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Chieftain
A 3d terrain would be appreciated, I mean with different elevations, this could make the "board" more alive and organic
1. More modern doesn't automatically mean better, absolutely. Sorry if I gave that impression.More modern doesn't mean necesarily better. And while I also don't like "overdesigned" systems nor complexity for complexity's shake, complexity does have its place. In fact, a lot of the Civ 5's mistakes steam from the fact that the developers employed the boardgame design mentality of "the less complex the better, the more board presence the better" route. Take the happiness system for example, and how it needed to be made complex and heavily reformulated in order to work and avoid city spam. Previous mechanisms such as corruption and manteinance worked better in that regard because despite of them being complex, they were also invisible to the player's eye (calculous were made in the background) and thus, were non-intrusive, which is a luxury that board games don't have. Like most things in life, game design is a balancing act, me thinks.
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I strongly agree with this, that is a very smart observation! Good ideas gets carried on into the next installments (culture, religion, manteinance, etc) while the not-so-good ones gets tossed aside or reinvented (health, corruption, stacks of death, etc).
Taking that into account, this would be my "evolutionary choices" for the saga:
Preserve: Culture, Archeology, limited-units per turn, trade route economy, hexes, unique abilities
Scrap: Hapinness system as an expansion limiting mechanism, the diplomatic system
Bring back: Goverments (!), manteinance system as an alternative to the corruption & happiness systems (make cities an investment, so to speak)
I don't think Diplomacy needs to go, I think it's a core part of dealing with other players (including giving the AI characterisation). The work done in Beyond Earth alone I think shows that Firaxis as a whole are still willing to do significant iterations on that concept (whether it succeeds or not, is obviously up to the end result).
1. More modern doesn't automatically mean better, absolutely. Sorry if I gave that impression.
That said, it mostly corresponds (see: the later paragraph you agree with). The usual case of taking a backstep (usually mechanically, graphics doesn't tend to) will normally be down to a lack of time to get that feature integrated, or a complete incompatibility with the new technology base that needs time to be redeveloped from the ground-up (similar to my first line, but actually in terms of software development really different). Stuff isn't always cut because it sucks, no.
2. Case in point - Governments! Everyone seems to like 'em. I'm not that fussed but from a mechanical perspective they make sense as a previous core feature that would integrate well into the gameplay to restore a level of depth that wasn't available in CiV.
Sensible set of suggestions there really, they actually mirror what I'd like to see (I was always a fan of Archaeology in CiV, though it got a bit repetitive after a while. Improving on that would be great).
I don't think Diplomacy needs to go, I think it's a core part of dealing with other players (including giving the AI characterisation). The work done in Beyond Earth alone I think shows that Firaxis as a whole are still willing to do significant iterations on that concept (whether it succeeds or not, is obviously up to the end result).
This is where I don't think Brian Reynolds gets enough credit. The City State mechanics are a huge change from previous iterations. Correct me if I am forgetting something, but is that aspect of the game not unchanged from release? Also fundamentally unchanged from release is hexes and 1UPT. Obviously the latter choice remains controversial, but again a huge change previous iterations -- and one that Firaxis has not backed down from at all. Even Global Happiness, again a pretty major shift, seems to me works the same as it did at release. I think I would put the decreased yield from plot improvements in this category as well....many features are not merely add ons like, say religion in Civ 5, but some are downright integral to the workings of the game, due to the inter-relationship with other systems.
As for diplomacy, I think that it was undoubtely one of the weakests points of Civ 5, albeit that also got aggravated by the poor AI. Also, I am glad to see that Firaxis acknowdegling the problem and toying with new diplomatic systems on Beyond Earth. I would really like to see something along the lines of diplomatic capital / cassus belli acting inthe next installment of civilization, some preassure force with in game consequences that will "tilt" your civilization towards backstabbing and compromises. There's certainly room for improvement here.
I just hope you can't exploit city states by early worker stealing, like in Civ5. This was the most game breaking thing to me, especially in multiplayer. Took so much away from the early game priority build. Bad for singleplayer too of course, since this possibility easely becomes too tempting, and the consequences are benefits over the AI and a less interesting decission making process in the early game.
I'd also like to see alot of focus on the empire management aspects of the game, and hopefully they aim for a bigger and more epic game then ever with loads of hard, long term decissions to make.
I think 1upt is very important. It makes terrain vitally important, and that is why I don't like having an alternate combat screen for warfare. I cannot plan my battle until I open the combat interface and can see the terrain. If the terrain is always static in this interface, we lose all sense of strategy- there will be one supreme design to beat the opponent. If the terrain is unique to each battle, I have no idea how to plan and coordinate my troops until this window opens and therefore I MUST take time to examine the field when it opens. This means each tile of combat could take up to 5 minutes while I organize my units. AI might be able to be programmed for this, but in a multi player game, a single turn of war might take half an hour. This is horrible
I agree terrain should be important. But the game could make it better by adding better combat modifiers. For example, cavalry on higher ground gets a +30% attack bonus. I don't think 1upt should be saved just to make terrain relevant.
And in my tactical map idea, the terrain on the tactical map would always match the terrain on the strategic map so that would solve your concern. Players would know from the strategic map, what the terrain would be like during the tactical combat phase. Plus, the tactical map would be small enough that it would not take very long to resolve battles. All the strategy and terrain considerations that you want would still exist, it would just be moved to a tactical map where it belongs. The strategic map should be for strategic level movement, not tactics. In other words, 1upt belongs on a tactical battle map, not the strategic map.
I've heard nothing but constant complaint about 1UPT up till recently, but now, since the new iteration is upon us and quite to my amazement, it's to the contrary!
Most of the posts in this thread state how they expect this insane concept back in CIVVI!
Combat, throughout ages has been based on ARMIES! the whole 1UPT baloney makes no historical/geographical/military sense at all!
Combine different types of units into armies, with a army unit maximum of course, upon start of battle select the order and direction in which each of the units in your army engages the enemy.
What would be so friggin' hard about that? And wouldn't that be more fun and make a lot more sense?
In terms of major new game mechanics, I am of the opinion that V has needed less patching than what we experienced with IV and III.
OTOH, the change from 10 HP base to 100 is pretty fundamental. And I am not sure it is much of an endorsement for me to be arguing that V was less broken upon release than III and IV were!
Interesting, as I would characterize the situation as exactly the opposite!I've heard nothing but constant complaint about 1UPT up till recently, but now, since the new iteration is upon us and quite to my amazement, it's to the contrary!
Yes, but are still selling it in that format! Does that not imply they think Vanilla is a good enough product?Civ 5 vainilla on its release date was on a beta state, to put it kindly.