White Spider 8
Chieftain
- Joined
- Aug 10, 2019
- Messages
- 23
Going to keep this somewhat lack on specifics and touch more on the concept of what I’m aiming for. A lot of people have touched on this in various forms so I’m not going to try to pick exactly how the Developers should accomplish it, but as I said, just want to talk about the concept.
Seems a lot of people, myself included, like the idea of what I’ll call generalized advancement based less on the player’s outside knowledge and more on in-game circumstances.
Instead of tiles having visible yields and a player being able to select exactly what they want, or choosing a known advancement in technology/culture, allowing the map to lead your civilization in a certain direction. Meanwhile the player instead chooses more general directions for advancement instead of making god-like choices.
If your civilization is coastal you naturally gain knowledge of the seas and fishing and move toward ways to get out on the sea to further exploit food resources, wanting to catch those massive whales out there. As the player you could choose to focus on seafaring, gaining knowledge a little faster (advancing toward oceanic types of tech.) Or perhaps you’ve been targeted for war and exploiting coastal resources is of less importance at the moment so you choose to focus on defending your territory advancing toward types of fortifications and better units.
Segway to this same concept applied to units; instead of the conventional promotion tree they earn “promotions” based on what they’ve done, not on a promotion tree that doesn’t always make sense, such as reactive armor on a knight. So sticking with the heavy cav units as our example, let’s say conducting 5 attacks on a fortified defender earns that unit the Charge promotion; you can now train future heavy cav units in said techniques at an Encampment with Stables capable of properly training them, but they still wouldn’t have the experience to maximize that knowledge. The original unit has the standard +10 vs. fortified defenders. Units trained in that knowledge, for simplicity’s sake, we’ll say get +5; they receive the full +10 after performing 2 or 3 attacks on fortified defenders representing their knowledge and training, and their ability to put experience and training together faster than a unit advancing solely on experience.
Could get further into that and a lot more complex saying kills provide a little more experience than just an attack; or saying the unit gets +2 each time maxing out at +10 and then being able to train other units, etc. Again just trying to get the concept across.
Trade and friendly relations with other Civilizations would also advance knowledge toward things they’ve discovered that you haven’t and it would work the same in return. Say you’ve never been attacked so your units are a little behind because you’ve had no reason to improve and you’ve never thought of fortifying your civilization, but you hear from your neighbor about Barbarian attacks and the city you’re trading with has walls; you can now take the initiative to prepare yourself and learn from them. Possibly choosing to actively trade knowledge to speed it up in addition to this passive form.
I could go on and get super detailed and give tons of examples, but I think the concept is clear. Overall the concept for your Civilization, be it cultural, technological, militaristic, is all based on what is actually happening in the game; less on a player who has former knowledge, and/or can look down a tech tree into the future, wants to plan for.
Your civilization would be learning many things at once, not just one thing at a time. Possibly unlocking multiple new ideas/techs in a turn. Each tech could be independent instead of lumped together as they are now. Some may require more specific direction; such as these walls aren’t strong enough, I want stronger walls obviously leading to stronger walls. Whereas some may be more vague working several technologies at once.
In addition to this I would suggest a wider variety of unique units and districts/district bonuses per Civilization. Now depending on how your Civilization develops in any given game you will receive different bonuses, but there are more possibilities, it all depends on the direction of growth in that game.
So in summary, allow each game to be even more unique by making in-game events and the geography more significant and connected to the growth of your Civilization. Let players emphasize the direction they’d like to go, but not be able to micro-manage and find gamisms to exploit. Immerse the player in ‘that game,’ I don’t want to sit outside of it as this god that can plan my win condition from turn 1. Let the game evolve and force players to make decisions with a bit of uncertainty as to exactly where it will lead them. Yes I’ve chosen to focus on seafaring, but what else might come with that? Greater understanding of the stars (science,) stories and epic tales of adventure (culture,) the need to more efficiently chop down forests (lumber-mills, non-seafaring tech.) Little things here and there will add to each advancement making each game completely unique; emphasizing seafaring when your inland tiles are mostly desert and plains without woods around won’t help lead to lumber-mills like suggested above, it might instead lead to improved fishing because you need more food from the ocean.
Anyway, hope I’ve been clear enough with this concept. It is vague on purpose, and is obviously more of a hope for Civ VII than a suggestion for Civ VI. I just think it’d be nice to see the next progression in 4X games. Whether it’s Warhammer, Age of Wonders, or even the upcoming Humankind... they all seem very similar, the only true difference being the story and characters. I’d love to see Civilization take a chance and step outside the old comfortable 4X layout and make it that much more engaging. I’ve seen a lot of people on the internet talking about this in one form or another and I hope to see a game try it soon.
