First Impressions

HerandarHerandar On the location locating locator.
edited January 2011 in Gaming
Well, it's a Demo game, basically... Or is it more like what we were hoping Realpolitik would be, minus all the theoretical backstabbing?

I'm concerned about how exploration is handled (building guard towers) and how wars are condensed to one battle that can not end in a stalemate. If you lose a defensive battle, your civilization is gone, and you are part of the invading civilization. Can't help feeling that this is a bit too simplistic.

Also concerned about people paying money, but that was already brought up in a different post.

I am really looking forward to it.

Comments

  • Lord-ParkinLord-Parkin New Zealand
    edited January 2011
    Herandar wrote:
    Well, it's a Demo game, basically... Or is it more like what we were hoping Realpolitik would be, minus all the theoretical backstabbing?
    Sort of. Seems like every person controls their own effectively invincible village/city, and people can band together under arbitrary civ name banners if they want to access additional parts of the game (armies, wonders, ranks, promotions, etc).

    The main thing that concerns me at the moment is that it seems like anyone can join and leave any civ arbitrarily at any time, and as I understand it it sounds like there's one Facebook-wide game of CivWorld that everyone's involved in. (I'm still not sure how long the games are supposed to last for, either... weeks, months? And how does it work with people joining halfway through?)

    Anyway, combined with the fact that there are only 10 civ banners to join under, it seems like it might be impossible to compete either solely with your friends, or with only your friends under a single civ banner. In other words, I can't see how the game as I presently understand it will enable you to compete exclusively (or semi-exclusively) within a group of friends. That would be a shame if it's the case. However, maybe I'm misunderstanding something. :)
    Herandar wrote:
    I'm concerned about how exploration is handled (building guard towers)...
    That seems a bit weird, but I actually don't see it as being a major problem... guess we'll see.
    Herandar wrote:
    ...and how wars are condensed to one battle that can not end in a stalemate.
    From the sounds of things though, wars will be quite spread-out over time, taking quite a few turns/movements/days to resolve. And the defender winning is kind of the same as a stalemate, really. They get the attacker's gold in that case, but not the territory.
    Herandar wrote:
    If you lose a defensive battle, your civilization is gone, and you are part of the invading civilization. Can't help feeling that this is a bit too simplistic.
    It is a bit simplistic, I agree. But I do think it's a good idea not to eliminate the players' cities (which would be fun-killing) and simply switch control to a different "banner". Though actually, from what I've read, it sounds like losing your civilization will almost be too trivial - hardly mattering in the slightest game-wise. Sure you're stuck with a low rank in the new civ for a little bit, but you can always work your way up again... or you can just leave that civ altogether and join another... or (maybe?) leave and form a new civ.

    Not too sure how the details will work, but it seems like civilizations are going to be weirdly fluid in this game, not to mention rather weak. But I'm just basing this off guesswork, having not played the game at all. So I might be completely wrong. :)
    Herandar wrote:
    Also concerned about people paying money, but that was already brought up in a different post.
    Indeed...
    Herandar wrote:
    I am really looking forward to it.
    Me too, can't wait to actually play the game rather than just reading about it.
  • CrazyJoeCrazyJoe Winter Springs, FL Icrontian
    edited January 2011
    The thing I think that sounds strange is the fact that you can join and leave a Civilization whenever you ea.t. What's to stop someone from leaving their Civ and joining the winning Civ right before the game ends just to get the extra Fame for winning.
  • Lord-ParkinLord-Parkin New Zealand
    edited January 2011
    Crazy Joe wrote:
    The thing I think that sounds strange is the fact that you can join and leave a Civilization whenever you ea.t. What's to stop someone from leaving their Civ and joining the winning Civ right before the game ends just to get the extra Fame for winning.
    Exactly. Maybe that's something that will be changed before the final version is released. But right now, I don't see how enabling people to effectively switch sides on a whim is going to do them any favours. What's to stop the game devolving into a snowball effect, with the great majority of players all joining one civ when it starts to get a lead, and creating one unstoppable monster civ? There surely has to be a limit imposed somewhere - either stopping people from being able to switch sides too quickly, and/or limiting the maximum number of players that can be part of a civ. Otherwise, how do you stop the inevitable snowball of one super-civ?
  • Lord-ParkinLord-Parkin New Zealand
    edited January 2011
    Actually, thinking about it I guess I could answer part of this myself... starting a separate civ does have the advantage of more people being able to get the King bonus, so that might be a reason not to have everyone following the ranks of one leader. (Or do "independent" players effectively get the King bonus for themselves anyway? I forget.) Either way though, there'll be the same % of Princes and Dukes no matter the size of the civ. Maybe that's something that'll need to be scaled (smaller % for larger civs) to maintain balance... I'm not sure.

