stealth_nsk
Deity
There are a lot of threads about why feature X was removed or why feature Y was implemented this way. Tried to present the whole set of decisions, but the list grew too much, so starting with culture only. WARNING: little realism taken in assumption.
---General---
1. Assumption. We want to implement 1UPT rule to eliminate SOD and provide richer tactic.
2. Assumption. We want hexes, because they make landscape look more realistic and make distance calculations easier.
3. Consequence. We need units to move further, at least 2 tiles, otherwise with point 1 they'll be stuck.
4. Consequence. We need battlefields to be larger, due to points 1 and 3.
5. Consequence. We need cities to have 3-tile radius, due to point 4. This gives us a bonus ability to allow more decisions on city placement.
6. Bonus. Point 5 gives us an ability to have more placement-dependent features for cities, giving further city specialization.
---Culture---
7. Weak system. Civ 4 culture wars lost their value, because with point 5 the distance between cities will be 5-6, so enemy cities will rarely be pushed. Ability to claim enemy tiles disabled.
8. Assumption. We want system to claim enemy tiles to peacefully fight for resources. But this system needs to be pointed and controllable.
9. Consequence. With points 7 and 8 we decide to give culture bomb a chance.
10. Consequence. Point 7 has the following consequences:
- Less importance of city culture.
- Together with point 5, "ring" city expansion would give too much tiles to a city.
So we need to claim tiles one by one.
11. Bonus. With 10 we could add an ability to buy tiles, adding additional money drainer and pointed strategy focus.
12. Consequence. With point 7 we also lost value of empire-wide culture. So we need to invent empire-wide culture-drainer.
13. Bonus. Social policy system as bonus to point 12.
14. Weak system. With point 7, the only system with culture percentage left is city assimilation.
15. Consequence. With point 14, since the whole reason for assimilation is to delay rapid conquest, we could safely replace it with building something what can't be rushed.
16. Consequence. With point 1 and 15 it's safe to remove city unrest period after conquest, suppressable by units. It can't stop more than 1 unit with 1UPT and there's already a system for stopping conquest as a whole.
---Correlation with other systems---
17. Empire-wide happiness provides perfect system for implementing point 15, so the not assimilated cities affect the whole empire.
18. Limited resources and resource demand system increase the importance of points 10 and 11.
19. Individual Great Person counters make point 9 calculatable, increasing its strategic value.
P.S. The decisions here are not the only possible ones, but they are synchronized between each other, so it's impossible to fit any new feature without rebuilding a large part of other features.
P.P.S. Will try to make another post about economics (including removal of sliders and foreign trade routes) next.
Will try to make another post about economics (including removal of sliders and foreign trade routes) next.
---General---
1. Assumption. We want to implement 1UPT rule to eliminate SOD and provide richer tactic.
2. Assumption. We want hexes, because they make landscape look more realistic and make distance calculations easier.
3. Consequence. We need units to move further, at least 2 tiles, otherwise with point 1 they'll be stuck.
4. Consequence. We need battlefields to be larger, due to points 1 and 3.
5. Consequence. We need cities to have 3-tile radius, due to point 4. This gives us a bonus ability to allow more decisions on city placement.
6. Bonus. Point 5 gives us an ability to have more placement-dependent features for cities, giving further city specialization.
---Culture---
7. Weak system. Civ 4 culture wars lost their value, because with point 5 the distance between cities will be 5-6, so enemy cities will rarely be pushed. Ability to claim enemy tiles disabled.
8. Assumption. We want system to claim enemy tiles to peacefully fight for resources. But this system needs to be pointed and controllable.
9. Consequence. With points 7 and 8 we decide to give culture bomb a chance.
10. Consequence. Point 7 has the following consequences:
- Less importance of city culture.
- Together with point 5, "ring" city expansion would give too much tiles to a city.
So we need to claim tiles one by one.
11. Bonus. With 10 we could add an ability to buy tiles, adding additional money drainer and pointed strategy focus.
12. Consequence. With point 7 we also lost value of empire-wide culture. So we need to invent empire-wide culture-drainer.
13. Bonus. Social policy system as bonus to point 12.
14. Weak system. With point 7, the only system with culture percentage left is city assimilation.
15. Consequence. With point 14, since the whole reason for assimilation is to delay rapid conquest, we could safely replace it with building something what can't be rushed.
16. Consequence. With point 1 and 15 it's safe to remove city unrest period after conquest, suppressable by units. It can't stop more than 1 unit with 1UPT and there's already a system for stopping conquest as a whole.
---Correlation with other systems---
17. Empire-wide happiness provides perfect system for implementing point 15, so the not assimilated cities affect the whole empire.
18. Limited resources and resource demand system increase the importance of points 10 and 11.
19. Individual Great Person counters make point 9 calculatable, increasing its strategic value.
P.S. The decisions here are not the only possible ones, but they are synchronized between each other, so it's impossible to fit any new feature without rebuilding a large part of other features.
P.P.S. Will try to make another post about economics (including removal of sliders and foreign trade routes) next.
Will try to make another post about economics (including removal of sliders and foreign trade routes) next.