DefiantMars
King
Ive been thinking about this topic quite a bit, but I would like to open it up to discussion.
My interest here lies in the discussing potential systems for culture/UAs, going into Civ VI. My hope is that Firaxis introduces a more dynamic approach to culture and Civ abilities. In the real world, Culture is something that is dynamic and fluid, something that evolves over time. For the Civ games then, I would like to see a form of system that allows you to tailor the effects your Civ accumulates to suit a playstyle.
To facilitate this, there are two main ideas that I had. The first being a Trait System and the other being an Ability Tree.
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Drawing heavy influence from Civ IV Civics, Alpha Centauri Social Engineering, and Beyond Earth Traits, a culture centered system could feature multiple slots or categories that a player could choose. Categories could include: Government Type, Foreign Policy, Military Tradition, views on Industry, Domestic Values, Economy Type, Religious Views/Influence, etc.
This would open up a variety of customization options that would help the player build a particular set of perks that lend itself to a playstyle of their choosing. This type of system lends itself to flexibility and would allow a player to change tactics should new conditions present themselves. On the other hand, this has the potential to reduce the level of uniqueness among civs by giving them a shared pool of options. However, giving all Civs the same choices is something that has been done in the past and if implemented alongside Unique Buildings and Unique Units, it has the potential to work. In my opinion anyway.
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With an Ability Tree, a Civ would unlock additional Abilities both Unique and not so Unique as the game progresses. These options could be based on their historical achievements, important cultural aspects, and the like.
From a gameplay perspective, this would also allow a Civ to build up to several playstyles over the course of the game and allow the player to react to the map and the circumstances of the game; this giving them a few more paths to victory. So instead of just being say an Economic power, a Civ could also have the potential to be a Naval power, or have really good Espionage. On the downside, this would probably be more difficult to balance. Additionally, a method would have to be put into place that would allow a player to retroactively make changes in their set-up should the need arise.
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But those are both really rough ideas. I'm not sure if those would be the best options, but that's kind of what I'd like to see. Just more options per Civ.
Do you have any ideas?
My interest here lies in the discussing potential systems for culture/UAs, going into Civ VI. My hope is that Firaxis introduces a more dynamic approach to culture and Civ abilities. In the real world, Culture is something that is dynamic and fluid, something that evolves over time. For the Civ games then, I would like to see a form of system that allows you to tailor the effects your Civ accumulates to suit a playstyle.
To facilitate this, there are two main ideas that I had. The first being a Trait System and the other being an Ability Tree.
---
Drawing heavy influence from Civ IV Civics, Alpha Centauri Social Engineering, and Beyond Earth Traits, a culture centered system could feature multiple slots or categories that a player could choose. Categories could include: Government Type, Foreign Policy, Military Tradition, views on Industry, Domestic Values, Economy Type, Religious Views/Influence, etc.
This would open up a variety of customization options that would help the player build a particular set of perks that lend itself to a playstyle of their choosing. This type of system lends itself to flexibility and would allow a player to change tactics should new conditions present themselves. On the other hand, this has the potential to reduce the level of uniqueness among civs by giving them a shared pool of options. However, giving all Civs the same choices is something that has been done in the past and if implemented alongside Unique Buildings and Unique Units, it has the potential to work. In my opinion anyway.
---
With an Ability Tree, a Civ would unlock additional Abilities both Unique and not so Unique as the game progresses. These options could be based on their historical achievements, important cultural aspects, and the like.
From a gameplay perspective, this would also allow a Civ to build up to several playstyles over the course of the game and allow the player to react to the map and the circumstances of the game; this giving them a few more paths to victory. So instead of just being say an Economic power, a Civ could also have the potential to be a Naval power, or have really good Espionage. On the downside, this would probably be more difficult to balance. Additionally, a method would have to be put into place that would allow a player to retroactively make changes in their set-up should the need arise.
---
But those are both really rough ideas. I'm not sure if those would be the best options, but that's kind of what I'd like to see. Just more options per Civ.
Do you have any ideas?