historix69
Emperor
- Joined
- Sep 30, 2008
- Messages
- 1,412
The following is an idea I have since release of Civ5.
The Civilization Series is a time-less classic. Even today there are people playing 25-years-old Civ1 with DOS-box.
It may take Firaxis 2-3 years to develop a new game engine and design the game rules for a new version of Civ, but when everything is done, it should be possible for Firaxis to implement for example a Civ1 on the new engine in a rather short time since most of the assets, objects, graphics, animation, music, UI and game mechanics are already there and differences are mostly in game rules which are known and constant for previous versions of Civ.
All Civ versions share the same main theme. The player founds cities, builds city improvements, military units, wonders, researches civilization advances, all on a tile-based world map with ice, tundra, plains, grassland, etc. Most of the units, buildings, wonders, techs, terrain types, resources are present in most of the Civ games. So far each new version of Civ improved graphics (from 2D -> 2D iso -> 3D) and representation (graphics, animation, music, UI), slightly changed existing rules/game mechanics, removed some features and added new ones, but overall the intersection in game objects (assets) and game-rules/game-mechanics is huge, maybe 50% or higher for the complete series.
So the idea is that Firaxis unites all the game features of Civ1 - Civ6 (and maybe also CtP, AC, Col) in a flexible engine, which allows the players to play Civ1 - Civ6 with the original rules with the new improved engine (graphics, animation, music, UI), but also lets the players customize their own Civ version by mixing features from different versions of Civ via modding, e.g. play Civ1 on a hex map with 1upt or Civ5 with stacks and a Palace feature. (Having Maps of Square Tiles (Civ1-4) and Maps of Hex Tiles (Civ5-6) should not be a problem for the engine if considered in design from the beginning. Maybe they could later also add a spherical map.) The design should also allow to later transfer Civ1-Civ6 features to a new Civ7-engine with minimum effort.
Note : I really disliked the redesign of Colonization game rules for CIVCol (Civ4-based Col). So when I write about Civ1-6, I mean using the original rules and maybe only adjust things like supported map size, number of civs in game, number of cities or units, e.g. original Civ1 was limited to 7 civs (out of 14) + barbarians, one map size and ca. 128 cities due to technical limits in early 90s.
The Civilization Series is a time-less classic. Even today there are people playing 25-years-old Civ1 with DOS-box.
It may take Firaxis 2-3 years to develop a new game engine and design the game rules for a new version of Civ, but when everything is done, it should be possible for Firaxis to implement for example a Civ1 on the new engine in a rather short time since most of the assets, objects, graphics, animation, music, UI and game mechanics are already there and differences are mostly in game rules which are known and constant for previous versions of Civ.
All Civ versions share the same main theme. The player founds cities, builds city improvements, military units, wonders, researches civilization advances, all on a tile-based world map with ice, tundra, plains, grassland, etc. Most of the units, buildings, wonders, techs, terrain types, resources are present in most of the Civ games. So far each new version of Civ improved graphics (from 2D -> 2D iso -> 3D) and representation (graphics, animation, music, UI), slightly changed existing rules/game mechanics, removed some features and added new ones, but overall the intersection in game objects (assets) and game-rules/game-mechanics is huge, maybe 50% or higher for the complete series.
So the idea is that Firaxis unites all the game features of Civ1 - Civ6 (and maybe also CtP, AC, Col) in a flexible engine, which allows the players to play Civ1 - Civ6 with the original rules with the new improved engine (graphics, animation, music, UI), but also lets the players customize their own Civ version by mixing features from different versions of Civ via modding, e.g. play Civ1 on a hex map with 1upt or Civ5 with stacks and a Palace feature. (Having Maps of Square Tiles (Civ1-4) and Maps of Hex Tiles (Civ5-6) should not be a problem for the engine if considered in design from the beginning. Maybe they could later also add a spherical map.) The design should also allow to later transfer Civ1-Civ6 features to a new Civ7-engine with minimum effort.
Note : I really disliked the redesign of Colonization game rules for CIVCol (Civ4-based Col). So when I write about Civ1-6, I mean using the original rules and maybe only adjust things like supported map size, number of civs in game, number of cities or units, e.g. original Civ1 was limited to 7 civs (out of 14) + barbarians, one map size and ca. 128 cities due to technical limits in early 90s.