the others with wins the game. And that seems a really reductionist way to look at the span of human history. And so the idea that you can actually have a victory condition through what you built in earlier eras or through the scientific discoveries you made, the exploration you did... The idea that all that gets reduced and ignored because the other guy has the bigger bat, to me that just seems a really unfortunate way to determine who wins the game. So the fact that we have this game mechanic that actually tracks the discoveries, deeds, buildings... once you start pooling that into a mechanic or a number that somehow translates to what your impact on the planet was makes a much more interesting game and a much more interesting solution and final state of the game than just like "i have a bigger army, i win", it just drives me nuts.
It's not fun that someone who wasn't good at the whole game winning at the very end. What does it mean winning at the very end? If you look back at history in some later eras you will not remember that small moment in history which is the last turn for you.
Keen on finding about this FAME system too, whether it's an extension of the legendary deeds system in EL and ES2 or not. I can get a glimpse if it is.
Also what total number of FAME do we need to accomplish to win? A set number? A number greater than 150% of the one ranked in number 2? Or a list of numbers that are greater than 7, perhaps on each era if you score more than 7, than you win if by the fourth era your average is higher than the next?
It seems like the closest thing we have too it at the moment is the Era score from Civ VI. So imagine if there was a victory where the only thing thats brought into account is your Era score.
I imagine its much more fleshed out in Humankind though
The main difference here is that the Civ system has always been a *race*. And not just any race, but 4 or 5 races at once. This makes it *incredibly* hard to balance in a game which lasts a dozen hours or more. What's the average turn for a culture victory? What's the average turn for a science victory? If science victories are always around 12-15 turns later than culture victories, then they are simply not feasable. This is super hard to balance because it's super hard to even gather the data needed to determine if something is not balanced. Sure, everything *feels* fine to the players in most cases because the fact that one race track is shroter than the others is not something you can easily see.
So instead of building the best civ in history, it often feels like optimizing a very specific racecar.
The fame/VP point based system is something that can feel like it fits the theme/simulation much better. The goal stops being 'pick a race track and drive down it hard while mostly ignoring the others' and becomes 'build the best culture in history' where 'best' is measured by points for many different types of actions.
It's also wholy different from the score system in most 4x games, as those are never very transparent. Why is blue 200 points ahead of red? Don't know, the game doesnt' tell you. maybe it's becasue of their wonders? Or maybe even though red has a lot of cities they don't have a lot of science? Who knows?
The achivements/VPs/Fame in Humankind will be known quantities. You'll know what you're trying to do and your optimizing for it. The score system can't easily be optimized because it's obscured.
The main difference here is that the Civ system has always been a *race*. And not just any race, but 4 or 5 races at once. This makes it *incredibly* hard to balance in a game which lasts a dozen hours or more. What's the average turn for a culture victory? What's the average turn for a science victory? If science victories are always around 12-15 turns later than culture victories, then they are simply not feasable. This is super hard to balance because it's super hard to even gather the data needed to determine if something is not balanced. Sure, everything *feels* fine to the players in most cases because the fact that one race track is shroter than the others is not something you can easily see.
So instead of building the best civ in history, it often feels like optimizing a very specific racecar.
Very true. And in almost EVERY case with 4X games the most efficient racecar is military conquest. Why would I spend 1800 production to build a Spaceport for a scientific victory, when I can use the same production to train a bunch of infantry and artillery and take my opponent's Spaceport? Now I've got a Spaceport, and units to defend it!
Why would I spend 20 turns building a wonder when my neighbor can spend 20 turns building units to take it over the moment it finishes? Now I've lost everything, and my opponent has doubled his ROI. So it basically turns into whoever has the largest army snowballs by taking out anyone closeby who went for a more economic build. And all the score, science, culture, gold, etc. from those conquered empires get funneled to the biggest warmongers.
I'm not saying I don't like having war in the game. If done properly, combat can be one of my favorite aspects of strategy games. But I hope the proposed Fame system will balance out the insane benefits of conquering present in most current 4X games. Not transferring the Fame of wonders/cities/achievements made by the conquered empire to the conqueror sounds like a huge step in the right direction.
The insane benefits of conquering in most 4x games is largely due to the highly unrealistic benefits that conquest provides.
For my tastes, absorbing other nations into your empire should be much more difficult (and therefore interesting to manage), the amount of conqured territory you can effectively manage and extract benefits from should be limited by your administrative capacities, etc.
Not to mention that one army shouldn't be capable of conquering the world. Soldiers get tired of fighting, want to settle, go home, etc. There was a limit on how long any real army could stay in the field, and 4x games are horribly bad at representing this.
However, I know a lot of players enjoy 4x to "conquer the map" and hate any restrictions on capturing cities or getting benefits from them later.
Will be interesting to see how HK handles the conquest of other empire's cities.
