This is a thread discussing ancient ruins and their randomness.
First before anything else I want to acknowledge that I know that you can disable ruins. This is a nice option to have but I feel that the ruins are to important to the early game to disable. Most importantly they make the early game fun. They also add to early game balance (build monument/worker vs warriors/scouts) and they give players more choices with their early units. Now what do I not like about ruins? I don't think the victor of a strategy game that takes several hours to play should be determined by a random number generator. Some variance in power level between ruins is fine but the difference between a good ruin and a bad one is huge. Ruins are already naturally random because the maps are not symmetric and even if they were symmetric scouting directions can be random. I don't want all the ruins to be the same, that would be boring, I just want to lessen the gap between the useless ruins and the extremely powerful ones.
The worst ruins right now are the barbarian and the map ruins. Sometimes they can almost be somewhat borderline useful but they can also be 100% useless when you get a map of an area you've already scouted or when you get barbarians with no new ones nearby. The best ruins right now are the first +faith ruin you get, the +1 population ruin, the +1 technology ruin, the scout->archer ruin or a very early culture ruin. The technology ruins can also be almost useless if you get a tech that you have very few turns left on. We are talking a lot of turns of faith/food/science/production/culture vs nothing. The absolute biggest problem ruin right now is the ruin that grants faith. In my opinion one of the players who rushes a shrine in his capital should be the first to select a pantheon. Right now it is a much better idea to build extra scouts early if you want that first pantheon, especially on slower speeds than normal. It is also not fun to get a useless ruin. It is like getting a blank lottery ticket you at least want to win something when you find that precious ruin.
How should we fix this?
1. Reduce the amount of faith the first religion ruin grants. Make it give no more faith than what is required to form a pantheon -1 -what you get from meeting a religious city state. This way rushing a shrine would be the correct play to get the pantheon you want.
2. Remove the barbarian and map ruins or somehow merge them with each other and the lackluster gold ruin. Maybe you get to see all barbarian encampments + a map of some area + the gold amount you get from ruins today, still not as good as any other ruin (except maybe warrior -> spearman in some cases or 1-2 turns on a tech) but not useless.
3. Make the science ruin not pick the tech you're currently researching + take one of the techs that takes the least amount of time to finish. This will eliminate the risk of a nearly useless science ruin + also eliminate the randomness from getting a tech much faster than what should be possible. Or you could simply make the ruin give a bonus to science.
4. Culture ruins should scale a bit. The culture ruin is only good very early. You get too much culture/turn very fast and I think it should somehow scale with how much culture you're currently making.



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