Naokaukodem
Millenary King
- Joined
- Aug 8, 2003
- Messages
- 4,303
It's very improbable that in a planet like the Earth, two separated by waters civilizations will have the same degree of development. Fatally, one will have a greater technology advance than the other one, and conquer it.
In Civ, the time you build the units, the time you build the transports, the enemy is much stronger and often becomes capable of resisting to you.
Not to mention the AI that develops the same way weither it has or has not early enemies.
First there would be the need of several continents not just 2 on Standard maps. And make so that not all continents are fullfilled with civs.
If necessary, increase the size of the map but not the size of the continents, so that water is bigger, in order to propose a shape of continents that is realistic. (not a range of continents from west to east) Maybe also, make so that several continents can touch?
Some of the continents would be deserts (or only autochtones under the form of goody huts), some others will have developped civs into them (under the form of true civs), some others will have a mix of city states and goody huts. (if this is possible)
But the thing is that the separation of entities (autochtones with goody huts, civilizations, barbarians, city states) makes a true Age of Conquest nearly impossible in Civ. That is one reason i always wanted them to be one only entity: civilizations. Because goody huts never rebel and it's not the same feeling to crush a weak civ (which can be fun, too) than going past peaceful huts that vanish.
But with only civilizations and no goody huts, barbarians or city states, in order to reach an Age of Conquest, yet is to determine what can create such gaps between civilizations on different continents and their level of technology.
First i thought about an important tech sharing phenomenon, increasing tech rate greatly with foreign civs. But it would make things difficult if the player starts alone on one continent.
After i thought about a civic tech tree. Indeed, if the player starts alone on a continent, he can choose to improve his cities efficiency rather than going techy. That way, his technology could be low, maybe very low, but the efficiency of his cities would be high, or very high. Like for example, spend money to research "democracy" in the civic tree, that doubles gold production, rather than spend money into "gunpowder" in the tech tree.
So, the civs encountered in some continent would not reach our level of technology, so that they are pretty easy conquests, if they choose the path of civics rather than tech. This, can be seen in Civ4 multiplayer on continental maps: human players do not develop like the AI, on multiple front. If they do not see any enemy close, they neglect their army. The thing now, is to feel when you have to start to develop your army, or you will be crushed by an invisible enemy that will attack you with brutality. With a civic tech tree (or a "better" AI) , that could now be the case for the AI.
Also, more generally, in Civ4, techs are not emphasised enough, because one have to produce a certain (high) quantity of units or gold in order to attack one inferior foe. It takes time and often the aimed foe developed meanwhile, and upgraded with its ridiculous upgrade advantages. And, realistically, nations have always been ready to fight a grand scale war as soon as the weapons were discovered. That's why an automatic upgrade for all units would be a good idea. Nations could go to war immediately after having reach a certain technology threshold. That would be the equivalent of the great Sun Tzu War Academy (or maybe it's Leonardo Workshop?) of Civ2. There would not be anymore this disapointful gap of time between a new tech and an invasion. And tech would be emphasised. So the tech gaps would be more such as an easy intercontinental conquest could exist.
Finally, i would say that differences between military eras in Civ4 are not enough marked. A conquest with a next generation weapon should be easy against the previous generation.
In Civ, the time you build the units, the time you build the transports, the enemy is much stronger and often becomes capable of resisting to you.
Not to mention the AI that develops the same way weither it has or has not early enemies.
First there would be the need of several continents not just 2 on Standard maps. And make so that not all continents are fullfilled with civs.
If necessary, increase the size of the map but not the size of the continents, so that water is bigger, in order to propose a shape of continents that is realistic. (not a range of continents from west to east) Maybe also, make so that several continents can touch?
Some of the continents would be deserts (or only autochtones under the form of goody huts), some others will have developped civs into them (under the form of true civs), some others will have a mix of city states and goody huts. (if this is possible)
But the thing is that the separation of entities (autochtones with goody huts, civilizations, barbarians, city states) makes a true Age of Conquest nearly impossible in Civ. That is one reason i always wanted them to be one only entity: civilizations. Because goody huts never rebel and it's not the same feeling to crush a weak civ (which can be fun, too) than going past peaceful huts that vanish.
But with only civilizations and no goody huts, barbarians or city states, in order to reach an Age of Conquest, yet is to determine what can create such gaps between civilizations on different continents and their level of technology.
First i thought about an important tech sharing phenomenon, increasing tech rate greatly with foreign civs. But it would make things difficult if the player starts alone on one continent.
After i thought about a civic tech tree. Indeed, if the player starts alone on a continent, he can choose to improve his cities efficiency rather than going techy. That way, his technology could be low, maybe very low, but the efficiency of his cities would be high, or very high. Like for example, spend money to research "democracy" in the civic tree, that doubles gold production, rather than spend money into "gunpowder" in the tech tree.
So, the civs encountered in some continent would not reach our level of technology, so that they are pretty easy conquests, if they choose the path of civics rather than tech. This, can be seen in Civ4 multiplayer on continental maps: human players do not develop like the AI, on multiple front. If they do not see any enemy close, they neglect their army. The thing now, is to feel when you have to start to develop your army, or you will be crushed by an invisible enemy that will attack you with brutality. With a civic tech tree (or a "better" AI) , that could now be the case for the AI.
Also, more generally, in Civ4, techs are not emphasised enough, because one have to produce a certain (high) quantity of units or gold in order to attack one inferior foe. It takes time and often the aimed foe developed meanwhile, and upgraded with its ridiculous upgrade advantages. And, realistically, nations have always been ready to fight a grand scale war as soon as the weapons were discovered. That's why an automatic upgrade for all units would be a good idea. Nations could go to war immediately after having reach a certain technology threshold. That would be the equivalent of the great Sun Tzu War Academy (or maybe it's Leonardo Workshop?) of Civ2. There would not be anymore this disapointful gap of time between a new tech and an invasion. And tech would be emphasised. So the tech gaps would be more such as an easy intercontinental conquest could exist.
Finally, i would say that differences between military eras in Civ4 are not enough marked. A conquest with a next generation weapon should be easy against the previous generation.