Continued from the derailed AI test Update Thread.
Feel free to repost your points and ideas about city spam balance.
First of all: this was kinda hivemind. I didn't see your post when starting to type mine. So no reverences or disagreement intended.
When I think about the game and what makes it unique, I think about the feel of unconquered wildland, the feel of being a safe haven in a world of danger. The current state gives that feel for a while until it dimnishes in the mid game, when the map starts to be clogged up with cities and outposts. The world starts to feel conquered.
Another thought is about the games balance and it's current state of solemnly supporting larger empires. More is always better and this especially shows in the technological progress. More cities mean more research means faster power growth.
The third is the relative simplicity of the parts of the game. There is nothing overly complex anywhere and yet... it works.
So, after a second and more careful thought about the problems and feelings mentioned above I see two relative simple ways to deal with the problem of big empires while preserving the feel of the game and not adding too much complexity.
First: Pioneer cost
Adding a flat fee to pioneer costs just lenghtens the early game, which in my opinion belongs to the least interesting parts of the whole. This game starts to shine mid game onwards. So instead of a flat fee a growing cost for pioneers depending on how many outposts and cities you already own, may be the more appropriate way.
Implications:
1.
Early growth isn't hampered, instead mid and late game growth slows down, preserving the feel of unconquered wilds longer, keeping the map and game more interesting in the long run.
2.
A Player who suffered major losses through another player has the chance to recover, as his costs for pioneers go down again and he has another chance to expand more quickly again.
3.
No major AI coding needed. There are no new major concepts for the AI to understand, making implementation rather easy.
Second: Research cost
Increasing the cost of technologies for larger empires would be a countereffect for the power of large players. An empire can grow, gain power, but would slow down on the side of technological progress (or at least not speed up with every additional city). In fact, for a while a quickly expanding empire might even slow down due to the unrest of newly conquered cities and the increase of the research cost/research ratio. The optimal mode of research cost growth would be a logistical curve (Meaning it starts out flat, has it's largest growth in the middle and starts to grow slower in the end).
Implications:
1.
Conquest remains a viable option, but not the way to ensure steamrolling everyone once it starts. For a while a small empire might expand, grow, conquer but would ultimatly have trouble keeping up with the technological race, or even fall behind. Giving smaller players an edge in that area over time.
2.
Once again, no addtional AI coding needed, so implementation is on the easy side.
Conclusion:
Both changes would result in a more interesting game. Keeping the distribution of power more dynamic, letting smaller players catch up again and hampering big ones from becoming an unstoppable power. Moreover, both wouldn't need overly complex AI coding and eat up valuable ressources better spent on other parts of the game and AI. Lastly, both additions are no complicated concepts but rather little changes with big implications.