Sid Meier's Civilization

In my last post, I ranted a little bit about some of the major frustrations that I have with the way that Civilization games have historically dealt with difficulty levels. In summary, I identified three problems that I feel make it less enjoyable to play the game on higher difficulties, even if the lower difficulties still feel too easy. The three problems are:

In this post, I'd like to provide some more constructive criticism by discussing some of the thoughts and ideas that I've had for possibly resolving these three problems. These ideas include providing a wider range of options for customizing the difficulty level and game experience to suit the individual player's tastes and style, and to provide a wider (and more open-ended) set of game-long challenges.

Alternative solutions to game difficulty

So what could the developers do about these problems?

Well, the problem of game pacing could possibly be solved by inverting the handicap such that instead of speeding up the A.I.s' progress through the game, the player is slowed down. This could be accomplished by slowing down the human player's tech and civic progress, and by negatively handicapping some of the human player's yields. This would allow the A.I.s to progress at a more historically-appropriate rate, and overall game length would remain similar across all difficulties.

Civilization VI - Ship Building to Cartography
Padding out sparse areas of the tech and civics trees could mitigate the ability to beeline to later eras.

Rapid era progression could also be somewhat mitigated by padding out the tech and civics trees a little bit more. Beelining to the Renaissance via the "Cartography" technology is common for civs like England and Norway. There's a few ways to limit this. One simple way would be to simply make "Cartography" require either "Education" or "Military Tactics". Another way would be to have a technology between "Ship Building" and "Cartography" -- such as an "Optics" technology that unlocks an upgrade to the Scout, or a "Lateen Sail" technology that unlocks a medieval naval unit like the Cog, Hulk, Junk, or Galleass (or move the Caravel up to "Lateen Sails" but don't give it ocean-crossing abilities until "Cartography").

Customization, options, and difficulty settings

As for resolving the other issues presented by high difficulty levels, my preference would be for the developers to add more customization and tuning options for players so that we can tailor the gameplay experience and challenges more to our liking.

Civilization VI - advanced settings
Civ VI has limited customization options.

Having independent sliders or settings for things like Player Handicaps, A.I. Handicaps, AI Temperament, Barbarian Spawn Rate, Barbarian Aggressiveness, Barbarian Tech Level, City State Aggressiveness, and so on would all go a long way towards allowing the player to customize the game's challenge according to their own strengths and weaknesses. Handicap settings for players and A.I. can even be further divided into different sub-categories along the lines of: Tech Handicap, Culture Handicap, Production Handicap, Gold Handicap, Growth Handicap, Happiness / Amenity Handicap, etc.. So if you find that you are consistently out-teching your A.I. opponents, but you feel you have parity with the A.I. in other areas of the game, then you could specifically buff the A.I.'s tech handicap, weaken yours, or both.

This would certainly make some of the game's code more complicated, but I don't think that it would be prohibitively difficult. The difficulty settings already make adjustments to these very same parameters, and I believe the game's own .ini files allow modders to customize many (if not all) of these attributes. I don't see any reason why such settings can't just be in the game's settings menu, and the difficulty settings (deity, emperor, king, settler, etc.) could just use some pre-configured arrangements of those values.

Other genres use similar paradigms for their difficulty settings. Sports games are a prime example...

[More]

Cities: Skylines - game title

I've been playing the somewhat-underwhelming After Dark expansion for Cities: Skylines. I love Skylines, but there are a lot of elements of the game that I wish would change, and a few things that I would like to see added. I hope (and expect) that Colossal Order will continue to support the game for many years to come with new DLC and expansions, and this blog will outline some of the features, mechanics, and items that I would like to see changed or added to the game.

It should go without saying that, since this is a PC game (with a built-in asset creator), many (if not all) of the following suggestions might already be implemented in one or more mods. I haven't played much with mods in this game yet, so I don't know what might be available. In any case, there's no reason why ideas already implemented in mods can't also be turned into formal game systems by the developers.

Table of Contents

The one thing I miss from SimCity (2013): Modular buildings

As much as I love Cities: Skylines, and as much as I think it blows the SimCity reboot out of the water, there is one mechanic of SimCity that I absolutely love, and that occasionally makes me want to go back to SimCity: building upgrades. It's a bit ironic that SimCity, with its ridiculously limited city size, is the game that allows you to add additional components to existing buildings that makes them take up more physical space; yet, Skylines, with its expandable city plots, uses only prefab buildings of set sizes. So the game that puts a premium on real estate availability encourages you to leave empty space around certain buildings. I guess it makes sense. SimCity's limited size means you can't afford to build whole new buildings and must make due with what you have. Skylines allows you much more space to just keep copy-pasting the same schools and garbage dumps every few blocks.

Having to build new schools every four or five blocks can become tedious in Skylines, especially when the city starts to cross into being a metropolis. I like that the game requires that you build more infrastructure in order to keep up with population growth, but I wish that you could push the existing buildings a bit further before having to build whole new ones...

[More]
Grid Clock Widget
12      60
11      55
10      50
09      45
08      40
07      35
06      30
05      25
04      20
03      15
02      10
01      05
Grid Clock provided by trowaSoft.

A gamer's thoughts

Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

Follow me on Twitter at: twitter.com/MegaBearsFan

Patreon

If you enjoy my content, please consider Supporting me on Patreon:
Patreon.com/MegaBearsFan

Without Gravity

And check out my colleague, David Pax's novel Without Gravity on his website!

Featured Post

Yes, you can MAYBE play Ace Combat 7 with an un-supported flight stick!Yes, you can MAYBE play Ace Combat 7 with an un-supported flight stick!03/14/2019 Some number of PC players may have booted up Namco/Bandai's recently-released Ace Combat 7 on PC, only to be disappointed to find that their preferred flight stick doesn't work with the game. Un-supported controllers apparently includes the very popular (and very expensive) Thrustmaster Warthog. This isn't a technical issue;...

Random Post

A fifth fundamental force of physics? Get out!A fifth fundamental force of physics? Get out!04/07/2011 In a paper published by physicists at the Fermilabs Tevatron particle accelerator in Illinois, researchers claim to have found evidence for a new fundamental particle outside the traditional Standard Model of Particle Physics that may represent a fifth fundamental physical force beyond gravity, electromagnetism, strong, and...

Month List

RecentComments

Comment RSS