Wonder-full world
Posted: Mon Nov 17, 2014 12:49 am
Hello!
1. What's the point?
While playing Freeciv with AI's (as well as original Civ's), I noticed, that - in many cases - most Wonders of The World (at least in easier AI levels), are concentrated in one particular city with an extraordinary high level of production (thus, one civilization with the city with great production level, gets great benefits from nearly all of the Wonders; that gives it an additional boost to easily defeat the competitors). It happens, when a nation, which currently leads in the scientific competition, has also a city with great production level (I call these cities "the regular Wonder-builders"), is getting additional bonus from Wonders, which... benefits his Civilization even more! I often did it myself: I was choosing one, particular city, just for building all of the wonders I could in at the time in one place. Then I get the benefits and advantaged my supremacy even more. However - I consider this unfair, since it never happened in history, that one civilization (especially ancient ones), has built more than 2 or 3 Wonders. I would like to flatten the chances of all players, but without getting rid of the concept of Wonders (which I consider as an extremally cool feature). My proposition is to add an option, which limits the number of Wonders per city (for example one-city-one-wonder limit).
2. How to do that?
So, here's my idea:
The option is called "how many wonders in a city":
=> the default value would be -1 (minus one), which means there is no restriction of the number of Wonders in one particular city, just like in an ordinary gameplay, where you can have 20 Wonders (or so) in the city;
=> 0 (zero) - this would mean every city in the game can build zero Wonders (thus, there are no Wonders at all in the whole game);
=> 1 (one) - this would mean every city in the game can contain one Wonder (which I think is the best option);
=> 2 (two) - this would mean every city in the game can contain up to two Wonders,
=> 3 (three) - this would mean every city in the game can contain up to three Wonders,
...an so on.
3. Why to do that?
There are following benefits of this option: the dispersion of Wonders in more cities of the empire would make the gameplay more entertaining, since it's not so easy to protect five one-wonder-cities than to hold one city with five wonders (presumably the capital); it's much easier to ensure protection to one, extremally important city (especially if it's the capital), than to ensure heavy protection to all of the five. It would mean that the provincial (non-capital) cities would probably pass from hand to hand during the wars, hence the benefits of Wonders. In other words, there is a chance, that Wonders would be often conquered by others. And you could do it with the other ones. It's not enough just to build the Wonders, you'd also have to retain them!
4. What would that change in the gameplay?
The dispersal of Wonders would also give a chance to other players to build them to another Civ's, when you have limited number of cities. When you have 5 cities of your empire, each with one Wonder, and you want to build another one, you have two options: establish another city (and, presumably, use Caravans to help with building it, since the just-now established city is small), or... just conquer the nearby city with the already existing Wonder!
Of course, with large empire with a lot of cities, you wouldn't have a problem of place for Wonders, but other Civ's would nevertheless had a chance to build the Wonders you want because of the production levels; the one-city-one-wonder system highly prefer the Civilizations with no Wonders to get at least one of them, because usually there is always at least one city with good production level in every empire, even the smaller and underdeveloped (it's usually the capital that has a good production capabilities). So it's a sort of a lifeboat for the weaker.
Also, it gives the retarded, but agressive civilizations, a chance to obtain the benefits of the Wonders. You want a Sun Tzu's Academy? Go and get it! As it's placed in a nearby city, in an out-of-the-way place, not very well protected, because your competitor can't protect very well all of his cities. It also implies, that every following Wonder is harder to build than the previous one (firstly, because it needs another location, secondly, because recently established cities doesn't have the needed production power); so it works exactly opposite to the original, where already existing Wonders facilitated building next Wonders. This gives some handicaps to the weaker players.
For historical reasons - it never happened that one city has several wonders; Paris has the Eiffel Tower, but doesn't have Pyramids and didn't have a Great Library, there's no Michelangelo's Chapel near Hoover Dam, etc.
5. How to code that?
Well, there's a problem for me, because I'm not too keen with the coding. But what comes to mind is the function, which checks, how many wonders are already in the city; if the number of Wonders is already equal to the coded one, it blocks the possibility of building another. For example if it's set to 0 (zero), it always blocks the possibility of building a Wonder (because city already has zero wonders). If it's set to 1, it checks the number of Wonders and if there is none, it allows to build a Wonder; if there already is one, it blocks the possibility of building another. If it's set to 2, it checks if the number is equal (=if there are already two wonders in the city). And so on. And if the number is negative, there is no restriction.
6. Necessary AI changes.
There are some minor changes in AI behavior needed. Specifically, when AI has equal chance to attack City A with no Wonder, and City B with Wonder (if there's equal chance to conquer them), it should always choose B. There should be some sort of a "Wonder lust", or "obtain wonder by conquer behavior, if there's none coded yet. It means, the AI should always look for less protected one-wonder-cities to grab them, which would presumably come over form hand to hand. I'm not sure if AI does already behave this way. I, as a player, would gladly try to grab that city and try to retain it, even if just for a while.
