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to slow the game down, we could encumber players that buy and steal tech.
Is tech trading or stealing even a significant factor in making the game shorter? I also don't see how it makes the game more fun. Stealing techs is fun and creative and trading techs makes the AI feel more real because they proactively contact you and they have well-written dialogue. I don't want to be discouraged to do that by a penalty I'll be paying forever. A new nation-wide maintenance cost would also be difficult to make readable and understandable to the player.I think the real problem has to be established to try to solve problems like this. What about a short game is bad for the experience of human players and why? Once that has been established then there may be many different approaches worth trying for solving the problem and these don't necessarily need to change player-visible mechanics.E.g. these are different problems with potentially distinct solutions:- human players get conquered out of nowhere by AIs that are more advanced than they expected- human players lose to AI builder or diplomatic victories before they've got into the game- tech progression feels too fast or easy and that undermines feeling of achievement or time passing, or makes it unsatisfying to play some factions- players want more time to play with stuff before new things are introduced- players find conquering the world too quick or easy
The main actual cost to me as a player in the real world, when stealing techs, is how long it takes me to push a probe team across a map. I play on Huge maps and there's definitely a lot of times in a game, where it's less effort to build my own research infrastructure than to push the probe teams to other empires. I often wait until other empires make themselves closer to my own, before bothering to raid them.
If the game was lying to me about my agency within it, just rubberbanding me if I did well or poorly, I'd be quite annoyed with the game.
In my personal strong option it is the nature of 4X game accelerated growth. Since it is highly accelerated the smallest speed up or slow down at the beginning have a tremendous effect on future progress and, therefore, on the game duration. Original game designers did a lot of adjustments to keep accelerated growth at bay.
We could get the best of both worlds! You know, add additional terraformer at the start or something. Make the game spicy like that--BUT then re-calibrate the cost of tech advancements. Run 10 or 100 test games and create a table of economic curve. Also, table the cost curve of the tech. Then we write a function that uniformly adjusts the tech costs to align with the typical economic curves we have harvested. I hope I'm making my point clear, which is that we can use two or more techniques to get the experience we seem to be aiming for.
Oh, and concerning probes, they are 100% the best example of a positive-feedback loop. Categorically, they allow losing players a come-back mechanism. They also increase player agency, because the stealer has to make a plan and implement it. The system also maintains the victim's agency, because they can either do due diligence to protect themselves or not.By framing it in this way, I think I can carve out the issue that i see (and this may be relatively minor in comparison to other opportunities being discussed). Its possible for the human players to think quite a bit more abstractly than an AI. As such, it is possible to pretty much ignore tech on purpose, and focus more heavily on economic and military goals, and use the "come-back" mechanism of the probes and trading to gain an advantage. And there you have it, the core problem that I'm trying to point out with trading/stealing. It would be fun to find an elegant way to maintain player agency, but not give players a way to leverage those options WHILE in 1st place.My original suggestion about implementing a penalty for stealing and trading tech too many times... falls short of this goal. Ironically, the logic above demonstrates that such a change would actually hurt losing players ability to make a "strong comeback" and wouldn't really stop a "winning" player from the gimmick i described. But, maybe i'll think of something truly elegant in the future. Or, maybe i need to demonstrate the issue more clearly if other's don't know what i'm talking about.
I think you are placing carriage in front of the horse even though you described the situation quite well.
The goal of this mod and similar mods (I am not talking about total conversions) was to keep game as close to original playing expectations as possible. I.e. reduce grinding, any micromanagement that does not actually support player agency in the game, restore to expected balance of different features: economy, research, conquest, exploration, infrastructure, expansion, improvement, diplomacy, intrigues, etc. - making sure none of them shadows others.
As a rule of thumb, any not dumb game rules make player/AI to search for optimal strategy.
This being said, let me reiterate my point.
I just played a ton of WtP and I don't remember the early game being the problem. I remember quitting in mid to late game, because I couldn't stand to do something anymore. I'm not clear on what, because I lost discipline for writing things down / providing feedback. I'll be honest: I eventually went back to playing my own mod.
In other words, "should there be 1 more terraformer at the beginning?" is barking up the wrong tree, IMO.
I do think that going back to WtP, after playing vanilla or my mod or even just Thinker, always requires a big mental adjustment on the part of the player. A key thing is how to make use of Recycling Tanks early on. They aren't just a little bonus, they're a really important early factory. Pretty much your entire early game strategy should revolve around how / where to build those.
A related adjustment for me personally, is that my usual "forest and forget" strategy is not correct for WtP. You need to build Mines, early, not late. The Recycling Tanks need to be fed minerals, and the global warming / mindworm overrun consequences aren't remotely as bad as in the vanilla game, or my mod. It's inheriting Thinker's lenity / nerfing in that dept., I'm guessing. So mines early instead of mines way late, like in the era of Hybrid Forests, is way different gameplay.
I think I quit mid to late game because there was no point to having a war for some reason. This happened every game. Was it the sheer pile of cities on the map? I played a Huge map, so that I can accurately compare the differences with my own mod, which is designed for Huge maps. I know WtP wasn't designed to be especially so. But for me personally, it's the best yardstick for comparing apples to apples.It wasn't because militarily I was losing. Generally speaking, I seemed to be winning. But by midgame, bored out of my mind.
Oh, and I do remember one total non-feature compared to my mod. You got rid of instant movement mag tubes. Yeah, it's more realistic. It's also so incredibly dull, trying to move units on a Huge map when you can't get them anywhere fast. Push, push, push, push, push.
I'm remembering another thing that really irked me. Secret Projects are godawful prohibitively expensive. Yet, the AIs manage to build just about all of 'em. At least on a Huge map, things are so spread out and it's so hard to move units to interfere with anybody, that AIs can just allocate a few cities to build SPs for quite a long time. Because they're so spammy with cities, in a way that I'll never be as a human player. And they've got the Transcend minerals bonus, so it's not quite as painful for them to build long term stuff as it is for me. So they end up with 90% of the SPs, split between all of them more or less equally, it seemed. I could get 2 at the beginning if I really tried hard, but otherwise, forget it. Tech acceleration guaranteed they'd start earlier than me and finish before I even got a chance to try.