Lazy sweeper
Mooooo Cra Chirp Fssss Miaouw is a game of words
Civ 3 has simple rules, that identifies it as the most Chess-like version of Civ ever made. Better than Civ 2, and Civ 4. From Civ 5 it no Chess like anymore. It is a different, Alpha-Zero like game.
The Civ 3 rules are simple, like Chess. But C3 has innovation room. It's far from over yet. I'd like to define these borders together.
The Map or the board should be made of squares.
because the game simulate the entire Earth at times, some map should apply various proportions, and the idea of having a completely spherical map, is one of the most daring of ideas...
the simplicity of Chess is that it is a 2D game, so it is C3 basically, but because 2D maps can be wrapped to a sphere, and there is no standard map size in C3, it is possible to imagine
by switching the observer point of view on any position of a spherical map, would give a distortion factor to all tiles far to the equator, but always look perfectly 2D when in bird flight view mode.
This is the most obvious innovation field for C3. There is no need for hexagonal tiles, or Pentagonal for an easier spherical unroll.
I propose to have a look at the basic rules of C3 and expand on this basic rules set idea, and discuss why any future expansion should adopt this set of rules and never change them.
And if a change in the basic rule is proposed, then it should undergo a scrutiny exam, by players, before a permanent change could be added.
Players start the game with a Settler unit, a worker, and a warrior or scout unit.
Players must found a civilization and expand its borders, adopt government, develop society culture, commerce, military, science and religion.
Game victory conditions most simple rule is to conquer all enemy capitals, or control over 66% of map global territory. There are other victory conditions but should always be optional.
Cities and territory can be improved with wonders and infrastructure. So the Basic rules for engagement are to develop your borders organically, and maintain a philosophy to win.
The freedom of choice is fundamental to the core of the game.
Like a Chess Blitz game, Civ3 can set a game with regicide, conquest only victory, fast turns, super production, resulting in a very competitive run towards building fast your civ core,
then conquer all other civ in the game, in order to get a complete victory.
A Classical Chess game, with no time limits, and all standard rules applied, in a similar manner, should respect all of the basic standard rule set.
There are some basic types of units and tiles in the game. These should not change once set.
A unit is instantly killed, or if it is a faster unit than the attacking unit, and have movements points left, it can escape to a neighbour tile.
Every unit has a base movement of one, in every direction, an attack and defence value, and a health bar.
Tiles can slow down movement of wheeled units. Siege units must have a road or otherwise a flat plain tile, or hill, without dense vegetation to traverse.
Some tiles can damage units depending on environmental risks associated with the tile latitude, and type. Be it sea or land tile.
Natural resources must be connected to a road network that the player has complete control, and a city can work only the resources connected, unless it has a stock, like
a granary, any disruption in the foraging will stop or pause a city project that need that resource to build it.
Basic land units are
Army
Warriors-Swordsman-Infantry
Archers-Horse Archers-Chariot Archers
Spearman-Pikeman
Siege Units
Fast Units
Scout Units
Civilian units
Sea and Sky units
Transport units
Military units
Civilian units
Settlers
Workers - Workers are essential as they are the only unit in the game that can build roads and city improvements, like colonies to exploit out of border resources.
Diplomatic units
Leaders - Generals or Great Persons
Other units that could be in the base game, with special features - Here is big room for innovation
Trade units
Religion units
Kings and Queens - Regicide mode, a civ is not conquered until the King has been captured or slained.
Some units can also build infrastructures like roads or fortification, military posts, like the Legionaire.
The Civ 3 rules are simple, like Chess. But C3 has innovation room. It's far from over yet. I'd like to define these borders together.
The Map or the board should be made of squares.
because the game simulate the entire Earth at times, some map should apply various proportions, and the idea of having a completely spherical map, is one of the most daring of ideas...
the simplicity of Chess is that it is a 2D game, so it is C3 basically, but because 2D maps can be wrapped to a sphere, and there is no standard map size in C3, it is possible to imagine
by switching the observer point of view on any position of a spherical map, would give a distortion factor to all tiles far to the equator, but always look perfectly 2D when in bird flight view mode.
This is the most obvious innovation field for C3. There is no need for hexagonal tiles, or Pentagonal for an easier spherical unroll.
I propose to have a look at the basic rules of C3 and expand on this basic rules set idea, and discuss why any future expansion should adopt this set of rules and never change them.
And if a change in the basic rule is proposed, then it should undergo a scrutiny exam, by players, before a permanent change could be added.
Players start the game with a Settler unit, a worker, and a warrior or scout unit.
Players must found a civilization and expand its borders, adopt government, develop society culture, commerce, military, science and religion.
Game victory conditions most simple rule is to conquer all enemy capitals, or control over 66% of map global territory. There are other victory conditions but should always be optional.
Cities and territory can be improved with wonders and infrastructure. So the Basic rules for engagement are to develop your borders organically, and maintain a philosophy to win.
The freedom of choice is fundamental to the core of the game.
Like a Chess Blitz game, Civ3 can set a game with regicide, conquest only victory, fast turns, super production, resulting in a very competitive run towards building fast your civ core,
then conquer all other civ in the game, in order to get a complete victory.
A Classical Chess game, with no time limits, and all standard rules applied, in a similar manner, should respect all of the basic standard rule set.
There are some basic types of units and tiles in the game. These should not change once set.
A unit is instantly killed, or if it is a faster unit than the attacking unit, and have movements points left, it can escape to a neighbour tile.
Every unit has a base movement of one, in every direction, an attack and defence value, and a health bar.
Tiles can slow down movement of wheeled units. Siege units must have a road or otherwise a flat plain tile, or hill, without dense vegetation to traverse.
Some tiles can damage units depending on environmental risks associated with the tile latitude, and type. Be it sea or land tile.
Natural resources must be connected to a road network that the player has complete control, and a city can work only the resources connected, unless it has a stock, like
a granary, any disruption in the foraging will stop or pause a city project that need that resource to build it.
Basic land units are
Army
Warriors-Swordsman-Infantry
Archers-Horse Archers-Chariot Archers
Spearman-Pikeman
Siege Units
Fast Units
Scout Units
Civilian units
Sea and Sky units
Transport units
Military units
Civilian units
Settlers
Workers - Workers are essential as they are the only unit in the game that can build roads and city improvements, like colonies to exploit out of border resources.
Diplomatic units
Leaders - Generals or Great Persons
Other units that could be in the base game, with special features - Here is big room for innovation
Trade units
Religion units
Kings and Queens - Regicide mode, a civ is not conquered until the King has been captured or slained.
Some units can also build infrastructures like roads or fortification, military posts, like the Legionaire.