A matter of time

emeseles

Chieftain
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Jan 8, 2009
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One thing that interests me in Civ is the choice that, as a player, you look down upon high at all that is going on from the start of the game til the end of the game. I wondered, what would the game be like if you were actually down there - in the palace.

New game mechanic idea: Time. Every square represents an update from a courier about the state of a square, as it is known by visibility of units, roads, cities. The further from a place of authority, the longer it takes to receive an update for a square.

You give your units orders, they walk off to do your bidding. Each turn, information is sent back to you from every square that you can see - but it's done based on the technology and improvements you have available - to begin with, every report is done by foot. When you get horses, couriers are going to be riding - so it's a bit faster.. with roads, a bit faster still, with railroads, rather fast, telegraph, radio.. and finally satellite where you can see the entire world in ~1 turn lag.

Civics would give you the capacity to receive information faster. Monarchy must mean you have a hierarchy - you'll be able to put lords in a couple of your cities. The palace is where you live - moving your palace naturally shifts the flow of information, so if you have a big empire, you'll probably want to move your palace to the middle. The forbidden palace gives you another place to receive updates.

One of the unique implications is.. every player has a different view of the world (fog of war would also be obsolete). One player can see their army attacking your city and you only just found out there was an army at your borders.. naturally, the attacking player has no idea whether his army succeeded or not - but perhaps he included a fast courier in his stack which would reduce the time it takes to get back information of how the war is going.

A barbarian uprising on your borders could be a very bad thing.. you'd better have put enough military in to the nearby city to defend it, because by the time you've heard about the uprising, they're probably already pillaging and attacking your city. A few turns later you may hear the good news.. or the bad news about the fate of your city.

The game would become a great deal more strategical in nature and you would in many respects be limited in growth by your technology. Writing, Alphabet, Mapping are all things that can decrease the time it takes to receive information too, not just communication based techs.

It would force you, as a player, not to over extend yourself.. imagine if you will your only time advantage is roads and horses.. building the roman empire stretched across Europe would be a significant achievement, considering the slowness of news coming your way. You'd be playing very well indeed.

When you enter the age of the ocean, ships arriving on your coast - you'll really want to know about it, so building up your trade networks, having an appropriate civil structure, the right buildings, the right techs, will be really important - otherwise a surprise attack could be very bad indeed.

How about colonization? If you go to another continent and capture some cities or found some cities.. if it takes too many turns to get information back, they might just up and declare independence.. you can either go and fight them at that point or.. accept them as your new friends. There's now a reason why they would become a colony, not just to avoid costs (after all, colonies are usually very profitable).

This would also ease the burden on the AI too, as foreign AIs are much more likely to have room to expand, grow, learn - especially AIs on other continents.. when you meet an AI they're much more likely to be at your level because it would be perilous to expand too fast, or to march an army too far away from your palace to conquer an enemy force - they are so far away that it'd probably be a blind gambit. And even if you succeeded in taking their capital, how long do you think you can keep it if you can't connect a road to it in time?

You'd want the ability to see how old information in a square is - when was the last time you knew about its state in a fresh manner.. it's also interesting to note that sending orders to a unit far away from you means the unit must -receive- the orders before they can act on them. Planning ahead is really really important.

Perhaps this is something that could be done in Civ5. I'm not familiar enough with the modding capabilities as to whether such a system could be implemented in Civ4 - but I'd appreciate hearing if people would be interested in trying such a variant of Civ. :)
 
I have often thought about this but I don't think it would be fun, I just can't see the mechanic working well enough, it would be very frustrating. Yes it would be realistic, and increase strategic planning, but I don't think it would be fun.
 
You could have little messenger units that carry Reports from distant places and Orders to them. The simplest way is that if you have an Orders unit in a tile you can control that city or unit, and if you have a Report unit in your capitol that is FROM a tile or unit you can see it. Which consumes the order or report. Doesn't track timeliness of orders and reports but gets the idea across. Presumably generals and governors and kings can extrapolate from old messages. Many might say that's a lot of micromanagement. We'll be lucky if Civ V has workers.
 
The problem is that if you send a SOD from your capital, you will not be able to control it directly anymore. What if the defense of a city (city that you eventually discovered en route) is too strong? Will you have a message that says that all your army suicided on their walls? Or no message at all?
 
Units would be able to generate messenger units at a cost of one movement point. These would be moved to the capitol (or automated to move to it by default). They would have a variable recording what tile they came from. By clicking on a unit (or the map representation of where it was last known to be) in that tile you "open a report" expending a report from that unit, giving you its line of sight.

Similarly, as king you can send any number of "orders" (at a modest cost in hammers or gold to your capitol) that travel to wherever you click for them to travel to. Any unit in the same square (or stack) as an orders unit can be controlled, given an order, depleting the order. Reports sit around until you use them or they expire, however many turns they are set to be good for. Orders can be moved, so if there are no friendly units on the square they were intended for, they can be sent somewhere else.
 
I like some parts of the concept, but I don't see it (as above) working. I like the idea that different players have different viewpoints, and that cities could be taken before you even know about it.

I don't see how you could possibly handle the "attacking army doesnt know if its taken the city" (my paraphrase). How then, would you give orders for which units to put into a captured city? The orders lag would be too prohibitive.

I have often thought bring back the diplomat unit, and force the diplomat to intiially walk to the enemies nearest city (not unit, city) before a deal can be negotiated. For simplicity sake, perhaps allow the diplomat to sit there (not have to go back and forth). There should definitely be a time between deal agreement and effect takes place.

Perhaps some distance-penalty can be abated through tech developments (messenger doves?) or by tile improvements (messenger post).

Some model based on this, but idea needs some tweaking I think.
 
Could belong in a completely new game, but on the CIV series? Hardly!

Good idea if implemented right though, which is probably pretty hard to do.
 
I agree with Arlborn that it doesn't fit the mold for the Civilization franchise, but I think it's a very cool idea. I'd buy it.

Naokaukodem - The problem is that if you send a SOD from your capital, you will not be able to control it directly anymore.

Hmmm...

In the eras preceding instant communication, you could make like a medieval king and ride to war with the army. Dangerous, true, but all the more exciting for it.

To mitigate the danger: The "king" unit would certainly have double movement to make an escape (you can always get one horse, even if you don't have access to them for building lots of cavalry). Or the game might not necessarily end if the king dies. You just take over control of his successor (which, conceptually, you are already doing throughout the ages). And there'd still be the cost of leaving the capital during the war (and perhaps a turn of anarchy for the succession).



And/or: There could be a game mechanic which grants you a second or third P.O.V. For example, if you get a Great General and attach him to a unit, you would gain ont-the-spot control of the surrounding armies without leaving the information center of your capital.

In a similar vein, you might accumulate gpp to pop a "regent". Or...

emeseles - The forbidden palace gives you another place to receive updates.

Or maybe the Forbidden Palace and Versailles could generate the Regent Unit, who can be moved at will, instead of giving you a second fixed point of communication. (And being as Versailles was certainly not some "regional" king's outpost, but located at the capital, this makes some historical sense.)


Cheers,
J
 
I agree with Arlborn. This is too big a leap for Civ at this stage. Better a separate game. "Command and Control." Perhaps any time you give a command, the game could calculate time to move the unit to the capitol. This could form the basis for the probability that the unit will not respond to commands that turn. With a modifier for techs and or promotions. So, sometimes your units just stop functioning and sit there, randomly, depending on how far away they are, basically. Also the probability that a given area will be under the fog of war for a turn, sort of like a random event. "Your most recent messengers from Lyons have not arrived on time. You don't know what is happening in that area."
 
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