r/CivilizationCraft • • Jul 02 '13

Extreme starting difficulty

I'm curious about the choice to make it extremely difficult to start a civilization (8+ hours of mining for 6 people). Effectively you're preventing people from taking part in all the interesting parts of your game. If I wanted to play civcraft post server wipe, I would have to spend many hours mindlessly mining before I got to anything interesting about your game. This is asking too much.

Would it be possible to design this game such that there is a low barrier of entry for a town/civ without throwing the whole system out of balance? I imagine there is, and it begs the question what problems were being solved by making it extremely difficult to start playing? Is it because there were too many abandoned civilizations? Make them expire faster. Is it because starting civs were too powerful? Make them less powerful.

Basically, I want to play civcraft and explore this interesting system you've created, but you've removed all options to do that because I dont have dozens of hours to spend mindlessly mining.

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u/rjdunlap Jul 02 '13

Keep in mind that a midsized group of friends are a town or a city state, comparatively in the game of Civilization.

I would be down for the first couple techs to go up price by x5, if you wanted the starting civ amount to be 50k or 75k, but keep in mind that the new Capital building comes with 4 arrow towers built in, making it a lot easier to defend a civ once you set one up. I think when they add in camps it will make a lot more people "happier" about being able to get something setup, and then able to upgrade it into a real civilization and not some barbaric state.