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Soapyfrog said:
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Thufir said:
Thirdly (and what this post is mostly about), I believe soapyfrog is misguided in objecting to exponential growth. I mean every kind of bootstrapping game since the beginning of time (with recent, relevant examples being Civ, MoM, MOO2, et al) has featured exponential growth prominently.
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Well I do not object to exponential economic growth, of course, if you take Moo2 or Civ as examples these games integrate such growth very well into the game itself: You MUST grow to survive and economic growth is ubiquitous. Further, the games scale very well... you dont start producing the best unit in the game on turn 60, thats for sure.
Secondly growth in these games is tied to and constrained to various factors such as population, resources, geographical areas, whichs caps your maximum growth, and as the game continues you will constantly find youself resource constrained, so if you want to REALLY grow exponentially, you must physically expand and thus conflict with your neighbours.
In Dominions2 you have this exponential growth strategy in clamming etc. as well. However it is not tied to expansion, it is self-sustaining (i.e. you will never really be resource constrained once your clamming etc oeprations get going)... so you do NOT need to attack your neighbours, in fact you shouldn't since its counter-productive. That's not a very good game mechanic IMHO.
The clam/fetish/stone hoarding strategy needs to have a continual external cost to constrain that growth. My "conVersion instead of creation" suggestion would accomplish this, i.e. a fever fetish would let you produce 2 fire gems a turn, but you need 1 nature gem to feed it. At some point you will need more nature gems, and have to look beyond your borders to get them.
In the end it is not the exponential growth specifically whcih is bad, it is the self-sustaining nature of that growth which is highly unnatural for most games.
I hope the suggestions this thread have generated have been constructive. I would love to see some of them implemented. Hopefully with item/unit modding some of it can even be done without the need for an official patch...
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You misquote me. In the sentence right after you chop my quote I said:
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Perhaps the real objection is to unconstrained exponential growth (maybe soapyfrog is already saying this, and I've misread).
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So, we are in agreement, at least at a theoretical level. The problem is that in practice, building in constraints in growth needs to be done at design time. It's not just clams (or even clams +ff's +soul contracts +summoners +...) it's really the way the whole magic system works. In a real sense, anything that has an ongoing effect, without an ongoing cost constitutes a "free lunch" or a perpetual motion machine, of a kind.
And the fact is, that the game as it stands is not broken, so I'm pretty happy with the current state of affairs, myself.

I like some of the changes that you list, namely that clams could only be used by mages (as Cohen had earlier suggested), and soul contracts could only be used by Blood Mages.
However, undoing the unconstrained growth of clams and other items
will unbalance the game, as it stands. For example, Tien Chi S&A (one of my favorite themes, but already weak to begin with) is truly hosed. So, I would guess are Atlantis and R'lyeh.