1000 Unrealistic things about the Civ Games

163) (In Vanilla Civ4) - When Chinese leaders speak with you, they can be found standing in front of a Wonder that nobody can build...not even the Chinese.

Of course, I'm referring to the image of the Great Wall in the background, in versions that don't have that in the Wonder list. Never understood that...
 
164) Units can remain camped out in the most inhospitable terrain for centuries without resupplying or dying of starvation/climate (AKA "Easy Logistics").

Also:
13) The Pyramids - a well-known tomb - having the bizarre ability to install a Granary - a place to store food - in every city you own.
This is probably a reference to "Joseph and the Technicolor Dreamcoat," (and the Bible?) in which Egypt was the only place with enough food to survive a seven-year famine because they built storehouses for the extra food during the preceding seven years of plenty.
 
165) Civ 3: Taking about 4000 years to build a courthouse if it's too far away from your capital

Sorry if this ones already been said :-(
 
165) Civ 3: Taking about 4000 years to build a courthouse if it's too far away from your capital

Sorry if this ones already been said :-(

166) Civ III: Bulding lots of airplanes and dissolving them in distant cities in order to be able to finish building anything at all.
 
Haha awesome, glad i'm not the only one to use that strategy.
How about
167) Civ III: Telling the AI to get out of your land, then acting surprised when it all comes traipsing back in next turn
 
Gosh, I wonder why that would be... perhaps because Europe was the center of advance in this time (renaissance plus)?

Except if it were realistic, different cultures could advance in entirely different ways.
 
Except if it were realistic, different cultures could advance in entirely different ways.
What advances, since the Renaissance, have been lead by different cultures? Serious question. The Renaissance unleashed a tidal wave of advances that pretty much set Europe/European based societies into "domination" mode, or however you want to call it. Since then, most of places have just been following their lead...
The Mali haven't really done much, for example. Even the Chinese and Indians, previously very advanced, are generally following these days, as far as techs are concerned.

Anyhow, you can easily advance in different ways through different paths up the tech tree.
 
168) Your citizens have binary mental states- happy or unhappy. Nothing in between.

Actually, there are three - happy, unhappy, and content.
 
169) Civ3 - infantry are better at surviving bombers than warriors

(They are both on foot so should have equal chance right?
 
171) Civ4 - The great Wall will keep barbarians out but if it is an enemy troop your civ makes sure to open the gate and let them in.
 
172)IV- killing people actually improves the rate that you finish a building.
173) KILLING people helps u send out military to war.(!)
174)when many great people have been born the next one is just named great engineer/prophet etc...
175) when some kids are born they are named jeane´d arc great prophet.(as an example)
176) Inflation is just something that is part of life, u cant change it kinda like in real life.
177) motor engined units can be on the move in eternety whitout eny fillup with oil :P
178) building a courthouse u may be able to take a look at ur neigbhors plans (espionage)
179) its always day-time
180) u need hammers to build military
181) some leaders generates more money from sites with 2 gold, i call it the black market trait :P
i apolegize for my english
 
171) Civ4 - The great Wall will keep barbarians out but if it is an enemy troop your civ makes sure to open the gate and let them in.

Good point... in the end, the Great Wall was actually built to keep the treasure IN rather than the Mongols out.
 
172)IV- killing people actually improves the rate that you finish a building.
173) KILLING people helps u send out military to war.(!)
I think you underestimate the power of slave labor... See Ancient Egypt or Nazi Germany for examples of how it produces results.
 
Who said whipping necessarily means killing? Wouldn't you say that it is possible that the loss of population through whipping a unit represents the loss of civilians to create the military unit?
 
What advances, since the Renaissance, have been lead by different cultures? Serious question. The Renaissance unleashed a tidal wave of advances that pretty much set Europe/European based societies into "domination" mode, or however you want to call it. Since then, most of places have just been following their lead...
The Mali haven't really done much, for example. Even the Chinese and Indians, previously very advanced, are generally following these days, as far as techs are concerned.

Anyhow, you can easily advance in different ways through different paths up the tech tree.

