Naokaukodem
Millenary King
- Joined
- Aug 8, 2003
- Messages
- 3,951
OK, I'm not top player and will never be.
Actually playing Prince gives me some difficulties.
Particularly with
- happiness
- control of AIs, which seem to over expand from time to time just when they have enough space
- money, that becomes short especially with few rivers and even with lots of TPs. (every grass except capital and low food cities; for example rocky) Markets and banks are usually must-haves.
That been said, here is my problem :
I'm not 100% sure to begin in a place that fits me. For example, in Civ5, it would always be near a certain number of rivers, because without them, economy is frankly bad, and economy is important in Civ5, it is especially a type of victory ! What is not always the case, to say the least. I've just restarted the game 3 times without satisfaction. I gave up.
Possible solutions :
Make so that rivers are not so important, what would end up to deny History or even a gameplay tendency that makes that looking for rivers could be fun. (that can seem contradictory, but I'm sorry, it's useless to look for rivers when there's not any anywhere ! it's the same problem than iron in Civ5, it's confusing to find no place with iron, near or farer.)
Rise the number of rivers. Indeed, in Civ5, one can have large panoramas of land without river, what seems prety unrealistic. In real life, there's always a river somewhere, near. (except deserts of course) Anyway, there is a true problem of map generation I think in Civ5. Worlds are never large enough to allow that 6 civilizations start to ideal places. Granted, it rises up the "replayability", but it bridles greatly the number of landscapes in one given game. So, it seems imperative to me to create a more "ventilated" map generator, with for example a focus on river creation, even if one have to create all a system of elevations and springs. Indeed, every civilization in our world have been born near rivers, what would allow the player in the game to create several cities along them.
Give other means to the player to improve his economy than rivers, like cottages of Civ4. Or inter-cities commerce. The Civ2 caravans system seems wise here: it's not automatic, ask some effort and attention from the player, and grand a constant lump of gold. Even if it's a "no brainer" for some people.
Scrap economic victory, change the way the player influences city states, or scrap those. It shouldn't be difficult to keep a good economy without rivers, if those aren't particularly worked. About that subject, I think that military units maintenance variation according to, seemingly, the era, not enough clear, confusing, dark, what harms greatly the point of economy in the game. To say all, it is rigorously absurd. Same for city maintenance, ununderstandable. And it's probably not the only data, because the income of the player varies greatly from a turn to another, without obvious reason.
Actually playing Prince gives me some difficulties.
Particularly with
- happiness
- control of AIs, which seem to over expand from time to time just when they have enough space
- money, that becomes short especially with few rivers and even with lots of TPs. (every grass except capital and low food cities; for example rocky) Markets and banks are usually must-haves.
That been said, here is my problem :
I'm not 100% sure to begin in a place that fits me. For example, in Civ5, it would always be near a certain number of rivers, because without them, economy is frankly bad, and economy is important in Civ5, it is especially a type of victory ! What is not always the case, to say the least. I've just restarted the game 3 times without satisfaction. I gave up.
Possible solutions :
Make so that rivers are not so important, what would end up to deny History or even a gameplay tendency that makes that looking for rivers could be fun. (that can seem contradictory, but I'm sorry, it's useless to look for rivers when there's not any anywhere ! it's the same problem than iron in Civ5, it's confusing to find no place with iron, near or farer.)
Rise the number of rivers. Indeed, in Civ5, one can have large panoramas of land without river, what seems prety unrealistic. In real life, there's always a river somewhere, near. (except deserts of course) Anyway, there is a true problem of map generation I think in Civ5. Worlds are never large enough to allow that 6 civilizations start to ideal places. Granted, it rises up the "replayability", but it bridles greatly the number of landscapes in one given game. So, it seems imperative to me to create a more "ventilated" map generator, with for example a focus on river creation, even if one have to create all a system of elevations and springs. Indeed, every civilization in our world have been born near rivers, what would allow the player in the game to create several cities along them.
Give other means to the player to improve his economy than rivers, like cottages of Civ4. Or inter-cities commerce. The Civ2 caravans system seems wise here: it's not automatic, ask some effort and attention from the player, and grand a constant lump of gold. Even if it's a "no brainer" for some people.
Scrap economic victory, change the way the player influences city states, or scrap those. It shouldn't be difficult to keep a good economy without rivers, if those aren't particularly worked. About that subject, I think that military units maintenance variation according to, seemingly, the era, not enough clear, confusing, dark, what harms greatly the point of economy in the game. To say all, it is rigorously absurd. Same for city maintenance, ununderstandable. And it's probably not the only data, because the income of the player varies greatly from a turn to another, without obvious reason.