Kazimierz Wielk
Chieftain
- Joined
- Jan 7, 2006
- Messages
- 50
The joy of two interpretations of something posted in yet a different language.
It's equally surprising to see people equate realism with fun. I'm glad the devs seems to know that neither is true and that realism never can come before gameplay.1st) I simply don't understand why some equate realism with lack of fun. Perhaps that is their opinion, but others find realism truly captivating and fun.
It depends on the penalties. If you take away all other strategic options in favor of realism, it is. I'm only saying that attacking a friend needs to be a viable option, even if there are penalties to it.2nd) The fact that you have penalties/happiness based on your actions and choices is not "straight-jacketing" you.
I've never argued that, it's a construct of yours.You still have free will to act within the choices you make. If you choose a democracy to get the financial benefit, don't complain that your people are more demanding. If you would want fewer negative effects for attacking whomever, whenever you wished, then choose a gov't system in which those are more "accepted" and have fewer negative effects. The idea that you want your cake (Democracy) and eat it too (attack whomever without any negative consequences/reactions from your population) is simply unrealistic.
Just like when saying that you shouldn't be restricted too much in your options or shouldn't be restricted in a certain way, doesn't equate you wanting no restrictions at all - that's illogical. I hope you're insightful enough to understand this.In Civ you guide your civilization; you do not play a god. You play within the parameters of the game. You are restricted in all sorts of ways, via penalties/bonuses/limitations. To say that you are straight-jacketed simply because there are consequences of your actions is just plain illogical.
Thats a very strange argument. This is a game, so AIs should play in a way that is most fun for the human, who is actually playing the game. The AIs aren't people playing the game, they're there to enhance *my* enjoyment, not there own.
Many people (myself included) feel a total break in history immersion if AIs do things that make them feel like gameplayers, rather than real countries.
For example, if the US and UK had annexed France rather than liberating it after WW2 (play to win!), or if the US troops in Britain before D-day had suddenly marched on London and conquered it (play to win!) or if the US suddenly invaded Canada during the 20th century (play to win!) then that would feel totally wrong.
This is a game, so AIs should play in a way that is most fun for the human, who is actually playing the game. The AIs aren't people playing the game, they're there to enhance *my* enjoyment, not there own.
Many people (myself included) feel a total break in history immersion if AIs do things that make them feel like gameplayers, rather than real countries.
For example, if the US and UK had annexed France rather than liberating it after WW2 (play to win!), or if the US troops in Britain before D-day had suddenly marched on London and conquered it (play to win!) or if the US suddenly invaded Canada during the 20th century (play to win!) then that would feel totally wrong.
I won't argue for the diplomatic system in civ4 since I've played it too little. I wonder, however, how there could be a way to:This is the point exactly.
However, my beefs with Civ4's diplomacy comes when I have an incentive to do just those ridiculous sorts of things that really take me out of the "immersion" and fun aspect of the game and make it seem more "gamey."
In a situation where the game mechanics encourage me as the U.S. to attack the proverbial "Canada" (my long-time, harmless ally), but where the realism/immersion/fun aspect gives me an incentive not to do so, I waver back and forth, and no matter which way I choose, part of me is bound to feel disappointed.
If I attack Canada, then the game feels cheap and gimmicky, like a game, rather than immersive like playing the leader of a country in history. (And though it is indeed a game, a game is really all about the art of fooling oneself that the faux-stakes that one has in the game are actually meaningful stakes in something real. This is just as much the suspension of disbelief that we perform when we make ourselves believe that a game of basketball is important or has meaningful consequences (it doesn't)).
If I don't attack Canada and role-play, I might lose the game, and I will cuss myself for not having attacked Canada.
This is why the ways to victory, as well as the diplomacy system, need to be organic. You should have a gameplay incentive to act realistically and historically. Granted, nothing says that you can't act otherwise. In fact, I dislike the hard rules like the 10-turn peace treaties in Civ4 that do exactly that. That also feels gimmicky, or gamey, and it immediately takes away my ability to temporarily make-believe that I am a ruler of a country, instead reminding me that I am playing some game with arbitrary rules that exist for gameplay purposes.
What you're basically asking is for a game that makes domination and conquest victory, as we've known them, impossible, which they historically and realistically are and should be.
My view is a moderate view. First of all, it ought to be leader dependent, for instance, Genghis should try to beat you via conquest, and even if friendly for awhile, he should attempt killing you. Gandhi on the other hand would probably go for a peaceable condition.
So if I played India I would get penalized for attempting conquest, and if I played the Mongols I'd get a bonus for it?
Its interesting, but I think it would tend to require victory to be based off victory points that were accrued over time (by satisfying whatever social policies you had at the time), rather than satisfying an instantaneous victory condition like those in Civ have typically been.So I guess what I'm saying is, I like the idea but Im not sure how it would be implemented....
Its interesting, but I think it would tend to require victory to be based off victory points that were accrued over time (by satisfying whatever social policies you had at the time), rather than satisfying an instantaneous victory condition like those in Civ have typically been.
So, to win you need X victory points, but what gives you victory points under different social policies differs.
That way you can't just change policies to meet some condition; you accrue victory points depending on your policies and contemporaneous actions.
I agree that its a nice idea, but the devil is in the details.
What does it mean for someone to be a close ally?
In Civ4, each faction has a diplomatic opinion of each other faction, except for the human player, who has no such diplomatic values.
Your diplomatic reliations with faction X are what THEY think of YOU, not what you think of them.
Its entirely possible in-game for faction A to really like faction B, while faction B hates faction A. If A declares war on B, then B gets mad at A, but A doesn't get mad at B.
Thus, it is impossible to define things like "close ally" without creating a preference for the human player's faction over countries (unless we were willing to say that our ally is anyone who likes us - no matter how we feel about them).
Brilliant! I love it!Aussie_Lurker said:.. victories merely play into your total score-for determining who actually wins. Also, depending on what kind of social policies you're running, achieving one of the victories could actually *deduct* from your score (so a militant civ getting a diplomatic victory ).
I love these ideas.Aussie_Lurker said:I think the way to stop people chopping & changing their social policies is to make "back-stepping" a difficult process. ... changing direction-initially-should require a great cost. ...
1st) I simply don't understand why some equate realism with lack of fun. Perhaps that is their opinion, but others find realism truly captivating and fun.