Speaking of conquest, what happens if the player gets conquered? If you're eliminated, that means there are technically 2 victory conditions: fame and conquest. If you aren't eliminated, what happens then? Do you become a governor within the winning civ? Do you have to successfully revolt in order to get back in the game? Do you get a new settler from the survivors and have to run away to create a new home? Does the AI just run the game in the background real fast to see if they built up more fame and then tell you if you won?
The insane benefits of conquering in most 4x games is largely due to the highly unrealistic benefits that conquest provides.
For my tastes, absorbing other nations into your empire should be much more difficult (and therefore interesting to manage), the amount of conqured territory you can effectively manage and extract benefits from should be limited by your administrative capacities, etc.
Not to mention that one army shouldn't be capable of conquering the world. Soldiers get tired of fighting, want to settle, go home, etc. There was a limit on how long any real army could stay in the field, and 4x games are horribly bad at representing this.
However, I know a lot of players enjoy 4x to "conquer the map" and hate any restrictions on capturing cities or getting benefits from them later.
Will be interesting to see how HK handles the conquest of other empire's cities.
Any system should make a distinction between conquest and expansion as I found Civ 5 heavily penalised expansion to the point most people never went over 4-5 cities and vast amounts of decent land went untaken well into late game because it simply wasnt worth the investment.
Any system should make a distinction between conquest and expansion as I found Civ 5 heavily penalised expansion to the point most people never went over 4-5 cities and vast amounts of decent land went untaken well into late game because it simply wasnt worth the investment.
That can be traced directly to the decision to (a) make National Wonders uber powerful, (b) make building those National Wonders contingent on having a base building in ALL cities, and (c) scaling the cost of the National Wonders to the number of cities you own.
This forced you to stop expansion in order to be able to start building the National College and some others, after which you could go back to expanding if you were so inclined, but it was usually easier just to use your happiness room to add more people to your already establshed cities.
I loved Civ 5 (especially up to the first expansion), but this mechanic should never again see the light of day. As much as many people blamed the global happiness system, global happiness itself wasn't a bad system. It forced you to invest in the happiness of your empire before expanding, and well placed new cities could quickly supply their own happiness and contribute to the overall productivity of your empire. It was the National Wonders system that cemented the 4 city optimal approach to Civ 5.
I agree that empire management should distinguish between expansion and conquest and that artificial mechanics that encourage a particular style of game for the entire game should be avoided. There are ways to depict the evolution of government administration capacities, however, that would better replicate human history, provide a natural limit to growth (that you could push if you want to, but with diminishing returns), and allow for more interesting gameplay in the aftermath of war (I've established colonies throughout Africa, now how the heck do I govern them??) Personally, I'd tie them in with the number of decisions that you as the player can make on each game turn, with the impact of those decisions growing broader as the game goes on, so that each individual decision stays roughly as meaningful as the game progresses, and the late game doesn't become make more and more of the same types of decisions, each one less important than the last.
@TravelingCanuck Insightful points and I agree. I enjoyed civ 5 up to the first expansion as well but the second expansion actually diminished the game for me which has been a awkward opinion to hold because Brave New World seems so loved so I'm glad someone else feels the same!
I think the social policys also encouraged few cities, just picking anything except Tradition as your first policy felt like such a shot in the foot even for a casual player like myself. The other 2 (3?) just felt so weak in comparison to me.
<snip> I think the social policys also encouraged few cities, just picking anything except Tradition as your first policy felt like such a shot in the foot even for a casual player like myself. The other 2 (3?) just felt so weak in comparison to me.
Agreed. Tradition >> other choices was a contributing factor. To be fair to the Civ 5 dev team, balancing entire policy trees was a very difficult task, especially in an environment where the base rules remained in flux. Right up to the last round of balance passes, Wide play was stronger than Tall play. The dev team tried to boost Tall, went too far, and ran into the end of their development cycle.
Firaxis learned from that experience. The policy system in Civ 6 is much easier to balance. Unfortunately, the government and policy system now lacks impact. Run bonus A until you want bonus B instead, with no legacy impact of your choices, and no visual game play impact of the choices you have made, and it doesn't (to me) feel like I'm really shaping the evolution of my civ. No one said game design is easy!
Personally, I'd favour a modified version of the Civ 6 approach. Policies, one implemented, stay in place. As your government gets more sophisticated, you can add new policies, but the old ones remain and can't, under normal circumstances, be replaced by more modern policies. However:
If you lose a war, you get to change one policy. (Something had to be responsible for the loss of territory, and it couldn't be your leadership. This would also help the AI remain competitive, as while it's territory may have shurnk, it gets to modernize).
At any time, you can declare a revolution and change all of your policies, but have to suffer through a period of anarchy. This could work really well with the HK era system, as it would be the equivalent of tossing in the towel on being competitive this era, in order to better position your civ to shine in the next era.
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Playing Civ games since ... wow, yeah that's a long time.
TravlingCanuck
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