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#1 |
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I have more ideas, but this looks like being a bloated monster of an OP already. As this is still the OT, Civ topic or not, you should of course feel free to call me, or other posters in this thread, a dumbass and/or tard for disagreeing with you in any way--or for expressing an opinion you dislike--or merely in remembrance of such a thing happening in a thread that got locked five years ago. Rules are rules. ![]() I like your ideas of supply range and the minor techs. I would keep it quite similar to Civ4. I would like it if there was a way to enlarge the fat cross during the game so I can have real monster cities. I would keep the cottages but make it so they can be upgraded (ie build a few things in them to get a little extra hammers or gold or whatever. Maybe have 5 things you could build in a town but only three slots to force a choice). I also like the idea of city states but I haven't played Civ5. |
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#3 |
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#4 |
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#5 |
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My ideas are probably more in trying to make civilization be a simulation as opposed to just a game.
A similar tech system as to what I propose was used in the Paradox games Crusader Kings and Europa Universalis: Rome. There, you never picked any technologies and the tech tree wasn't particularly linear. Techs were developed based on a number of variables with a random factor as well and were researched in parallel. Tech diffusion was also modeled in those games. I think stuff like this is why I vastly prefer Paradox games to boring Civ. Civ is a game. It models real-life about as well as Chess modeled medieval combat. I don't know how you guys get excited about it or how ground-breaking Civ is anymore. Paradox games are far more innovative than Civ. |
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#6 |
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Yeah, but Civ is a game, not a simulation which is why I like it. I want a limited complications so I don't have too keep track of too much small stuff in my head. It wasn't the rulers who demanded research in pottery. Pottery just happened organically from the people out of need and ingenuity. Same with virtually all technologies until the 20th century and even now, the vast majority of inventions and ideas come from the private sector. The role that governments had in this in the past was just to try to foster development, not have a direct hand in it. This is all obvious and known to everyone and Civ is very unrealistic in this regard. It has always bothered me and made the game uninteresting to me. |
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#7 |
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I've always dreamed of getting rid of hexes/squares/whatever or having so many they're irrelevant, and just track distances instead. I'd also like a true globe, and realistic geology and climate, including periodical floods and droughts, earthquakes, epidemics and other catastrophes.
I'd be satisfied with the game ending before the industrial age as things get way too complicated right about there to fit into a single game, maybe even stop the clock in late antiquity. |
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#8 |
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Okay so I seriously wrote that long-ass post that was probably the longest post in Apolyton history not made by curtis whatever his name was... and no comments or discussion? Not even Elok? For my part I see plenty of 4x games with plenty of good traits, I don't have anything new to add to the mix but would like to see some more stuff combined(multimap,much better production que handling,engineer + public works improvement system,etc). |
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#9 |
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I'd basically make it Civ4 but with the hex grid and the slow expansion of each city's cultural sphere (and having the option to buy tiles). 1UPT would be gone, transports would be back so embarkation would be a thing of the past, but most importantly of all I'd design the game from the ground up to be MP and EVERYTHING in the game would center around being fast & good in MP.
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#10 |
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Lets see:
get rid of the tech system and institute one in which you "research" certain branches. Before the industrial period and the coming of more organized research, the fastest way to increase your science rate would be to interact with other civs. More of an emphasis on population - hexes could be worked by multiple population points, with limits on production as the number of workers increased, tyields based on technology. Population would grow or decline based onreal world formulas on population growth and disease - population would grow slowly until late in the game due to high mortality from disease and limits on food production. Implement a "tactical" system of warfare, with the number of units and armies limited by your empire size (population). By this I mean that on the map you would see armies, each army made up of a certain number of units. A player could chose to have the computer figure out the outcome of battles, or could chose to fight battles when armies meet themselves (this is a system taken from Master of Orion 2 and otehr games). I think this would make the combat system far more interesting and realistic at the same time, without some vast increase in difficulty - though perhaps an increase in computing popwer necessary. Implement a social system closer to that in the paradox games, with sliders for a variety of social and value systems. Increae the importance of internal cohesion by creating a revolt and revolution system. I think Civ 4 for example is a much better game if you play all the Revolution Mods. Makes the game far more intersting without it becoming vastly harder. |
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#11 |
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#12 |
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Food: as tech advances, food should be increasingly shareable empire-wide. Early on, a food-rich site might be a great metropolis (for the age) but in the late game, the mega cities shouldn't be those surrounded by food specials. I'm not sure how to work this, but I will say: NOT with some sort of manual delivery method (caravans). |
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