Civ 5: A sharp turn to the Extreme

hclass

Prince
Joined
Sep 11, 2003
Messages
518
Let the extremist play it the extreme way.
Be it any punishment at later stage that is another issue... the bottom line is it is extremely fun!
1. Wonder race in the extreme way
Example:
A player can channel all production (even food) to building a wonder in a few rounds like below:
He/she can opt to spend the whole empire's production or/and food in 1 turn of
5 cities to cut 10% of wonder build time
15 cities to cut 15% of wonder build time
...
N cities take only 1 turn
(Make your table please, Firaxis)
Plus, one can in addition, further cut short wonder building time by spending golds... no limitation, you can spend every penny that you have.
In brief, make it possible for one to grabs all wonders at all cost.
I think that is one kind of extreme excitement.
2. Empire size in extreme
Make it possible for a player to eliminate all impedences which limits one from building unlimited/real huge number of cities (with no side effect).
At what stage should player be able to do the elimination is another issue...
Slowing a snowball from growing is OK, but limiting its ultimate size (by frustrating a player) is extremely unwise.
Big size brings satisfaction of its own kind! (though I am aware not every one feel the same)
I am too, aware of so call spawning brainlessly, but it is fun to be able to eventually build a real big empire with all prefect cities.
3. Extreme movement
No road, road, enhanced road, railway .... and ultimately a super lightway with unlimited distant movement should be allowed... on a per unit basic... This idea of mine make myself wet.
Any unit (including worker), can be upgraded and eventually become a superman who can move to any point on the map except those tile of opponents which are not in war with the player.
4. Extreme tech persue
Please think this out for me ... the guideline is to be similar to 1.
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My advise:
Wipe the word "exploit(s)" from Firaxis's dictionary... it is a poison to game design... I am sorry, I should have said it spoils the FUN in playing any game.
If a feature which helps human player in certain way is to be provided, then let the user does it to the extreme, at their own will and stamina. If that could cause the game to suddenly end much earlier, because the player achive victory by using that feature with extreme will and stamina then Firaxis should choose:
a) Drop that feature at all from the game.
b) Let the player does it his/her extreme way.
Why stop players from doing extreme, if they enjoy doing it? Isn't the ultimate objective of a game is to bring fun?
DO NOT put something like you can "Chop a tree" to gain x gold but only for once... no extreme... no fun!

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The wrong concept of BALANCING game play in game design:
A balance in game play is NOT equivalent to optimizing result. No matter how, the game objective is always to maximize the gain... ultimately to achive victory.
The latter is the one that make one has the feel of pursueing something and thus the urge of one more turn! Not the former. So it should be the player's decision whether to play it in a balance way, that is to distribute his/her resource/effort evenly in all areas of the game (military, building, exploring, diplomacy etc) or to play it the extreme way like channeling all resource in one area. It should not be the game designer's decision for how a player should choose his/her way to play the game.
Making a decision to force player to play no-extreme way is also making CIV like many other games -- very dull and boring!
IMO, placing all the "you can't do this if xxx is yyyy" limitation is not the answer to "how to make all type of players enjoy the game", instead, lifting all limitations/restrictions is.
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If anyone find I am crazy and strongly against my ideas, please don't get mad with me:
To be fair for everybody, I suggest Firaxis to provide all the above "extremes", at least as options for extremist to tick.
 
Sounds like you're asking for my Future mod. It has civics that get rid of most or all corruption, and super roads that get rid of most movement restrictions, and a worker upgrade path to a superhuman. And other stuff too. But wait until I post the final version at the end of the month. You can always channel food to hammers by making Engineer specialists.

As for exploits, I sort of agree. That's exactly what strategy is. You look for your advantage and build on it. I am human,you are robot, thus I win by analyzing what what I can do that you cannot. However, the robot is a proxy of the AI designer and there is nothing wrong with making the AI as strong as you can think of. Let all do their best. If you want easier, play on an easier level. If you want harder, play on a harder level.


My issue with the design philosophy does not lie in these things but with the notion that adding more features means you have to take something out. From vanilla civ to BtS so much was added, and it only made it better. I want red pollution splotches back too, so I put them in my Future mod (sort of).
 
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