randomlink
Chieftain
- Joined
- Nov 23, 2010
- Messages
- 3
First I want to say that your ideas are brilliant and obviously very well thought out. You note that they're not perfectly worked through, but they are definitely a solid starting point. I've signed up now (finally) just so that I can respond.
My pessimistic side can't see how it all could realistically be incorporated in a Civ5 mod, but then I'm not a modder so I'm sure someone has the talent - or maybe these are elements that could be picked up one day in Civ6 (as some of it seems like digging out new foundations rather than just moving furniture around).
Anyways - one knee-jerk concern I have is with the suggested lack of control over the civil production queue (I'm guessing you have anticipated some players to be anxious about this - and by the way I skipped a lot of the conversation following your OP so I'm not sure if this point has been discussed already). Aside from my control-freak gene, this fear is also based on the fact (?) that the Civ5 AI just wouldn't be capable of running my civil production properly and it would end up pissing me off to the point I'd throw my computer out the window... but maybe that's just me. At the very least I think we'd have a lot more fascist dictators in the civ world if that was the path you had to take to prevent your starving, uneducated masses from building temples and museums instead of granaries and universities.
Basically, I think that with all of the under-the-hood complexities of your outline here it would not be a huge stretch of the imagination to develop some ways of retaining "influence" over civil production while still allowing simple gameplay AND getting across the social complexity you seem to be going for by allowing a kind of merchant class / organic social network to run civic development.
The following are just immediate reactions so you can probably think of better solutions in time (if you agree with the premise anyway), but here are some suggestions of ways to maintain varying levels of player control without giving up on social complexity:
1) Civic production is influenced directly by worker bias or whatever you call it (you know, the tick box list for civilian production focus). Although this would require a bit of data entry into every single freaking civic building to include relative value biases for each production focus... plus it would lock civic production to civilian production focus in a way the player may not intend (i.e. just because you want them to focus on food a little more than culture just now doesn't mean that you want them targeting granaries over monuments automatically).
2) Civic production is represented (seemingly, if not in actuality under the hood) as being organised by factions assembled under each of your advisors... so that much in the same way your advisors put a little gemstone thingy next to their preferred building, now they can just go ahead and build it as long as it's civic and as long as their faction is in power. This means that the current build is conducted by the faction that is currently strongest. You can influence the strength of civic factions directly by favouring their representative advisor through completing their mini quests, or also directly by putting your hard earned
into their grubby hands to put them into power (as a cheaper alternative than buying a building outright, and with longer-term consequences as they remain in the lead until another faction overtakes them.
This could also make the advisors a lot more interesting and less annoying than they are now because instead of being, for all intents and purposes, just fancified hint popups they would then become (at least seem to be) autonomous leaders whose relative power you can (or not) monitor and influence according to your wants and needs in the bigger game.
3) Although different greater social policies (and techs) would impact on your ability to execute this, you could have some capability for coercion, propaganda & sponsorship of civic production in one direction or another. I.E... a communist economy + autocratic state is much more capable of coercing the production of certain civics over others, while a liberal capitalist state may be better able to sponsor what the leader wants to build. In the same way, the development of mass media would greatly increase your ability to propagandise, whereas building the kremlin gives a massive boost to coercive strength.
However, that doesn't mean that sponsorship can't happen in the first state and coercion can't happen in certain circumstances in the second. Perhaps the player's choice of government buildings can have some affect on their ability to influence the civic production queue as well, for example a barracks increases the capacity to coerce agreement on civic production while a courthouse increases the capacity to sponsor and a newspaper printhouse increases propaganda points.
Ok - #3 seems to be getting a bit vague so I'll stop now before I really go off on a tangent, but cheers for sparking this thread off; I think it would be a positive direction for Civ to take to put some of the adult-friendly gameplay back into a diplomacy system that can get a bit juvenile now.
EDIT: By the way, on one hand this could all be seen as wanting to have cake/eat cake in the sense that you then get to control two production cues simultaneously if you play your cards right according to whatever solution (#1, 2, 3... 1000, n)... but this is not really my focus here - it's more the fact that certain buildings and choices would effectively be taken away from the player in the original concept and I want to figure out how to make those choices into part of the game again (while still in the spirit of the OP). It's ok to say that these aren't things the Govt. controls in reality so they're not things the player should control in game... but then it is a game, so it would be ideal to aim that instead of taking this player choice and turning it fully into AI/automation you could rather turn it into something with elements of both AI and player "influence" (not control) so that this could be a whole other aspect of the game for players to puzzle out. And it's likely to tie in with a lot of the other economic tweaks you've come up with such as trading with city states and other civs as perhaps your acquisition of luxuries and strategic resources could factor into your influence over factions (for example). Of course, noobs could still completely ignore all of this and let the automation carry it all out like it will carry out everything else if you default everything, but there would be a planned system for players to game this element if they choose to.
