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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