Recent content by pileofnuts

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    Evolving civilizations simulated

    That's a really interesting idea. I imagine reworking the current victory conditions into scoring categories and adding a few more. The science category scoring at the end of the game could look something like this: Science (civilization with the highest percentage of world science output)...
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    Evolving civilizations simulated

    I remember reading that when the original Civilization were developed they at first had a system similar to the general idea you are suggesting; where civilizations rise, peak and decline. The developers believed this would make for a great experience as the player expands, is pushed back, and...
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    A proposal on a happy medium between 1upt/SoD and strategic/tactical play

    It sound to me like it would in effect introduce a big random element into combat. If you look at all the battles over a game it will probably work out so that you luck out and pick the counter in 50% of the battles (and your opponent counters your pick in the other 50%). But that's not much...
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    A proposal on a happy medium between 1upt/SoD and strategic/tactical play

    I don't see why you allow the player to choose formation. The player would always choose the formation that gives the greatest bonus against the unit it is attacking. So why not simply let the game pick the best formation automatically?
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    Civ V (or VI ?) - The Solution to all Problems - Simultaneous Turns

    I agree with Camikaze that movement in a system like this will be more complicated and very likely somewhat annoying. The games I have played using this type of system it always annoys me how much of a pain it can be to block or catch an enemy running around in an open field. The reason why I'm...
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    Civ V (or VI ?) - The Solution to all Problems - Simultaneous Turns

    I have thought about a system like the one you are suggesting. I'm not sure how to solve various movement issues it creates. Let's say we have the following scenario: On an island of ten tiles two units are located (shown as the red and the blue tile). Each unit can move two tiles per turn...
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    Revamping civ4's corporations concept

    The concept of Centers of Trade from Europa Universalis could be added. Every city trades through a COT. COT:s are located in cities. The COT provides the city with an income that is determined by the value and quantity of trade flowing through it. In post-industrial capitalistic societies...
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    Turn-based Suggestion

    Europa Universalis uses a hybrid system not unlike the one you suggests. The game spans around 300 years. Each time unit (or turn) in the game represents one day. Time can be set to advance automatically at 5 different speeds. The player can pause the game at any time as well as have the game...
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    JohnnyW's Epic Reality Mod (ERM)

    Very interesting idea! The same things have bothered me too. Most of us have probably entertained the idea of having a culture "tech tree." Your idea would make for a much more elegant solution. However, I'm afraid the changes you suggest might make the game feel less fun. I imagine the...
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    Let's get rid of workers . . .

    After some more thought I think your system is the best one I have read so far. The refinement you suggest solves perhaps the biggest issue. I did a simple sketch of how the interface could look, and adding the tile improvement icons in the assign citizen screen doesn't complicate the interface...
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    Let's get rid of workers . . .

    Removing worker micromanagement would free up time that the player could spend on more engaging gameplay mechanics. If you would like to add new systems (e.g. religion, espionage etc.), the player would have to spend time on these. If no existing system is simplified in terms of the time it...
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    A [MOD]est Proposal

    Here's another idea. Without any military buildings, a city can only produce light infantry and skirmisher regiments (in modern times maybe militias will be the only available unit). To be able to build archer regiments the city will need a Bowyer's Workshop building for example. Same thing for...
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    A [MOD]est Proposal

    I was commenting on QES's original idea in which as I interpreted it every in-game unit would be representing a combined arms unit. Maybe something like a division or corps. In your system, what does an infantry regiment that doesn't have any equipment promotions represent? Ill equipped light...
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    A [MOD]est Proposal

    Here's a solution I just thought of: The solution requires that a unit consists of different types of soldiers (archers, spearmen etc.) and not just have a promotions like "Swordsmen +4 Strength". Anyway, the first time a unit is attacked on a turn it will reorient itself towards the direction...
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    A [MOD]est Proposal

    How do plan on making cavalry useful if every unit could potentially contain spearmen? Flanking and taking out archer units and the like would not be possible. Why would I build something other than spearmen/swordsmen/archer-units except when I don't have the strategic resources for it...
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