sTAPler27
Prince
- Joined
- Mar 18, 2018
- Messages
- 429
Economic Path:
-The Antiquity and Modern age version of these paths aren't bad but the Exploration could use some work. So far we only know of 4 treasure resources and they seem to be the same each game, they're things like spices and cocoa things sought primarily as they were either not in the "old world" or because they weren't plentiful in Europe specifcally. To alleviate this 7 should embrace part of 6's luxury system in which certain continents have specific resources. Any resource not on your home continent would be a "treasure resource". There would be no one continent to plunder as all have things the others want.
I'm not sure if you can engage in this victory without colonization but if not you should be able to generate Treasure Fleets from using Merchants to establish trade with Distant Land Civs. You'd still be able to engage with the piracy mechanics while not needing to engage in colonialism. And most importantly it would fit with the objectives of the other ages better as this objective feels more fitting for a Militarist path.
Military Path:
-In the Exploration age only Mongolia can gain Military Legacy points from non Distant Land conquests which while I appreciate that touch, should be extended to even more Civs and have Distant Lands conquests simply grant more points. I really don't find this path as agregious because a Military Path is quite simple and mobilizing a military across an ocean is a pretty universal feat that reflects the path well, I just don't think it should be the sole gauge of success.
Culture Path:
-Arguably the path that exemplifies this the most. Religion as a fleshed out mechanic is locked until 400 CE, which makes sense for Christianity and Islam but not really for most other religions hich were organized prior to this point. This alongside the fact that there are 3 different sects of Christianity as their own religion while no other religion is divided this way, not to mention there is only "old world" religions that are formable.
Religion in general seems to focus on prosthelytizing-monotheistic religions. A Culture Path centered around a Religion Mechanic could therefor focus on creating a Religion that represents your Cultural Values. For example a Science Oriented Civ could found a religion that was more philisophical than spiritual that grants Science based on Followers within your own Settlements. Religions are really different from one another in our own world so why make the gameplay around them so uniform?
-And in the final age while you can grab artifacts within your own territory given that artifacts are the only criteria that grant points you'll more than likely be encouraged to scoop up other players' historical artifacts as its the only way to aquire points. In 6 tourism was the focus, with artifacts being a fun way of aquiring tourism for players who might've not been quick to building wonders, comissioning artists or have the most appealing territory.
Science Path:
-The most thematically fitting and most widly applicable path all things considered, with most things feeling very much applicable to the entire world, most civilzations that prioritized science kept recorded records of their achievements, engaged in skillful urban planning and at some point participated in the pursuit of the stars. You could argue that the idea of a Space Race is rooted in western Ideological warfare but I think even in a world where that wasn't the case space would still be on the minds of scientists given how prevalent astronomy is to many cultures that didn't even have contact between one another.
-The Antiquity and Modern age version of these paths aren't bad but the Exploration could use some work. So far we only know of 4 treasure resources and they seem to be the same each game, they're things like spices and cocoa things sought primarily as they were either not in the "old world" or because they weren't plentiful in Europe specifcally. To alleviate this 7 should embrace part of 6's luxury system in which certain continents have specific resources. Any resource not on your home continent would be a "treasure resource". There would be no one continent to plunder as all have things the others want.
I'm not sure if you can engage in this victory without colonization but if not you should be able to generate Treasure Fleets from using Merchants to establish trade with Distant Land Civs. You'd still be able to engage with the piracy mechanics while not needing to engage in colonialism. And most importantly it would fit with the objectives of the other ages better as this objective feels more fitting for a Militarist path.
Military Path:
-In the Exploration age only Mongolia can gain Military Legacy points from non Distant Land conquests which while I appreciate that touch, should be extended to even more Civs and have Distant Lands conquests simply grant more points. I really don't find this path as agregious because a Military Path is quite simple and mobilizing a military across an ocean is a pretty universal feat that reflects the path well, I just don't think it should be the sole gauge of success.
Culture Path:
-Arguably the path that exemplifies this the most. Religion as a fleshed out mechanic is locked until 400 CE, which makes sense for Christianity and Islam but not really for most other religions hich were organized prior to this point. This alongside the fact that there are 3 different sects of Christianity as their own religion while no other religion is divided this way, not to mention there is only "old world" religions that are formable.
Religion in general seems to focus on prosthelytizing-monotheistic religions. A Culture Path centered around a Religion Mechanic could therefor focus on creating a Religion that represents your Cultural Values. For example a Science Oriented Civ could found a religion that was more philisophical than spiritual that grants Science based on Followers within your own Settlements. Religions are really different from one another in our own world so why make the gameplay around them so uniform?
-And in the final age while you can grab artifacts within your own territory given that artifacts are the only criteria that grant points you'll more than likely be encouraged to scoop up other players' historical artifacts as its the only way to aquire points. In 6 tourism was the focus, with artifacts being a fun way of aquiring tourism for players who might've not been quick to building wonders, comissioning artists or have the most appealing territory.
Science Path:
-The most thematically fitting and most widly applicable path all things considered, with most things feeling very much applicable to the entire world, most civilzations that prioritized science kept recorded records of their achievements, engaged in skillful urban planning and at some point participated in the pursuit of the stars. You could argue that the idea of a Space Race is rooted in western Ideological warfare but I think even in a world where that wasn't the case space would still be on the minds of scientists given how prevalent astronomy is to many cultures that didn't even have contact between one another.
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