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Sorry Ceil, Pin...I only completely defy all rational odds when it is to my detriment this game. Tipu Sultan doesn't do Pyramids, yo.
...but he does do a shrine. +6gpt, that goes to +8 next turn and much much more as time goes on. I'm content.
Then I broke my own heart, bit the bullet, and whipped Augusta. The poor city was unhappy because this awful little southern nubbin of land spawns an insane number of barbarians. Of course, on the chariot side it was a spear but here where my axe is still a bit damaged, it's an axe. Crossing my fingers; I'll be pretty bloody miffed if I lose the axe.
More cities is how we do it here in the Legion. Welcome Gemina, also home to annoyed citizens glaring at impi hanging out in potentially ugly positions. It'll get a border pop in eleven turns thanks to that missionary; hopefully this can anchor my western front with some decent security.
I whipped a lot. My crop yield is now less than half The Black Sword's.
Posts: 17,820
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If I was going to keep complaining about my luck this game, I'd have pictures like this:
...or, I dunno, like this:
However, I'm not going to steal Gaspar's shtick. My real issue is being outplayed by my neighbors, most neighboring neighbor Thoth is a royal pain in my ass here with this impi:
I'd really like to settle the sheep and the wet rice in the next two turns, but that impi is going to be a touch problematic.
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I've thought before about removing the random element in missionary spreads, on the basis that it isn't fun when it misfires like this. There's a valid gameplay reason for all sorts of different types of RNG abuse you can face in a game but I've never understood why spreading religion manually should be one of them. I don't care about the realism argument that could be made, it's simply an unfun part of the gameplay and IMO should be changed. Would it make religion some degree stronger or more important? Maybe, but it would apply equally to all players and would remove an unfun element for everyone.
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(June 16th, 2014, 10:02)spacetyrantxenu Wrote: I've thought before about removing the random element in missionary spreads, on the basis that it isn't fun when it misfires like this. There's a valid gameplay reason for all sorts of different types of RNG abuse you can face in a game but I've never understood why spreading religion manually should be one of them. I don't care about the realism argument that could be made, it's simply an unfun part of the gameplay and IMO should be changed. Would it make religion some degree stronger or more important? Maybe, but it would apply equally to all players and would remove an unfun element for everyone. Actually, I'd be very much on board with that. Krill, you listening? Free Religion and culture victories don't seem broken enough for it to be an issue. Losing 40h on the missionary just sucks; worse hammer loss than the 1% chariot or 4% axe to barbs.
Maybe if for some weird reason you want to stop "ALL TEH RELIGIONZ!" you can just remove the RNG element from the second spread...third, fourth, etc would still be risky if you'd like.
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I don't know why any of the manual spreads should be risky. You have to spend 40 hammers every time.
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Guarantee missionary spreads unless there's more than 1 other religion already present in the city, and then start decreasing the probability of spreads?
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What is the gameplay objective in introducing chance to the operation at all? It is 100% something a player cannot do anything about in terms of skillfully or strategically planning in order to increase the likelihood of such success. Unless you think a player should be rewarded for building a lot more missionaries than he'd otherwise need, there no decision to be made, certainly not an interesting decision that the flow of the game is designed around providing. It's either a feeling of chagrin (spread fails) or that you dodged a bullet (spread succeeds), but it's not additive to the gameplay experience in a fun way. It feels like an unnecessary impediment to the proliferation of your chosen religions, just like the three missionary limit. I guess that one ought to be discussed as well some point. Unless we're worried that, unchecked, free religious spread would somehow adversely effect the feel of the game I find it limits player options unnecessarily.
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Just a guess - but limiting religious spread makes sense in a SP game, where it's used not for the mechanical benefits but to manipulate the AI. Limiting the rate that you can convert a neighbor makes it so you can't just force a civ to be your friend - and giving an extra cost to convert someone pushes in that direction too. Also, having those rules apply to the AI's helps result in a variety of religions rather than everyone Buddhist. Even there, it's probably not enough restriction to completely accomplish the goal of variety - when was the last time you saw even Christianity be significant, let alone Islam or Taoism?
It also somewhat makes sense to make conversion slow and expensive back in vanilla where it gave visibility on top of everything else. A Holy City shouldn't be the same effect as Satellites.
EitB 25 - Perpentach
Occasional mapmaker
Bobchillingworth
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Quote:It also somewhat makes sense to make conversion slow and expensive back in vanilla where it gave visibility on top of everything else. A Holy City shouldn't be the same effect as Satellites.
This. That's almost certainly the main reason for both the missionary limit and the fail chance, and the mechanic simply never got updated for BTS.
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It's not worth running a mod to change the religion mechanics for an otherwise unmodded BTS game but I think it would make sense in an RB Mod game that is solely interested in the multiplayer experience.
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