(sorry for my English; as because it's not my native language, I had to explain my thoughts lenghty, or else my post would be incomprehensible)
1. What's the point?
While playing Freeciv with AI's (as well as original Civ's), I noticed, that - in many cases - most Wonders of The World (at least in easier AI levels), are concentrated in one particular city with an extraordinary high level of production (thus, one civilization with the city with great production level, gets great benefits from nearly all of the Wonders; that gives it an additional boost to easily defeat the competitors). It happens, when a nation, which currently leads in the scientific competition, has also a city with great production level (I call these cities "the regular Wonder-builders"), is getting additional bonus from Wonders, which... benefits his Civilization even more! I often did it myself: I was choosing one, particular city, just for building all of the wonders I could in at the time in one place. Then I get the benefits and advantaged my supremacy even more. However - I consider this unfair, since it never happened in history, that one civilization (especially ancient ones), has built more than 2 or 3 Wonders. I would like to flatten the chances of all players, but without getting rid of the concept of Wonders (which I consider as an extremally cool feature). My proposition is to add an option, which limits the number of Wonders per city (for example one-city-one-wonder limit).
2. How to do that?
So, here's my idea:
The option is called "how many wonders in a city":
=> the default value would be -1 (minus one), which means there is no restriction of the number of Wonders in one particular city, just like in an ordinary gameplay, where you can have 20 Wonders (or so) in the city;
=> 0 (zero) - this would mean every city in the game can build zero Wonders (thus, there are no Wonders at all in the whole game);
=> 1 (one) - this would mean every city in the game can contain one Wonder (which I think is the best option);
=> 2 (two) - this would mean every city in the game can contain up to two Wonders,
=> 3 (three) - this would mean every city in the game can contain up to three Wonders,
...an so on.
3. Why to do that?
There are following benefits of this option: the dispersion of Wonders in more cities of the empire would make the gameplay more entertaining, since it's not so easy to protect five one-wonder-cities than to hold one city with five wonders (presumably the capital); it's much easier to ensure protection to one, extremally important city (especially if it's the capital), than to ensure heavy protection to all of the five. It would mean that the provincial (non-capital) cities would probably pass from hand to hand during the wars, hence the benefits of Wonders. In other words, there is a chance, that Wonders would be often conquered by others. And you could do it with the other ones. It's not enough just to build the Wonders, you'd also have to retain them!
4. What would that change in the gameplay?
The dispersal of Wonders would also give a chance to other players to build them to another Civ's, when you have limited number of cities. When you have 5 cities of your empire, each with one Wonder, and you want to build another one, you have two options: establish another city (and, presumably, use Caravans to help with building it, since the just-now established city is small), or... just conquer the nearby city with the already existing Wonder!
Of course, with large empire with a lot of cities, you wouldn't have a problem of place for Wonders, but other Civ's would nevertheless had a chance to build the Wonders you want because of the production levels; the one-city-one-wonder system highly prefer the Civilizations with no Wonders to get at least one of them, because usually there is always at least one city with good production level in every empire, even the smaller and underdeveloped (it's usually the capital that has a good production capabilities). So it's a sort of a lifeboat for the weaker.
Also, it gives the retarded, but agressive civilizations, a chance to obtain the benefits of the Wonders. You want a Sun Tzu's Academy? Go and get it! As it's placed in a nearby city, in an out-of-the-way place, not very well protected, because your competitor can't protect very well all of his cities. It also implies, that every following Wonder is harder to build than the previous one (firstly, because it needs another location, secondly, because recently established cities doesn't have the needed production power); so it works exactly opposite to the original, where already existing Wonders facilitated building next Wonders. This gives some handicaps to the weaker players.
For historical reasons - it never happened that one city has several wonders; Paris has the Eiffel Tower, but doesn't have Pyramids and didn't have a Great Library, there's no Michelangelo's Chapel near Hoover Dam, etc.
5. How to code that?
Well, there's a problem for me, because I'm not too keen with the coding. But what comes to mind is the function, which checks, how many wonders are already in the city; if the number of Wonders is already equal to the coded one, it blocks the possibility of building another. For example if it's set to 0 (zero), it always blocks the possibility of building a Wonder (because city already has zero wonders). If it's set to 1, it checks the number of Wonders and if there is none, it allows to build a Wonder; if there already is one, it blocks the possibility of building another. If it's set to 2, it checks if the number is equal (=if there are already two wonders in the city). And so on. And if the number is negative, there is no restriction.
6. Necessary AI changes.
There are some minor changes in AI behavior needed. Specifically, when AI has equal chance to attack City A with no Wonder, and City B with Wonder (if there's equal chance to conquer them), it should always choose B. There should be some sort of a "Wonder lust", or "obtain wonder by conquer behavior, if there's none coded yet. It means, the AI should always look for less protected one-wonder-cities to grab them, which would presumably come over form hand to hand. I'm not sure if AI does already behave this way. I, as a player, would gladly try to grab that city and try to retain it, even if just for a while.
(sorry for my English; as because it's not my native language, I had to explain my thoughts lenghty, or else my post would be incomprehensible)