a quick idea for time and land scale

Neo-Dar

Chieftain
Joined
Feb 21, 2010
Messages
12
One big problem that has been posted multiple times is how to deal with peace and war.

First thing this assumes that they give you different building cues for buildings and units

BIG SCALE- what Civ has been doing this whole time and thats the one square is a big amount of distance and it looks more at the distance of cities. (100 years per turn, and for Civ slowly lowers)

small scale- some games do this and this focuses more on the unit to unit distance and less to the areas that make them. (one day or week per turn maybe even less)

One thing i would like to see is for Civ to switch through the maps for peace and war. Like when you are in war the map shrinks down and if there is two movement per turn which will be the minimum then first thing the map goes down to a small scale map and the hexes are more detailed and smaller (12 hex cities look like 20 hex cities and 2 movement turns into 5 movement or 6) the units suddenly get a bigger movement and everything appears farther apart while in reality it isn't. when the units bombard range stays the same so its more of this part of a farm fires at this part of the farm instead of this mine fires at this farm) and it becomes more of invading areas and individual battles than just coming in and plucking a fourth of a country at a time (i also hope that holding supply lines come in) and holding certain fronts than taking over

Then afterwards you go back to the big scale and you start dealing with your civilizaton and the battles seem more of in smaller areas than in that small map where fighting is all over.

As for time i truthfully think that during areas of peace that the timeline is faster (50 years a turn but during war it goes slower back to time and during peace the building cue is faster and during war its slower (a library takes 1 turn during peace but 20 turns during war but of course the war would be making up for the attention span).

YES I UNDERSTAND THIS IS VERY UNBALANCED

this is just a hope and feel free to help not hurt the cause. let the devs deal with fixing it and don't bash me because i just came up with this.

I just want to hear peoples ideas
 
... It's not unbalanced but it does remind me of Total War (just with a clock ticking)

The way I would like your idea to work is the way Company of heroes worked. The game would zoom down into a small area, be it an open field or perhaps a cottage/town or whatever and you can garrison units in buildings are set it up where the fights are more interactive or on the other hand something cool to watch.
 
I would love see that done in a civ game, just the world landscape starting to stretch out in combat situations, be kinda hard to implement, but i'd love it.
 
Well, I wouldn't say that you just come up with this--I've heard this idea discussed a lot before. But I think it would make Civ an entirely different game. Civ has always been about balancing all aspects of the game on a single map.

To be honest, I'm not sure how I will like such tactically-oriented combat (the type we are promised in Civ5) on what has always been a strategic map. But I don't think I would like zooming back and forth between tactical and strategic maps. So, I don't really have an idea per se, unless it is to just keep things the way they are.
 
I posted this somewhere else, but I think that instead of "squares" or "tiles" each unit has it's own radius which limits the amount of distance it can travel per turn, maybe the radius can increase/decrease depending on unit or situation, it can create a more lifelike feel to the whole game.
 
I believe what you're looking for is called "tactical combat" - do a search on that and see?
 
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