    However, there's still the issue that smaller civs won't be able to compete militarily with larger civs, and so they're pretty much doomed to be absorbed into one big snowball eventually. Even if the number of units on the field is limited at any one time, much bigger civs have the ability to reinforce for longer, so will eventually win regardless. Hmm. (There's another side matter there, which is if the game gets really big, you could easily forsee a "logjam" scenario where some players can never add their own units to an army despite wanting to.)

    Actually, putting that matter aside, I'm still not sure of how the game's supposed to work with regards to civs being "absorbed". When a civ is absorbed, does that remove it from play entirely... in which case the list of ten civs will quickly thin down to one or two and make the game rather monotonous (no wars or only stalemate wars)? Or does the civ become re-available for picking... in which case what's to stop the group of players who were absorbed by the attacking civ from leaving that civ and restarting their old civ? It all seems a bit confusing to me right now.
  • HerandarHerandar On the location locating locator.
    edited January 2011
    When a civ is absorbed, does that remove it from play entirely... in which case the list of ten civs will quickly thin down to one or two and make the game rather monotonous (no wars or only stalemate wars)? Or does the civ become re-available for picking... in which case what's to stop the group of players who were absorbed by the attacking civ from leaving that civ and restarting their old civ?

    Pretty sure that I read that once a civ is abandoned, anyone can restart it. Maybe obliteration will be handled differently, but I think they want the game to be open to new players even in mid- or end-game.

    Also, the only thing I saw that would stop an Imperial Snowball civ is the fact that neutral nations can provide defenders to another Civ. You can't help out the attacker. Theoretically, if one Civ starts to look like it has intentions of hegemony, all of the mercenaries are going to be sent to help stop the little Napoleons.
  • HerandarHerandar On the location locating locator.
    edited January 2011
    Crazy Joe wrote:
    What's to stop someone from leaving their Civ and joining the winning Civ right before the game ends just to get the extra Fame for winning.

    I don't think you'll get that much fame for being a peon on the winner of the last (of twenty) eras. You don't have to win the last era to have the highest fame.
  • HerandarHerandar On the location locating locator.
    edited January 2011
    Okay, so my nation and capital is Rasteentowne. Would prefer that my real first name not be the default...

    Heh, Sid's starting to look younger than me...

    I'm now ranked 31st. Don't think I'll ever be ranked this high again.
  • Lord-ParkinLord-Parkin New Zealand
    edited January 2011
    Yeah, mine's Johnville. Don't like that being the default either.
  • HerandarHerandar On the location locating locator.
    edited January 2011
    Stonehenge built in no years by zee Germans! Germans founded in 3985 BC.
  • Lord-ParkinLord-Parkin New Zealand
    edited January 2011
    I noticed that too. Bug, much? ;)
  • HerandarHerandar On the location locating locator.
    edited January 2011
    Glitches so far.

    Someone solved the Culture puzzle, and it did not reset.

    Can't build a second house. I can only move the first one. (Kind of a huge deal.)

    And it's already down for scheduled maintainence.
  • HerandarHerandar On the location locating locator.
    edited January 2011
    I noticed that too. Bug, much? ;)

    I got a great builder as a reward for looking at the Help file. I just don't know how to apply him to a wonder yet.

    Also, I'm not sure how to join/found a civilization.

    I think it went down for maintainence only a couple of minutes after I got in, because the banner at the top of the screen said "Network Timeout", though I know that there were other testers active in the game, as comments and milestones were still being listed.
  • Lord-ParkinLord-Parkin New Zealand
    edited January 2011
    Sounds like it's definitely "alpha", then. :D Never played a game in this state before, so I guess I should revise my expectations. May still be a while before we can even play beyond a few turns, let alone play from start to finish. ;)

    By the way, does anyone know if there's some place where we're supposed to be able to talk to Firaxis about problems? Some testers' chat room, or CivWorld private forum? I'm still unsure on exactly how we're supposed to talk with them.
  • HerandarHerandar On the location locating locator.
    edited January 2011
    I'm sure they'll send that to us in an email once they get the game up and running.
  • Lord-ParkinLord-Parkin New Zealand
    edited January 2011
    It certainly feels a bit weird pace-wise. Not sure if things are supposed to happen this fast once the game gets fixed up, but... geez. I keep getting bombarded by messages every few seconds.
  • HerandarHerandar On the location locating locator.
    edited January 2011
    I'm pretty sure the game told me it was 3419 BC when I joined, and ten minutes later it was 3925 BC. Would explain the disappearing buildings and repeating quests.
  • ZanthianZanthian Mitey Worrier Icrontian
    edited January 2011
    I believe the disappearing buildings and repeating quests are from lag. The server will eventually catch up at some point, but you may have to repeat some actions.

    I did figure out how to build further houses. When you town goes up in population, there will be additional greyed out men in the bottom right corner of the game area. If you click on one of the greyed out persons, it will then give you the option to build a house for them.
  • Lord-ParkinLord-Parkin New Zealand
    edited January 2011
    Definitely a LOT of lag going on. Still, seems to be working a bit better now than it was earlier today.

