Thanks for your replies everyone.
I think one or two have slightly missed my point, so I will explain a bit more. I am not saying that it should be completely random, and I do think that players should be able to influence what happens.
But the best example I can think of giving is the mechanics for great people.
Great people is randomised to an extent (90% great mechanic, 10% great artist), but the number and the type is dependent on the actions that people take and through the natural resources that may make you focus on a certain aspect such as bigging up culture etc. What’s more, because the mechanics are visible and can be manipulated, it is a skill and thus an enjoyable part of the game.
I would have it so that you could, in theory, research all the techs but just that this wouldn't be an efficent idea. I think we would all agree that civ 4 was better than civ 3 in that that it wasn’t an advantageous strategy to cover every square with something.
So I would do this by having a set tree you can go up, but there are extra branches that may give you units or buildings which can fit into the strategy of that specific game. You could decide to go all out to dominate the naval tech in the middle ages, or you could use those beakers to plough on to the industrial age, and get the jump on your enemy with machine guns. Within this, it is important to model in comparative advantage benefits, if you are by water, building ships and have lots of ship techs - you should get shipping techs cheaper in terms of beakers. We have benefits from specialisation elsewhere, this is just an extension of that. It would also have a side effect of mimicking golden ages, go all out on medieval ship you may dominate for a bit, but you may be slower to the machine gun...
Having more variants, that can be understood and manipulated, with a small bit of randomness to make you re-asses constantly, and would make for a better game.
Thoughts?
I think one or two have slightly missed my point, so I will explain a bit more. I am not saying that it should be completely random, and I do think that players should be able to influence what happens.
But the best example I can think of giving is the mechanics for great people.
Great people is randomised to an extent (90% great mechanic, 10% great artist), but the number and the type is dependent on the actions that people take and through the natural resources that may make you focus on a certain aspect such as bigging up culture etc. What’s more, because the mechanics are visible and can be manipulated, it is a skill and thus an enjoyable part of the game.
I would have it so that you could, in theory, research all the techs but just that this wouldn't be an efficent idea. I think we would all agree that civ 4 was better than civ 3 in that that it wasn’t an advantageous strategy to cover every square with something.
So I would do this by having a set tree you can go up, but there are extra branches that may give you units or buildings which can fit into the strategy of that specific game. You could decide to go all out to dominate the naval tech in the middle ages, or you could use those beakers to plough on to the industrial age, and get the jump on your enemy with machine guns. Within this, it is important to model in comparative advantage benefits, if you are by water, building ships and have lots of ship techs - you should get shipping techs cheaper in terms of beakers. We have benefits from specialisation elsewhere, this is just an extension of that. It would also have a side effect of mimicking golden ages, go all out on medieval ship you may dominate for a bit, but you may be slower to the machine gun...
Having more variants, that can be understood and manipulated, with a small bit of randomness to make you re-asses constantly, and would make for a better game.
Thoughts?