jjkrause84
King
I don't get the fascinating effect of sliders. Aren't the policies much more interesting?
....why is it an either-or in your mind?
I don't get the fascinating effect of sliders. Aren't the policies much more interesting?
Because having both weakens the effect of both in my opinion. You'd have to make the slider's effect smaller or the policies harder to change. I don't see the use.....why is it an either-or in your mind?
....why would sliders mean you AREN'T building specific things to advance certain yields?
Not true at all. Leaving aside the fact that exclusively building cottages might not leave you with enough food or production not all sliders in the world have to work on the Civ 4 model. Watch:
Let's assume that all our current Civ V/VI outputs are sliders all on 100%, and let's make all the sliders independent of each other. If you make one small change (reducing the amount of money the player takes in and giving outputs a monetary cost) then players could not run all three sliders (sci/culture/faith) at 100% all the time. It should be too expensive. By having purely subtractive sliders you could never manipulate your way out of poor long-term planning, but you could decide how much emphasis you want to place on making money. In Civ 5 you always had way too much of everything, especially gold. Civ VI will probably be the same. Budgets should not only ever go up....they should fluctuate (the way real budgets do). Introducing subtractive sliders opens up room for genuine scarcity. The player will have to prioritise multiple outputs at multiple levels (i.e. granularity). A player can choose how much surplus they generate (trading odd between building cash reserves for slower tech/faith advancement), or even choose to run a temporary deficit to spur progress on a bit more quickly. These are all the sorts of decisions government (in theory) make about spending and priorities. They do not, in any way, obviate the need for long-term planning and the careful control of citizens/tiles.
Heck, you could even do interesting things like barring sliders for faith if you don't have a state religion. Could open up all sorts of interesting possibilities.
Besides, in the real world is there not really just one generic resource: money? An abstract measurement of value that is applied to everything? I don't see why having some form of this in Civ would be a 'bad' thing.
I don't get the fascinating effect of sliders. Aren't the policies much more interesting?