    Yeah, I eventually figured out the house thing myself. Not at all obvious though - you wonder why they didn't put in the option in the build menu.
  • CBCB Ƹ̵̡Ӝ̵̨̄Ʒ Der Millionendorf- Icrontian
    edited January 2011
    You can also press 'h' to build a house whenever you want.

    I was also thinking that the pace wasa strange. Usually facebook games are designed to be things that you check every few hours and do one or two things, right? not games that you can sit at and play all day? I don't know. The only Facebook game I've played before is Scrabble.
  • Lord-ParkinLord-Parkin New Zealand
    edited January 2011
    Maybe they've just sped up the pacing so that we can get through more testing in a quicker time, or something? Surely it can't be this fast in the eventual public game.

    Battles are the main thing that concern me at the moment. If this is the intended pacing, then it does seem way too fast. I haven't calculated it exactly, but it seems like at the current pace you could go to bed for the night, or go to work for the day, and come back to find another civ having started, finished and won a battle that destroyed your civ before you had a chance to react. That doesn't seem quite right.

    Maybe I'm just mistaken... but it certainly seems that the game feels rather fast right now.
  • HerandarHerandar On the location locating locator.
    edited January 2011
    CB wrote:
    You can also press 'h' to build a house whenever you want.

    Which is why I have four houses now (for two pop). Also, you can't move or recycle uninhabited houses. (Maybe if I hit the move/recycle button in the build menu??) Also, my second (buy one, get one free, I guess) guard tower managed to stick around once the game stabilized, but is in a very bad location (right next to my palace) which I cannot correct.
  • HerandarHerandar On the location locating locator.
    edited January 2011
    By the way, does anyone know if there's some place where we're supposed to be able to talk to Firaxis about problems? Some testers' chat room, or CivWorld private forum? I'm still unsure on exactly how we're supposed to talk with them.

    It's up, and you need to register:

    http://www.2kgames.com/civworld/forums/index.php
  • Lord-ParkinLord-Parkin New Zealand
    edited January 2011
    Herandar wrote:
    Which is why I have four houses now (for two pop). Also, you can't move or recycle uninhabited houses. (Maybe if I hit the move/recycle button in the build menu??) Also, my second (buy one, get one free, I guess) guard tower managed to stick around once the game stabilized, but is in a very bad location (right next to my palace) which I cannot correct.
    I guess the issue with incorrect guard tower locations is that if you're allowed to move them, that potentially allows a big exploit (only need 1 guard tower in the whole game).

    I think you should be able to deconstruct buildings if you choose though, for a certain hammer fraction? At least that's what the wiki said.
    Herandar wrote:
    It's up, and you need to register:

    http://www.2kgames.com/civworld/forums/index.php
    Registered, still waiting to get in though. I have about 1.5 hours before they go home I think (presuming west coast time), so I hope I get in before the day's up.
  • edited January 2011
    Can anyone tell me how to make people happy and what's the consequence if you don't? That was something I can't quite figure out. I get some vague things like "I like having other workers nearby me" and they seem to like not having to walk far. But I haven't been able to figure anything else out. Really could use a bit better documentation there.

    Aside from that, not bad. It's a basic facebook timewaster game. It doesn't seem dramatically different from, say, mafia wars, just a lot more colorful. It seems like something to be involved in several times a day for a bit longer periods, though. Not sure how it would play as a once a day thing.
  • CrazyJoeCrazyJoe Winter Springs, FL Icrontian
    edited January 2011
    The happier your people are, the more productive they are.
  • edited January 2011
    Any idea what makes them unhappy and how to fix that?
  • ZanthianZanthian Mitey Worrier Icrontian
    edited January 2011
    So far i have figured the following increases happyness:
    Being near people of the same type
    Being near water
    Being near forests
  • edited January 2011
    And they're just naturally unhappy, I assume?

    I wish this was documented a bit better.
  • ZanthianZanthian Mitey Worrier Icrontian
    edited January 2011
    For the culture puzzle i figured out that if you swap two piece that make two matches that is when you get the 50 culture. So that is why the last player will always get 50, there are only two. It is worth putting a piece in the wrong place to setup a dual match.
  • Lord-ParkinLord-Parkin New Zealand
    edited January 2011
    Louis XXIV wrote:
    And they're just naturally unhappy, I assume?

    I wish this was documented a bit better.
    Yeah, seems the default state is unhappy.

    Presume better documentation will come in time... it is indeed a bit cryptic right now.
    Zanthian wrote:
    For the culture puzzle i figured out that if you swap two piece that make two matches that is when you get the 50 culture. So that is why the last player will always get 50, there are only two. It is worth putting a piece in the wrong place to setup a dual match.
    Ah, good to know, thanks. Hmm, and if you chain together multiple double-matches, does that give even more points?
Sign In or Register to comment.