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EitB 0010 Wishlist/Progress

Yeah the cove thing is a personal niggle after one game where I made a 10 city dotmap ahead of time and got 5 cities in before realising it.
Was so pissed that I just deleted the work boat and edited in the cove. lol
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.


(December 11th, 2012, 21:35)Gaspar Wrote:
(December 8th, 2012, 20:44)Sareln Wrote: One thing CIV V did get right was letting GPP do directed bulbs. Thoughts?

Totally disagree on Civ5 bulbing. Untethered bulbing breaks the game over and over (caveat - haven't really played G&K, this is just based off vanilla.) I think the "puzzle" type bulbing is a really interesting feature of Civ4
Civ 5 bulbing is a problem of quantity, not direction. Each Great Scientist and Research Agreement is worth way too many thousands of beakers. This was fixed to some extent in G&K although I'm not sure of the details.

I never liked the puzzle bulbing in Civ 4. Bulbing Civil Service thanks to intentionally never learning Masonry is a totally silly and gamey concept. What I think you like about Civ 4 and dislike about Civ 5 is the variety created by the puzzle-bulb system and lacking in Civ 5. Civ 5 lets you sling the same stuff every time, but sometimes in Civ 4 your selection of earlier techs ends up affecting what you can bulb later.

To keep that variety but in a predictable manner, maybe take a page from Master of Orion and put some randomness in bulb priorities at the start of the game? (I don't know if that's feasible for FFH/EITB, but just thinking in general.)

(December 12th, 2012, 16:00)T-hawk Wrote:
(December 11th, 2012, 21:35)Gaspar Wrote:
(December 8th, 2012, 20:44)Sareln Wrote: One thing CIV V did get right was letting GPP do directed bulbs. Thoughts?

Totally disagree on Civ5 bulbing. Untethered bulbing breaks the game over and over (caveat - haven't really played G&K, this is just based off vanilla.) I think the "puzzle" type bulbing is a really interesting feature of Civ4
Civ 5 bulbing is a problem of quantity, not direction. Each Great Scientist and Research Agreement is worth way too many thousands of beakers. This was fixed to some extent in G&K although I'm not sure of the details.

I never liked the puzzle bulbing in Civ 4. Bulbing Civil Service thanks to intentionally never learning Masonry is a totally silly and gamey concept. What I think you like about Civ 4 and dislike about Civ 5 is the variety created by the puzzle-bulb system and lacking in Civ 5. Civ 5 lets you sling the same stuff every time, but sometimes in Civ 4 your selection of earlier techs ends up affecting what you can bulb later.

To keep that variety but in a predictable manner, maybe take a page from Master of Orion and put some randomness in bulb priorities at the start of the game? (I don't know if that's feasible for FFH/EITB, but just thinking in general.)

That's a thought. I'll let it turn over in my head some more.
Blog | EitB | PF2 | PBEM 37 | PBEM 45G | RBDG1

If bulb order is randomly generated, it probably should be visible somewhere through UI.

(December 12th, 2012, 16:44)plako Wrote: If bulb order is randomly generated, it probably should be visible somewhere through UI.

Well... yeah smile.
Blog | EitB | PF2 | PBEM 37 | PBEM 45G | RBDG1

I don't think Civ 4's bulb system is great, but I don't think you should be able to freely bulb anything either. I would do something like, you can bulb the second valid target in the list at 90% effectiveness, third target at 80% effectiveness, something like that.

well, I think if you had up to 3 techs to choose from. For instance, a Sage could choose between Strength of Will or Pass through the Ether. And a Merchant could choose between Guilds and Mercantilism.

(December 12th, 2012, 17:28)NobleHelium Wrote: I don't think Civ 4's bulb system is great, but I don't think you should be able to freely bulb anything either. I would do something like, you can bulb the second valid target in the list at 90% effectiveness, third target at 80% effectiveness, something like that.

I actually quite like this idea.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.

Perhaps some sort of scaling dependent on the number of techs you have or how far along the game is? For example, allow the user to select what they want to bulb but restrict it so you never get more than twice the beakers of the cheapest available tech.

Ermm maybe 90% of normal beakers? (As opposed to 90% chance of success)
The last thing IMO, this needs is more luck factor, and using a GS and then getting a low odds failure would be pretty devestating...

(This may be what you meant, but best to make sure smile)
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.




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