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Why does this require a re-start? It does change things. But if
people could switch to another Way I don't see the need to start
over. Also, being a barbarian would still have good advantages.
You can still get a lot of income for little investment. 300
people gets you 100 wealth. Cities still cost more than that for
more than one. They just make a lot more wealth. For a player with
a short game strategy barbarian is still the way to go. It's even
a viable strategy to build up as a barbarian until you have a lot
of income, then begin building cities with that as a base. All
this does is make having cities a viable strategy.
It's funny, I thought it was supposed to be possible to play the game multiple different ways, allowing players interesting choices involving trade offs. I thought the simplification was to allow the GM more time to creatively interact with the players to keep the game balanced and interesting.
It would be nice if I could gather/harvest more than one resource due to the way of nature. I thought I could, which is why I selected it. As you've only let me discover one of the resources you've since limited the way of nature to gathering, I find your whole argument against barbarians with little merit. All the "extra" resource sources such as wool can be found and exploited by players of other ways. What we're left with is the way of nature being really good for one lucky player and very poor for several others (as I now assume my and others' odds of ever finding another resource off the list are officially zero going forward).
By the way, my orders are wrong as well. Just consider my people to have gathered black lotus along the river instead of spices from my campsite, and everything else stays the same. This was because I emailed to ask if I could gather the resource types I'd found since I'd only found one of those on the rules list, and I thought your answer was yes. Upon rereading it, you may have just been saying yes you added the original six resource types, not yes I can harvest the four other types besides black lotus that weren't on the list in the rules.
I warned you two turns ago that exponential economic growth has a strong potential to break the game. Even with cities being expensive, there is a point about ten turns into building cities were you escalate to being able to build two cities every turn.
Fall behind 2-3 turns and you effectively become a speed bump hoping you're no where near an aggressive player who's still riding the wave front of economic expansion.
Maybe what we need to do is declare the players who chose Nature to be the winners (since they figured out how to beat the game) and start a new game with all the fixes in place?--
Charles
On 10/29/2018 5:59 AM, Charles Hurst wrote:
It is. Unfortunately as I pointed out, the Way of Nature is the only viable Way and building cities is actually a bad move gamewise. That's why I'm suggesting changes.It's funny, I thought it was supposed to be possible to play the game multiple different ways, allowing players interesting choices involving trade offs. I thought the simplification was to allow the GM more time to creatively interact with the players to keep the game balanced and interesting.
Another reason to give out wealth instead of resources. That makes it more compatible with hunting and fishing, which you can do but don't because you're fixated on finding those resources. I kept wondering why you were so hot to explore and expand--what you thought you would find you already didn't have. This makes sense. I probably could have helped more if I'd have know what you were up to. Maybe, since you didn't find what you needed, you should have switched to a Way that was workable with what you had...oh, that's right, only Nature is workable since building cities is a waste of time. So you have a valid complaint. And the solution is not to give you resources but to move away from giving barbarians resources. Then players actually have a choice rather than there only being one superior Way and everything else is crap.It would be nice if I could gather/harvest more than one resource due to the way of nature. I thought I could, which is why I selected it. As you've only let me discover one of the resources you've since limited the way of nature to gathering, I find your whole argument against barbarians with little merit. All the "extra" resource sources such as wool can be found and exploited by players of other ways. What we're left with is the way of nature being really good for one lucky player and very poor for several others (as I now assume my and others' odds of ever finding another resource off the list are officially zero going forward).
And eventually you use up all the spots you could have a city. But long before that point, the player needs to recruit troops to defend his cities, more as his perimeter expands. He gets into conflict with neighbors. The question then is how much guns vs butter? I don't think you see what the point of the game is--to knock the other players out. If that's the end game the number of cities is only a means, not the end. A barbarian can achieve this by taking other people's cities. Why would you continue to build cities if the need is for armies? If someone attacks you, you'll have to switch to recruitment and build less or no cities. The object of the game is not to build cities.I warned you two turns ago that exponential economic growth has a strong potential to break the game. Even with cities being expensive, there is a point about ten turns into building cities were you escalate to being able to build two cities every turn.
You seem to assume the point of the game is to have the most cities, therefore if you can't keep up you lose. But a player with many cities can be brought down because he didn't recruit enough protectors, or through a combination of individually poorer players. A player doesn't need to build any cities to win. He just has to take other people's cities. The Way of Nature says you can't build cities, not that you can't own them. Or you could loot them when you capture them and keep attacking. But these all assume that making cities is a viable strategy. As it stands making cities is dumb. It's much cheaper just to harvest resources using 300 people. You're more limited in which resources you can use--which makes it very dependent on luck finding them rather than making choices. This is not the game I was trying to make. And again, the fix is to remove resources from barbarians and give wealth instead.Fall behind 2-3 turns and you effectively become a speed bump hoping you're no where near an aggressive player who's still riding the wave front of economic expansion.
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I do not understand what you mean by 'barbarians being tactic for a short game'. Are you saying you are intentionally creating a Way with the idea it is sub-optimal and underpowered in the long-term? O.o
Is this why you are so triggered by the Way of Nature working as efficiently as it does? Like, in your mind it was supposed to be a 'poor choice' and it is somehow now a perfectly reasonable decision, at least for early - mid game? o.O
Very funny if that is what happened! :D
On Monday, October 29, 2018 at 2:11:56 AM UTC-7, Mike Brines wrote:Originally I intended barbarians to be a tactic for a short game--they got some advantages early and easy but civilized players got better ones later. I figured by this point in the game most players would have 3-4 cities and be growing. There might be a barbarian or two. I wanted to keep that way viable so I threw in some ways for them to get some wealth without having to build cities. But my intent was that cities were the better, long run means to winning. Cities cost more but they made you more wealth. But I screwed up.