My pessimistic side can't see how it all could realistically be incorporated in a Civ5 mod, but then I'm not a modder so I'm sure someone has the talent - or maybe these are elements that could be picked up one day in Civ6 (as some of it seems like digging out new foundations rather than just moving furniture around).
Anyways - one knee-jerk concern I have is with the suggested lack of control over the civil production queue (I'm guessing you have anticipated some players to be anxious about this - and by the way I skipped a lot of the conversation following your OP so I'm not sure if this point has been discussed already). Aside from my control-freak gene, this fear is also based on the fact (?) that the Civ5 AI just wouldn't be capable of running my civil production properly and it would end up pissing me off to the point I'd throw my computer out the window... but maybe that's just me. At the very least I think we'd have a lot more fascist dictators in the civ world if that was the path you had to take to prevent your starving, uneducated masses from building temples and museums instead of granaries and universities.
Basically, I think that with all of the under-the-hood complexities of your outline here it would not be a huge stretch of the imagination to develop some ways of retaining "influence" over civil production while still allowing simple gameplay AND getting across the social complexity you seem to be going for by allowing a kind of merchant class / organic social network to run civic development.
The following are just immediate reactions so you can probably think of better solutions in time (if you agree with the premise anyway), but here are some suggestions of ways to maintain varying levels of player control without giving up on social complexity:
1) Civic production is influenced directly by worker bias or whatever you call it (you know, the tick box list for civilian production focus). Although this would require a bit of data entry into every single freaking civic building to include relative value biases for each production focus... plus it would lock civic production to civilian production focus in a way the player may not intend (i.e. just because you want them to focus on food a little more than culture just now doesn't mean that you want them targeting granaries over monuments automatically).
2) Civic production is represented (seemingly, if not in actuality under the hood) as being organised by factions assembled under each of your advisors... so that much in the same way your advisors put a little gemstone thingy next to their preferred building, now they can just go ahead and build it as long as it's civic and as long as their faction is in power. This means that the current build is conducted by the faction that is currently strongest. You can influence the strength of civic factions directly by favouring their representative advisor through completing their mini quests, or also directly by putting your hard earned

This could also make the advisors a lot more interesting and less annoying than they are now because instead of being, for all intents and purposes, just fancified hint popups they would then become (at least seem to be) autonomous leaders whose relative power you can (or not) monitor and influence according to your wants and needs in the bigger game.
3) Although different greater social policies (and techs) would impact on your ability to execute this, you could have some capability for coercion, propaganda & sponsorship of civic production in one direction or another. I.E... a communist economy + autocratic state is much more capable of coercing the production of certain civics over others, while a liberal capitalist state may be better able to sponsor what the leader wants to build. In the same way, the development of mass media would greatly increase your ability to propagandise, whereas building the kremlin gives a massive boost to coercive strength.
However, that doesn't mean that sponsorship can't happen in the first state and coercion can't happen in certain circumstances in the second. Perhaps the player's choice of government buildings can have some affect on their ability to influence the civic production queue as well, for example a barracks increases the capacity to coerce agreement on civic production while a courthouse increases the capacity to sponsor and a newspaper printhouse increases propaganda points.
Ok - #3 seems to be getting a bit vague so I'll stop now before I really go off on a tangent, but cheers for sparking this thread off; I think it would be a positive direction for Civ to take to put some of the adult-friendly gameplay back into a diplomacy system that can get a bit juvenile now.
EDIT: By the way, on one hand this could all be seen as wanting to have cake/eat cake in the sense that you then get to control two production cues simultaneously if you play your cards right according to whatever solution (#1, 2, 3... 1000, n)... but this is not really my focus here - it's more the fact that certain buildings and choices would effectively be taken away from the player in the original concept and I want to figure out how to make those choices into part of the game again (while still in the spirit of the OP). It's ok to say that these aren't things the Govt. controls in reality so they're not things the player should control in game... but then it is a game, so it would be ideal to aim that instead of taking this player choice and turning it fully into AI/automation you could rather turn it into something with elements of both AI and player "influence" (not control) so that this could be a whole other aspect of the game for players to puzzle out. And it's likely to tie in with a lot of the other economic tweaks you've come up with such as trading with city states and other civs as perhaps your acquisition of luxuries and strategic resources could factor into your influence over factions (for example). Of course, noobs could still completely ignore all of this and let the automation carry it all out like it will carry out everything else if you default everything, but there would be a planned system for players to game this element if they choose to.