GeneralZIft
Enigma
- Joined
- Feb 25, 2019
- Messages
- 677
I'm not sure. I usually feel bored because I'm overwhelmed. Not in a good way, but in a "so much to micromanage" way.
I don't think that's the sort of "overwhelming" gameplay Boris Gudenuf meant.I'm not sure. I usually feel bored because I'm overwhelmed. Not in a good way, but in a "so much to micromanage" way.
Other stuff as well. A pollution system can’t be very relevant in the beginning of the game. An ideology system like Civ 5 has is a great way to shake up the end game and makes little sense earlier. Espionage also makes more sense to increase in relevance as the game progresses.
Overall I think having different systems kick in or gear up as the game progresses makes a lot of sense. Not only in terms of accuracy but in that the late game just needs that kick in the pants.
I’m positive you understood that I was referring to scale and magnitude of impact.Espionage and pollution are as old as civilization.
Other stuff as well. A pollution system can’t be very relevant in the beginning of the game. An ideology system like Civ 5 has is a great way to shake up the end game and makes little sense earlier. Espionage also makes more sense to increase in relevance as the game progresses.
Overall I think having different systems kick in or gear up as the game progresses makes a lot of sense. Not only in terms of accuracy but in that the late game just needs that kick in the pants.
Since we've spent X million years developing a Big Brain (well, some of us) with which to make Decisions, it behooves the game to give us Big Decisions to make. Shoving dozens of units around the map one by one may keep us busy, but not likely Engaged. Deciding whether to improve a tile may be a decision, but in a 10 city Civilization with 90 population points working 85 tiles, it's a long way from being a Big Decision.
The Late Game needs more Macro, not Micro in decision making and management, and it should be relatively easy given that all the systems affecting your Civ in the late game should be bigger, more complex, with more different game mechanics interacting in them. To keep making decisions about single tiles or units from the time you have only 6 tiles and 3 units at the Near Start of Game to the time you have 200 tiles and 50 units in the late Eras is astoundingly bad game design, yet we accept it as 'normal' in the games.
I remember the post about the decisions, but it wasn't mine.We badly need realistic anti snowball mechanics. A combination of Dramatic Ages/Loyalty, the pops retaining individual cultural identity like in Civ 3, the ability to push borders with culture, a difference in the way cities you capture fumction vs ones you found.
Civ has always had a bit of a problem with it being far too easy to paint the map
I’m not sure which one of you said it, but a regular poster here described it as “early game has fewer decisions per turn that are far more impactful, and late game has far far more decisions per turn that are far less impactful” ane that is an excellent way to describe late game burnout
I suspect the human brain itself is designed to seek the former and avoid the latter as an efficiency technique
I do dislike loyalty because it makes off-continent colonies unnecessarily hard. If you ever try putting cities on the other side of an opponent's "main blob" you'll get totally eradicated by Loyalty pressure.
And it does tend to turn the game into groups and groups of blobs. Which might be realistic but it's definitely not strategically fun.
I haven't played Civ3, but that does sound interesting.The problem here is that loyalty is so heavily influenced by population numbers
Keying it to culture like Civ3 makes a hell of a lot more sense.
A small colony with a strong cultural identity can persist very easily; the Afrikaners spring inmediatly to mind
We badly need realistic anti snowball mechanics. A combination of Dramatic Ages/Loyalty, the pops retaining individual cultural identity like in Civ 3, the ability to push borders with culture, a difference in the way cities you capture fumction vs ones you found.
Civ has always had a bit of a problem with it being far too easy to paint the map
I’m not sure which one of you said it, but a regular poster here described it as “early game has fewer decisions per turn that are far more impactful, and late game has far far more decisions per turn that are far less impactful” ane that is an excellent way to describe late game burnout
I suspect the human brain itself is designed to seek the former and avoid the latter as an efficiency technique
You get happiness penalties from more cities and population in Civ5, increased for occupied cities without a courthouse. Though I haven't played a lot of Civ4, so I can't say whether the Civ5 penalties are as extreme as Civ4's4 was good in that if you tried to spread too far too fast, you could easily bankrupt yourself. I remember some games where I'd have a good rush and take out a neighbour, only to absolutely destroy my empire and end up abandoning the game. Neither 5 nor 6 came close to replicating that
My experience was that the Civ5 penalty affected the total *number* of cities; yes, it felt like a brick wall.The civ 5 expansion penalty is like hitting a brick wall. The civ 4 expansion check felt much better and more organic.
My experience was that the Civ5 penalty affected the total *number* of cities; yes, it felt like a brick wall.
The Civ4 limit was on the *rate* of expansion. As each city grew to size 3 or 4, it became more self-sustaining and not a net drain on your empire. You could then expand further. Conquered cities, if they were big enough, could begin contributing economically as long as you kept them out of rebellion.
In both Civ3 and Civ4, it was possible to incorporate the city with culture. But smaller cities were easier to overwhelm / assimilate in those games; building some local culture in a Civ3 city or use a Civ4 Great Artist to culture bomb.
For Civ6, the loyalty pressure mechanic makes it *harder* to assimilate a smaller border city. I have sometimes done a raze/replace if the smaller city didn't have many (or any) districts. I have sometimes just sent my troops past the simmering, unhappy border city to conquer the next larger AI city. If I can (in a few turns) conquer a larger city, with even a third city, I can begin a virtuous circle of loyalty, where the conquered cities exert positive pressure on each other. Even while the war is going on, I can bring in religious units, under my military, to keep them from being squashed by enemy troops ' denounce the heretic.'
Religious conversion helps the virtuous circle, so that the conquered cities are productive, once I've crossed the loyalty hurdle.
As others have also pointed out, not only do I think this is impossible to achieve, I also think it's undesirable to strive for.Regardless of civ version, all the good ones share the same traits:
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2. all mechanics should be equally relevant from T1 to T300
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