Dh_epic:
In reply to the Tech Tree debate. What I thought you were saying in your suggestion was that there are two (or three or four) tech paths. You need to get a gateway tech which then 'forces' you to only travel down that path until you get to the next 'cross over point'. Is this correct?
If so, then why bother having individual techs within each path? Once you are down Path A (lets say for eg Peace and Commerce), then you can simply assigne bonuses for each 'block' of research done, until you make it to the 'cross road' number of blocks. Then, you need to choose again, but can you now go back and choose B, or are there two (or more) new choices? (in other words, by chooseing A, you can never have B)?
If you think through your suggestion like this, then you see why I reacted.
If A excludes B, then you have a system that is more rigid then currently. If you can go back to B, what is the point, it is the same. And if tech paths are completly predefined once a choice is made at a cross road (until the next cross), then why have techs? why not a number of bonuses that accrew over time as determined by beaker production rate?
Happy to continue this debate here or elsewhere.
As for religion - I think you are looking to 'small' picture at what it does. Why do you think religion only means that its a new way to start war or have new units? Religion could be just as powerful as 'regionalism'. It can represent a new power block within your empire, new espionage tactics, new forms of social control (think inquisition), new military tactics 9not just units, but bonuses like fanatisism), new diplo options, more in-depth happiness control (think, you don't just build a temple in each city, but that temples have to be managed in new and interesting ways.
My complaint was that you dismiss religion out of hand without thinking, ok, current suggestions crap, what could it do that is powerful and new.
Regionlism:
Don't get me wrong, I reckon power blocks inside your civ is THE next big thing to make this game advance. Most big civs that fell over, fell over because they were rotten in the middle. So much game play prospects to add with internal power blocks. Regionalism is just one way of doing this, and funnily enough, Im gonna dismiss it out of hand like you do to religion. I think regionalism doesn't have the 'bang for buck' factor. With one notable exception! Covenant's suggestion, if implemented only by the industrial age, would give a spicy new twist to the game. Get rid of city MM, and turn civs into regions, that would be cool, reduce MM and make the late game interesting again.
Pls don't think this is a personal attack, I fully support your work and ideas, but as you stated yourself, need to look critically at things, esp those things we care about a lot.
Cheers,
Albow
In reply to the Tech Tree debate. What I thought you were saying in your suggestion was that there are two (or three or four) tech paths. You need to get a gateway tech which then 'forces' you to only travel down that path until you get to the next 'cross over point'. Is this correct?
If so, then why bother having individual techs within each path? Once you are down Path A (lets say for eg Peace and Commerce), then you can simply assigne bonuses for each 'block' of research done, until you make it to the 'cross road' number of blocks. Then, you need to choose again, but can you now go back and choose B, or are there two (or more) new choices? (in other words, by chooseing A, you can never have B)?
If you think through your suggestion like this, then you see why I reacted.
If A excludes B, then you have a system that is more rigid then currently. If you can go back to B, what is the point, it is the same. And if tech paths are completly predefined once a choice is made at a cross road (until the next cross), then why have techs? why not a number of bonuses that accrew over time as determined by beaker production rate?
Happy to continue this debate here or elsewhere.
As for religion - I think you are looking to 'small' picture at what it does. Why do you think religion only means that its a new way to start war or have new units? Religion could be just as powerful as 'regionalism'. It can represent a new power block within your empire, new espionage tactics, new forms of social control (think inquisition), new military tactics 9not just units, but bonuses like fanatisism), new diplo options, more in-depth happiness control (think, you don't just build a temple in each city, but that temples have to be managed in new and interesting ways.
My complaint was that you dismiss religion out of hand without thinking, ok, current suggestions crap, what could it do that is powerful and new.
Regionlism:
Don't get me wrong, I reckon power blocks inside your civ is THE next big thing to make this game advance. Most big civs that fell over, fell over because they were rotten in the middle. So much game play prospects to add with internal power blocks. Regionalism is just one way of doing this, and funnily enough, Im gonna dismiss it out of hand like you do to religion. I think regionalism doesn't have the 'bang for buck' factor. With one notable exception! Covenant's suggestion, if implemented only by the industrial age, would give a spicy new twist to the game. Get rid of city MM, and turn civs into regions, that would be cool, reduce MM and make the late game interesting again.
Pls don't think this is a personal attack, I fully support your work and ideas, but as you stated yourself, need to look critically at things, esp those things we care about a lot.
Cheers,
Albow