I fully agree with this and to your ideas about settlements and city growth..What is interesting about an 'early' Era in Civ is that there is evidence for incipient agriculture as far back as 10,000 BCE, the beginning of the Neolithic, but no evidence of 'city building' until at least 5000 years later. On the other hand, in that long interval, there are numerous 'smaller than city' settlements in really lucrative locations. so there is a set of legitimate alternative strategies to pursue, not just a Wander the Map Interminably Era.
There is also considerable evidence that these settlements could develop some very different 'technologies' - like the ones along the Mediterranean coast of modern Israel, who were building stone walls to protect against a rising sea before anybody else was building anything in stone, or the settlements in Egypt and Palestine that were trading all the way to Anatolia for Obsidian for early tools. Things like that give us enough reason to have some 'settlements' on the map not represented as Civs/Barbarians/City States but as Sources for 'Goodies' - a mechanism which has been part of Civ since at least Civ II and shouldn't be abandoned without making every effort to justify keeping it.
Indeed. I mentioned combat mostly as an example of what "some fundamental game mechanics changes" would mean to current gameplay.Neither modern studies of 'stone age' cultures in South America and New Guinea nor archeological evidence points to wide spread 'warfare' among humans. Violence, yes, and even use of archery against other people, but no wide-spread settlement-sacking and battlefields. On the other hand, there is increasing evidence of abandonment of settlements and even some of the earliest cities, and outright depopulation of large areas for centuries. The mechanism seems to be climactic variations. When agriculture was primitive, even a slight variation in growing season or rainfall (droughts or floods or both) could cause agriculture to be abandoned and people return to nomadic hunter-gathering, or move to a place with a better climate. Some of these 'climate shifts' could be Huge: between about 12,500 BCE and 3900 BCE the Sahara was not a desert, but a savannah-grassland, and at least 4 culture groups were exploiting it to herd cattle or sheep/goats, plant crops, and develop permanent settlements along lakes and rivers. After 3900 BCE the 'African Humid Period' ended and the Sahara became desert, and every group that had been exploiting the area disappeared - some may have moved into the Nile valley or Ethiopian highlands, others apparently died out.
Exactly. That's why I think there must be seasonal challenges.That means, the first 'Era' of the game (largely) Before Cities could be a conflict not with other cultures as much as combating the Planet - climate variations causing you to have to shift back and forth between Food Strategies, chasing herds when the local climate was unfavorable, settling down when it became possible to maintain crops.
There is also a lot of scope for Technological development in this period: Archery, Animal Husbandry/Domestication, Agriculture, Pottery, Boating, Weaving, and the most primitive metal-working in annealing or cold working Copper, Silver, Gold, and Lead, as well as Wine Making and Net Fishing.
A lot of those technologies are related to the surroundings, like being in a place where the (potential) Wine grapes grew wild or along a major river or seacoast where the fish were abundant enough to provoke development of boats and nets to go after them in bulk.
Finally, there is a lot of Monument (Wonder?) building in this period. Aside from places like Gobekli Tepe from 9000 BCE+, there are megalithic monuments of various kinds all over Europe and the Middle East (and probably other places if we could find them under all the subsequent human construction), including Henges of earth, wood or stone that predate Stonehenge by several 1000s of years, Earthworks, stone-lined Mega-Tombs complete with grave goods, Barrows, Kurgans, Tumuli, Dolmens, Rondels, Menhirs - you can keep very busy before ever building a city trying to find other ays of 'making your mark' on the map.
All of which means that if someone wants to play something (Civ, Faction, Tribe) that will turn into Great Britain complete with Tower Bridge, the British Museum and HMS Victory, the path is going to have to Pre-Ordained or the chance of getting from Start of Game circa 10,000 or 4000 BCE to the Royal Shakespeare Company in 2001 CE is only slightly better than your chance of getting hit by lightening in a submarine.
What a magnificent piece of circular architecture... ops, sorry... HELL OR WATER!
Last famous words of the last inhabitant of Doggerland...
