Son of Moose
Warlord
- Joined
- Oct 30, 2005
- Messages
- 157
Hi there
This is a more "open-ended" (and hopefully user-friendly) version of my other "Civ 4 gameplay mechanics" thread in the Ideas and Suggestions forum.
I have only just started my attempt at classifying the various major elements appearing in the Civilization franchise (together with various relevant [and potentially interesting] suggestions made by other members of the community - highlighted in blue).
Here goes (and I would be MOST interested in receiving further ideas and suggestions). This list will be periodically edited to reflect them:
PRIMARY GAMEPLAY DRIVERS:
Wealth (gold coins)
Research (beakers)
Culture
Production (hammers)
Zeal (promoted by a specialist priest)
SECONDARY GAMEPLAY DRIVERS:
[that directly affect the primary gameplay drivers]
Resources
- Strategic (affect production ability)
- Luxury (affect happiness)
Happiness (affects rate of production)
Civics (affect wealth and production)
Corporations (affect wealth)
Religion (affects wealth and production)
Infrastructure
- Military (to enable military buildings)
- Cultural (to enable cultural buildings)
- Civic (to enable civic buildings)
TERTIARY GAMEPLAY DRIVERS:
Spies
Propaganda
Empire size
Leader "dread"
INDIVIDUAL CITIES:
Creation:
Buildings
Workers (requiring people, coins and time)
Military units (requiring people, coins and time)
Weapons (requiring resources, coins and time)
Specialist functioning:
Specialists
Great people
- Great Artist
- Great Engineer
- Great Merchant
- Great Scientist
INDIVIDUAL UNITS:
Abilities:
Movement
Combat abilities
ZoC (Zone of Control)
Logistics (supply factors)
Morale
Affected by:
- Religious fanaticism
- Leadership ability (linked to the player's ongoing strategic and tactical abilities)
Consequences of positive morale:
- Increased combat effectiveness
Consequences of negative morale:
- Desertions
- Disobedience of orders
PLAYER RELATIONSHIP DRIVERS:
Religion
Diplomacy
Trade
Propaganda
NEGATIVE EVENTS:
Rebellions in cities
This is a more "open-ended" (and hopefully user-friendly) version of my other "Civ 4 gameplay mechanics" thread in the Ideas and Suggestions forum.
I have only just started my attempt at classifying the various major elements appearing in the Civilization franchise (together with various relevant [and potentially interesting] suggestions made by other members of the community - highlighted in blue).
Here goes (and I would be MOST interested in receiving further ideas and suggestions). This list will be periodically edited to reflect them:
PRIMARY GAMEPLAY DRIVERS:
Wealth (gold coins)
Research (beakers)
Culture
Production (hammers)
Zeal (promoted by a specialist priest)
SECONDARY GAMEPLAY DRIVERS:
[that directly affect the primary gameplay drivers]
Resources
- Strategic (affect production ability)
- Luxury (affect happiness)
Happiness (affects rate of production)
Civics (affect wealth and production)
Corporations (affect wealth)
Religion (affects wealth and production)
Infrastructure
- Military (to enable military buildings)
- Cultural (to enable cultural buildings)
- Civic (to enable civic buildings)
TERTIARY GAMEPLAY DRIVERS:
Spies
Propaganda
Empire size
Leader "dread"
INDIVIDUAL CITIES:
Creation:
Buildings
Workers (requiring people, coins and time)
Military units (requiring people, coins and time)
Weapons (requiring resources, coins and time)
Specialist functioning:
Specialists
Great people
- Great Artist
- Great Engineer
- Great Merchant
- Great Scientist
INDIVIDUAL UNITS:
Abilities:
Movement
Combat abilities
ZoC (Zone of Control)
Logistics (supply factors)
Morale
Affected by:
- Religious fanaticism
- Leadership ability (linked to the player's ongoing strategic and tactical abilities)
Consequences of positive morale:
- Increased combat effectiveness
Consequences of negative morale:
- Desertions
- Disobedience of orders
PLAYER RELATIONSHIP DRIVERS:
Religion
Diplomacy
Trade
Propaganda
NEGATIVE EVENTS:
Rebellions in cities