Because I made it possible through harvesting, gold panning, sheep herding and such-like barbarians to get a lot of resources very cheaply. So easily that it's not really much of a benefit to have cities. Cities are expensive, the first one is 300, the second 900, the third 1500 and so on. This is due to the multiplying effect of selling all those resources.
With 3 cities you get 3 resources each turn and even if all 3 are the same you can trade 2 for 2 others and end up with a set of 3 = $900. If cities only cost 300 you could then build 3 more cities. Then you'd have six, get 6 resources next turn and a set of six sells for $3600 which buys you 12 cities. From 3 cities to 18 in two turns. Next turn you'd basically have a city every place you could build one. So cities have to cost more the more you have just to keep them reasonable.
Unfortunately, with barbarians it's just 300 people per harvesting location to get a resource. It's just like my example above where cities only cost $300 each. Once you have three locations to harvest (900) you pretty much spread uncontrollably in just a couple turns--you'll have 3600 more people next turn and then 4500 more--and it's actually WORSE because while the cities have to be protected and can get captured, the 300 people you use to harvest a location to get a resource ARE their own protection and can't be captured. If barbarians can get resources by harvesting there's really no point to having cities. No civilization is possible. Civilization is supposed to be an inevitable development; but the way the game is set up it's actually a bad idea. This is not realistic and the opposite of what I intended.
I think barbarians should be able to have an income outside of cities. But I think it ought to be like hunting and fishing=you get 1 wealth for every 3 people you have harvesting. You don't get resources and thus aren't subject to their massive multipliers. I think it'd be OK for resources to be handed out for choices like taking hides instead of horses or dogs and such like. Those are limited circumstances that aren't going to break the game. But for the most part resources ought to just come from cities. This fixes the problem. Barbarians can have an income from people herding or harvesting stuff. But to make serious money you'd need a city. Civilizations are always richer than barbarians and this is how. But cities still cost a lot to build and they still need to be protected. So while barbarians will want to be looting cities, there's not a lot of profit to be made attacking barbarians--which is pretty realistic. They have a lot of people but probably not much money until they take over some cities.
Comments?
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Both of us contend in different ways that the way of nature is broken. Here's a suggestion, instead of a list of types of resources, way of nature players can only gather/harvest the first X non-mineral resources they find exploring. This caps the resource types and how big a set they can create internally. They can still generate however many regions of each of those resources they find, so they have the ability to trade with others which will help them get to mid-game and curb the natural math inclination to waffle stomp all neighbors. Short run it becomes richer to a point more quickly, and then over time it will fade by ever greater amounts unless it can change its way or find some other way to pick up cities.
I still don't understand the belief that the way of nature win so overwhelmingly in the long term - i only have them strong in mid game. They will run out of resources quickly and have to fight to keep expanding at which point they need to have 3 times the toughness of troops than cities - they will also have a load of T1 troops to allow multiple harvesting which make you lose battles. Every turn that goes by the city position wins at that point as they never run out of resources. Nature is only a long term sure winner if they can farm a sector forever or multiple nature players hit the same city player.
I still think if GM reboots he needs to fix bugger issues with several Ways being near clones like Warrior and Rui, being obvious.
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My point is IF people get those resources they're unstoppable.
And anybody can find them if they just wander around enough.
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No, I am triggered by it making any other Way pointless. I've demonstrated the math in a couple of other posts.
On 10/30/2018 6:25 AM, Charles Hurst wrote:
Both of us contend in different ways that the way of nature is broken. Here's a suggestion, instead of a list of types of resources, way of nature players can only gather/harvest the first X non-mineral resources they find exploring. This caps the resource types and how big a set they can create internally. They can still generate however many regions of each of those resources they find, so they have the ability to trade with others which will help them get to mid-game and curb the natural math inclination to waffle stomp all neighbors. Short run it becomes richer to a point more quickly, and then over time it will fade by ever greater amounts unless it can change its way or find some other way to pick up cities.
The nature resources were ones that didn't require a lot of processing and "unnatural" things. If they're into Nature they wouldn't be building farms. To get Grain you need farms, right? All the metals plus coal have to be mined except for the placer gold. Mines seemed like the kind of thing Natural wouldn't like. Your "solution" might work, but it's very gamey. It has no flavor. You revere nature but you have all these mines because you ran into iron first and then coal. That makes no sense. Even less when you consider they don't have metalworking but all they do is make iron.
You're obsessed with the idea Nature is flawed because it can't rape the system to the full extent if you get unlucky and don't have access to the right resources. My position is it's not supposed to be able to do make huge sums of wealth that way in the first place. The way to fix Nature isn't to destroy what's left of the game, but to restore city building to being a reasonable strategy. I've shown the math. If you don't need cities to get resources the whole game devolves into not building cities and harvesting resources and who's best at that? Nature. The current way is both unrealistic, it makes all the other Ways obsolete, and totally distorts the game.
Your suggestion is just a way to "fix" things so Nature players are guaranteed to be able to rape the system. That's not my intent. It's the opposite of my intent.
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I can get 6 resources - I just thought they were non renewable
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