What do you all think? Yay or nay? How would you like to see this concept applied? What are your thoughts on the next step in 4X and for Civilization?
Seems a lot of people, myself included, like the idea of what I’ll call generalized advancement based less on the player’s outside knowledge and more on in-game circumstances.
Instead of tiles having visible yields and a player being able to select exactly what they want, or choosing a known advancement in technology/culture, allowing the map to lead your civilization in a certain direction. Meanwhile the player instead chooses more general directions for advancement instead of making god-like choices.
If your civilization is coastal you naturally gain knowledge of the seas and fishing and move toward ways to get out on the sea to further exploit food resources, wanting to catch those massive whales out there. As the player you could choose to focus on seafaring, gaining knowledge a little faster (advancing toward oceanic types of tech.) Or perhaps you’ve been targeted for war and exploiting coastal resources is of less importance at the moment so you choose to focus on defending your territory advancing toward types of fortifications and better units.
Segway to this same concept applied to units; instead of the conventional promotion tree they earn “promotions” based on what they’ve done, not on a promotion tree that doesn’t always make sense, such as reactive armor on a knight. So sticking with the heavy cav units as our example, let’s say conducting 5 attacks on a fortified defender earns that unit the Charge promotion; you can now train future heavy cav units in said techniques at an Encampment with Stables capable of properly training them, but they still wouldn’t have the experience to maximize that knowledge. The original unit has the standard +10 vs. fortified defenders. Units trained in that knowledge, for simplicity’s sake, we’ll say get +5; they receive the full +10 after performing 2 or 3 attacks on fortified defenders representing their knowledge and training, and their ability to put experience and training together faster than a unit advancing solely on experience.
Could get further into that and a lot more complex saying kills provide a little more experience than just an attack; or saying the unit gets +2 each time maxing out at +10 and then being able to train other units, etc. Again just trying to get the concept across.
Trade and friendly relations with other Civilizations would also advance knowledge toward things they’ve discovered that you haven’t and it would work the same in return. Say you’ve never been attacked so your units are a little behind because you’ve had no reason to improve and you’ve never thought of fortifying your civilization, but you hear from your neighbor about Barbarian attacks and the city you’re trading with has walls; you can now take the initiative to prepare yourself and learn from them. Possibly choosing to actively trade knowledge to speed it up in addition to this passive form.
I could go on and get super detailed and give tons of examples, but I think the concept is clear. Overall the concept for your Civilization, be it cultural, technological, militaristic, is all based on what is actually happening in the game; less on a player who has former knowledge, and/or can look down a tech tree into the future, wants to plan for.
Your civilization would be learning many things at once, not just one thing at a time. Possibly unlocking multiple new ideas/techs in a turn. Each tech could be independent instead of lumped together as they are now. Some may require more specific direction; such as these walls aren’t strong enough, I want stronger walls obviously leading to stronger walls. Whereas some may be more vague working several technologies at once.
In addition to this I would suggest a wider variety of unique units and districts/district bonuses per Civilization. Now depending on how your Civilization develops in any given game you will receive different bonuses, but there are more possibilities, it all depends on the direction of growth in that game.
So in summary, allow each game to be even more unique by making in-game events and the geography more significant and connected to the growth of your Civilization. Let players emphasize the direction they’d like to go, but not be able to micro-manage and find gamisms to exploit. Immerse the player in ‘that game,’ I don’t want to sit outside of it as this god that can plan my win condition from turn 1. Let the game evolve and force players to make decisions with a bit of uncertainty as to exactly where it will lead them. Yes I’ve chosen to focus on seafaring, but what else might come with that? Greater understanding of the stars (science,) stories and epic tales of adventure (culture,) the need to more efficiently chop down forests (lumber-mills, non-seafaring tech.) Little things here and there will add to each advancement making each game completely unique; emphasizing seafaring when your inland tiles are mostly desert and plains without woods around won’t help lead to lumber-mills like suggested above, it might instead lead to improved fishing because you need more food from the ocean.
Anyway, hope I’ve been clear enough with this concept. It is vague on purpose, and is obviously more of a hope for Civ VII than a suggestion for Civ VI. I just think it’d be nice to see the next progression in 4X games. Whether it’s Warhammer, Age of Wonders, or even the upcoming Humankind... they all seem very similar, the only true difference being the story and characters. I’d love to see Civilization take a chance and step outside the old comfortable 4X layout and make it that much more engaging. I’ve seen a lot of people on the internet talking about this in one form or another and I hope to see a game try it soon.
What do you all think? Yay or nay? How would you like to see this concept applied? What are your thoughts on the next step in 4X and for Civilization?
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