Post by essence on Apr 23, 2013 11:45:43 GMT -5
Just for review:
Lazziez-Faire Industry:
Neutral Industry:
Green Industry:
In short, Green Industry isn't a playstyle -- it's a trap for unwary n00bs, or at best a short phase that more experienced players go through for a half a day if they happen to get caught off-guard by the onset of bad weather.
Even Neutral, which is clearly designed to be the 'null hypothesis', gives you a reliable 'bonus' insofar as you won't ever go into Desolation or Riots unless a Horseman forces you there. The caps are high enough that it's exceedingly unlikely you'll ever need them to be higher or lower, and that's really the main draw of Neutral: you don't have to play to it. LF requires intent; neutral lets you just do your thing, and that's cool.
But Green is stupid. There shouldn't be traps for n00bs in a well-designed game. Green Industry should be a totally playable choice, but for that to happen, it would need to have something besides pollution drain that made it useful. The PM caps on LF aren't really all that useful either -- it's really hard to get +30 PM, too -- but LF gives you solid, dependable bonuses that are useful even at single-digit PMs. If you play smart and don't get massively polluted, Green gives you jack shit except a higher Power cost which leads to more pollution which leads to a lower GM.
Green Industry needs to have some sort of bonus that makes it more like LF: something that forces you to play to it with intent, but actually gives you the ability to grow things the same way that LF's power-to-PM bonus and pollution-ignoring gives you the ability to produce things.
Random Suggestions:
And, my personal favorite:
This one I particularly like because it encourages the 'happy plant land' image that people have when they think of food-rich territory, but also means that Green players benefit from the city-expansion techs and that once you commit to a Green path, you have a tendency to stay on it. It also means the GM cap is actually meaningful: it's not that hard to have 10-15 trees in a big city, which means the cap is approachable even if you're not a Bauxite-harvesting Syndicalism. I honestly believe that Green Industry would be balanced if, exactly as it is now, the +1GM/tree rule was added on.
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Lazziez-Faire Industry:
- Gains a PM bonus equal to Power, so having high-end buildings benefits your low-end production.
- Ignores the first 5 pollution to your GM, so having a Power up to 5 (and thus gaining that bonus to production) doesn't matter in terms of your GM.
- Has a GM Cap of 10/-10, but the instant your GM goes negative in the first place, it stops being relevant, so the only thing you care about is not going into Desolation.
- Drains your pollution more slowly than anything else, but since you ignore 5 of it, the only time that really matters is when you get huge overflows, and then you can just pop over to Green for 12 hours and it'll go away.
Neutral Industry:
- Is entirely dependent on your neighbor list for GM bonuses.
- Drains pollution moderately.
- Has caps of 20/-20, which will basically allow you to get away with 97% of all circumstances without suffering Riots or Desolation.
Green Industry:
- Has massive GM caps -- so massive, in fact, that it's only theoretically possible to get near the positive GM cap. You would have to be mining Bauxite, running a Syndicalism, under sunny or rainy weather, with at least half of your city undeveloped and at least 5 green neighbors and/or lighthouses in order to approach the cap. Because it's weather-dependent, that means that even if you manage to maintain this perfect setup, 50% of the time it's going to be no more useful to you than it would be to be Neutral, because the weather is the difference between those two GM caps.
- Has small PM caps, which presumably you don't care about because you expected that to happen and you're not really trying.
- Drains pollution fastest -- but costs a Power, which increases your base pollution by one in the first place, which docks your GM a point, making those massive caps that much more useless.
In short, Green Industry isn't a playstyle -- it's a trap for unwary n00bs, or at best a short phase that more experienced players go through for a half a day if they happen to get caught off-guard by the onset of bad weather.
Even Neutral, which is clearly designed to be the 'null hypothesis', gives you a reliable 'bonus' insofar as you won't ever go into Desolation or Riots unless a Horseman forces you there. The caps are high enough that it's exceedingly unlikely you'll ever need them to be higher or lower, and that's really the main draw of Neutral: you don't have to play to it. LF requires intent; neutral lets you just do your thing, and that's cool.
But Green is stupid. There shouldn't be traps for n00bs in a well-designed game. Green Industry should be a totally playable choice, but for that to happen, it would need to have something besides pollution drain that made it useful. The PM caps on LF aren't really all that useful either -- it's really hard to get +30 PM, too -- but LF gives you solid, dependable bonuses that are useful even at single-digit PMs. If you play smart and don't get massively polluted, Green gives you jack shit except a higher Power cost which leads to more pollution which leads to a lower GM.
Green Industry needs to have some sort of bonus that makes it more like LF: something that forces you to play to it with intent, but actually gives you the ability to grow things the same way that LF's power-to-PM bonus and pollution-ignoring gives you the ability to produce things.
Random Suggestions:
- Green Industry gives you +1 GM for each Windmill, +5 for each Solar Plant, and +8 for each Reactor (basically +1 GM per square taken up by any building that allows you to avoid burning coal for power.)
- Green Industry gives you a straight-up 100% chance of growing one crop every food cycle regardless of your actual GM, in addition to whatever would normally happen.
- Green Industry gets a GM bonus equal to your PM penalty. This would create an interesting dynamic of trying to get your PM low without constantly threatening riots, and also encourage Green people to not have big-time industry.
- Green Industry pleases Ramul, whose base restocking time starts at only one hour for Green people.
And, my personal favorite:
- Green Industry gets a bonus to GM equal to the number of Trees in their city.
This one I particularly like because it encourages the 'happy plant land' image that people have when they think of food-rich territory, but also means that Green players benefit from the city-expansion techs and that once you commit to a Green path, you have a tendency to stay on it. It also means the GM cap is actually meaningful: it's not that hard to have 10-15 trees in a big city, which means the cap is approachable even if you're not a Bauxite-harvesting Syndicalism. I honestly believe that Green Industry would be balanced if, exactly as it is now, the +1GM/tree rule was added on.
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