K.
That is how these things tend to work.
I want to be able to launch nuclear weapons in 4000 AD. I see that as "fit" because Ancient Aliens told me it was "fit". Therefore, the arbitrary limitation on my ability to construct nuclear weapons is annoying. Furthermore, I shouldn't be punished for not using workers, because I don't see them "fit" in my vision of how I want to play this game.
They should call it "Ignore half the game" option in the Custom Game start-up.
"Ignore Half the Game Victory!"
There should be options to disable happiness, maintenance, religion, espionage, war, social policies, and a plethora of other options as well. That way I have the option to ignore the
entire game and not just half of it.
It seems that the solution for part of the "problem" would be to disable city-states in game start-up. The other solution being to play OCC.
All you have done here is relate that you cannot think in abstracts. Your prevalent concrete thinking is rather amusing. Don't take things so literally.
I don't want to change the entire game. Really what I would love to see is a conquest victory condition. I just enjoyed playing that way. CiV could handle that type of VC. It truly would not change the game that much.
I'm not sure if people who propose razing capitals are truly thinking it through.
Let say, for one second, that it's true: capitals can be razed. Additionally, capital should be now voluntarily movable like in previous civ games, since that would make perfect sense.
Being able to move and raze the capital would:
- completely mess up many social policy mechanics
- break the Domination victory mechanics
- break the palace building bonuses (unlike in previous games, it has yields)
- force changes to Ethiopia, Rome
- affect the game in some other ways I can't remember now
Being able to raze city states would:
- completely mess up UN victory conditions
- completely eliminate (without chance of rebuilding) game-long investments for several play styles and civilizations (this wasn't the case in any previous civ games. The only two things that can be "gone forever" in civ games are units and world wonders)
- probably mess up the game in some other ways I can't remember now too
Not if the game's purpose is strictly for conquest victory. If conquest victory is turned on, it would be the only option for victory available, all others would be turned off. A conquest victory simply changes the conditions of the test for that game style. It would be a game in which you have to conquer your rival civs, or enough territory, in order to win. With this type of VC turned on the razing of capitals and CSs would be an available option, this way you can replace these cities with new ones to expand your empire. That is if you choose to do so. Also, you can put cities in better locations if needed. A palace building should be an available building. Which allows the human player, or the AI to build a new captial, or move a capital if needs be.
Conquering CSs and razing them really would be by player choice, it would not be needed to win. Unless a territorial conquest is what you are going for. In which case conquering CSs would expand your territory, thus bringing closer to victory.
In any case there should be two options for a conquest victory condition.
1. Civilization Conquest - Conquer all rival civs on the maps. Capturing or razing all a rival civ's cities takes them out of the game.
2. Territorial Conquest victory. Conquer 66% or 2/3 of the map to win. This is what the current Domination VC should be like in CiV. Not capturing capitals, and leaving civs alive, or else recieving a diplo penalty, as it is now.
The idea of a strategy game is to conquer your rivals, and eliminate them from the map. Not coddle them like fools, so they can backstab you later, either militarily or diplomatically.
CiV GnK could handle this type of VC, with some trivial adjustments.
Also, one more thing. I am wondering if there are any diety or immortal players out there who do video LPs, who prefer to play on large, huge, or giant size maps? I would love to see our best Diety players master larger maps. They seem to stick to standard maps or smaller. These have been mastered quite some time ago, by our best players. Perhaps it is time for them to now master large and huge maps. Anyone agree?