But in an alternate reality, another culture could lead a renaissance and select different advances than the politics and military-domination heavy technologies. Imagine a world, for instance, where the renaissance was led by India, and instead of developing domination techs and carrying big sticks, Gandhi decided to research techs that led to a massive boom in culture and pacifism. As a result, the world would be significantly less advanced in technology, but far more refined, if you can wrap your mind around that. Instead of computers and the internet, we'd have researched utopia and discovered the secret to universally accepted beauty.

Actually, that's one drawback of Civilization right now. Try as you might, it's impossible to technologically advance differently from Earth. You don't need Fullmetal alchemy or Harry Potter magic to inspire a different technology advancement. You don't even need to have a different planet. A single change in human history could result in a different culture gaining dominance, leading to a different world governed by different cultural values.

The tech tree system is too rigid to allow this sort of thing.
 
Regarding "Universally Accepted Beauty": Kill everyone who disagrees with you. :P

I'm curious as to what you mean about different technological advances, though. Can you come up with examples, or are you just saying "it's possible" ... which I have some qualms about, anyway.
 
Regarding "Universally Accepted Beauty": Kill everyone who disagrees with you. :P

I'm curious as to what you mean about different technological advances, though. Can you come up with examples, or are you just saying "it's possible" ... which I have some qualms about, anyway.

It is a bit difficult to imagine without entering the realm of fantasy; that is, airships (as in naval-style ships that fly), teleportation, etc. However, with enough thought, I'm sure we could figure out a totally plausible alternate world.

There are many ways we can make make Civilization-compatible alternate realities. First, keep all the techs, but make the paths less definable. A lot of the prerequisite technologies now aren't really necessary... in fact, they mostly exist to slow down progress. Now if progress could be destroyed in the game, like in actual history, then this would no longer be a problem, and the slow-down techs would be unnecessary.

Second, change the way individual techs are researched. I don't like how each technology is basically an on/off switch. A lot of techs would in reality have several milestones with their own benefits. Not only that, but there are some that can't really be "discovered" or "mastered", since they are always expanding. Mathematics and Medicine are two such techs that come to mind.

I have this idea that could implement both of these changes. It needs a lot of tweaking before it can become a working part of the game, but the basic concept is that the Tech Tree should be replaced with a Tech Cloud. The techs are basically floating around, unconnected, with no discernible paths. The way the Tech Cloud is set up, you begin in the center, where the techs are the most ancient, and travel outward, where they grow increasingly advanced. There are also two types of techs that can be researched: Discoveries/Inventions, which are concrete concepts and ideas, like Alphabet and Railroad; and Knowledge/Studies, which are constantly expanding areas of knowledge, like Mathematics and Physics.

Now what differentiates Discoveries from Knowledge is that Discoveries always provide instant benefits once researched. They usually have several milestones which each provide a set of benefits once reached, which basically make them several techs (by the current definition) in one. Knowledge, on the other hand, has no such milestones, and rarely provides benefits by itself. What it does do, however, is unlock other techs. As you pour research points into Knowledge techs, a circular area expands from the tech. Any locked tech that falls in the area of this circle becomes researchable.

In this way, Knowledge techs have no limits (in fact, you earn Future Tech by continuing to pour research points into Knowledge techs even after all Discovery Techs have been unlocked). It also allows technology to grow in unusual (read: not in strictly Earth-like) ways. When designed, each Knowledge tech would be placed so that, when tapped into, the most relevant Discovery techs it could inspire are placed closest to it. If the player researched all techs in an even fashion, s/he would progress in a very Earth-like fashion. However, when Knowledge techs are disproportionately researched, it ultimately results in the unlocking of techs mostly irrelevant to that field of study.

For example, science techs and political/religious techs might be found on opposite sides of the center. If political techs are left alone, and most of the research is put into science techs, inevitably, one of the Knowledge tech circles will expand far enough that it stretches over the center, to political techs that have not yet been unlocked. Mathematics can unlock Meditation, or Medicine can unlock Divine Right! And this happens because those previously locked techs were never unlocked through more conventional means. It might be seen as merely research spillover, or an unconventional application of an otherwise normal tech. Sometimes it might not even make sense at all, but that only means the game is doing a good job of allowing the player to define his/her own progress.

Whew... that went on for a lot longer than I thought it would. Well, that's the end of my rambling. Discuss... or not.
 
So your issue is more with the tech tree and similar (technical, I think) limitations. Well, except for your first sentence, which borders the physically impossible.
 
Back
Top Bottom