This is because the worldbuilder by default doesn't include any civs or city-states (not sure how to change this) when generating maps, and the script generates the number of large islands based on that. You can see in the WB debug console that it's setting the # of large islands to 0 as a...
Dennis Shirk is a marketing guy who is currently a producer for Civ V. He is not a designer and does not make design decisions. I don't see how it's odd that he attributes the design decisions to the guy who made them, nor would it be weird if he attributed leader music to the guy who composed...
If it were to be released to consoles, it probably condemn the series to death by oversimplification, just as it was when they released Civ I and Civ II for consoles.
I don't really see what's shocking here. There has always been an attempt to streamline Civ games, which is to say make it easier for people who aren't Civ players to become Civ players.
Here's a link to a Civ IV Q&A that talks about how they were doing a lot of streamlining. Talking about...
Just to re-bring up points I had in another thread:
I really like this general idea. Get a nice, simple parallel system of religion and make it interact with everything else in the game to make it really complex.
I had an idea of "empire-wide GP points" contributing to the Piety resource...
I like the idea. This is exactly the sort of thing that's too much for a core game, but would be an excellent mod (or expansion).
One thing that just came to mind is the possibility of empire-wide GP points somehow playing into this Piety resource you talk about, depending on the "religious...
Not only that, how about the list of bugs from when Master of Magic was first released? To say nothing else of Elemental, it did very well as a spiritual successor in that department.
Note, however, that people still manage to have fun playing Master of Magic despite how it is still lacking...
I think you have the right idea in that some formulas should be non-linear. The big one, I think, should be city unhappiness. Making it grow just a little faster than 2*n would actually be a big strike against ICS (but make the superlinear part scale properly with mapsize!)
Same with trade...
I don't recall the AI initially being able to perform a threatening stack attack after launch. It's been a while, so my memory is a little fuzzy -- does anyone else remember facing these right after launch?
Could you please explain, beyond just stating, what made Civ IV victory conditions less linear? If it's already been talked about, could you provide a link to a post?
Well, yes, those things are very easy to mod in. But they are certainly not easy to balance. I've given my reasons why both "single-benefit" and "multiple-benefit" buildings can be more/less obvious choices, just depending on different circumstances for the two different philosophies. So...
I saw your post on the other thread, and it seems most of your complaints boil down to the idea that you only need to worry about Science to get a Science win, and the same for Culture/Diplomacy/Domination victories.
From a game design point of view, however, I just can't agree. I look at the...
Is it not counterintuitive to tell the player to maintain a large empire for the sake of every victory condition?
Additional cities always helped towards every type of victory condition in Civ IV. Past the early game breaking even on maintainance was easy, so there was no inherent drawback in...
Just a quick idea I had:
Currently, conquered city happy and culture buildings (I believe) are all destroyed; others with a certain percent chance. What if puppet cities instead kept these buildings, but didn't retain any of the benefits (or maintainance)? You'd have a clear incentive to...
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