My point exactly. "Circular architecture/reasoning/preordination" is Inevitable in any supposedly-historical game in which we (or at least, Some of Us) already know the history. We should have a pretty good idea of what it takes to 'become' Britain in the 19th century, so once we know how the game models the factors, short of taking a memory-dehancing drug we know exactly what we have to do, even if that seems ridiculous in game terms earlier in the game. We simply don't have the 'luxury' of playing the game blind, so our actions will, again inevitably, be 'warped' by what we know should be happening.
The only way I've ever seen to get around this is, in miniature wargaming, known as the Disquised Scenario: the gamer thinks he's playing a game of Romans in Germany in 15 CE when in fact the battlefield and situation are Greasy Grass valley in Montana in 1876 CE and he's not playing Odius Asparagus the Roman, but Custer. - And before you ask, I did that to a bunch of players once, and it took months before they would trust one of my scenarios again.
Point is, the only way to keep a gamer from 'playing to become Britain' is to keep him from knowing that he is playing Britain. That is, label the Civs at random so that the Leader/architecture/attributes do not match the appearance: you think you are playing Asterix the Gaul to become, eventually, France when in fact you are playing the attributes and characteristics of the ancient state of Qin in China. This, of course, has a host of problems connected with it, not the least of which is people wanting to identify with their Civ and Leader in the game and no longer being able to do so.
Another possibility would be (with an Immense amount of Research) to give multiple paths of potentially-historical progress for each Civ so that it becomes near-impossible for a player to tell what the exact path is. Aside from the sheer amount of work involved in this, every semi-historian amongst the gaming public would be filling Threads with critiques of the 'paths' allowed in the game and disagreeing with them. That might or might not be an interesting learning experience, but it would indicate the potential for a great deal of dissatisfaction in how the game plays.
Who the hell is Odius Asparagus????? Now you uncovered the Pandora's box.....
OK, i somewhat solved my problem of allocating production. Let's say we have different "pools" of production, like cities in Civ are production pools. Production pools can vary their reachable size dramatically, going from 1 tile range to infinite range, even in antiquity.
- Very local production pools (1 tile range, changed from 0 tile range) : if you have a production unit (shield, hammer, cog...) whereever, it counts as a production pool. So, at the beginning of the game, if you are producing at least 1 production unit with one of your population points, you are prompted to produce something, anything, with that hammer, with a range of 1 tile around your population point. If you want to build houses 1 tile away for example, you could, if you have another production pool nearby (right close or two tiles away in the same direction) allocate this production to the same tile of house building. But you would have to specify it separately in another production prompt.
- Local production pools (3 tiles range ?) : With roads, the Wheel and some strong animals (cows, horses, camels, donkeys etc.), Very Local production pools merge to one Local. (how to fix the limit ? Houses* built being the center ?)
- "Global" production pools. Those use water, railroads and air transport. Early on, with the first seafaring tech, you can add up every production unit along the same river or coast. Indeed, if you have production units along one of them or both, and they are all connected, you have only one production prompt to build anything anywhere on that territory. Yes, you could build the Pyramids on the Nile delta with production units located at the source of the Nile. (but as population is everywhere, barbarians, hunter-gatherers, etc. under a same and unique form (population points), it could show itself tricky to accomplish, but if so, tremendously powerful, representing the importance of water early.)
* You may have several types of houses :
- Movable houses that need no time to redeploy, basically moving cities : Animal skins and hair, Needles tech.
Permanent and located houses (unmovable) :
- Some kind of earth (like clays) and large tree leaves.
- Wood and Construction tech.
- Stone and Construction tech.
--- Any suggestion ?
so let's say instead it's for Civ7/x or a new project[
Is the way to get a man on the moon first by 'acquiring' a great person from a different civ?
When should the game end?
When should the game begin?
To be continued...
I'm a lot more concerned by the beginning and the middle of the game
To be continued... What should the map look like?
A few thought on the directions Civ7 should go...
Game Philosophy
Is the way to get a man on the moon first by 'acquiring' a great person from a different civ?
A 'Pre-dynastic' era approximately 3000 BC. Before you have a Civ picked and before you have a Leader picked. This would be a quick era where you explore your surroundings and can choose who and what you are.
To be continued...
What should the map look like?
In Civ6 there are 4 distinctions of tiles: Unit type, Impassible, technology-based passible, and always passable. Actually a really good system and just needs to be expanded on. I guess i'm including tunnels in the impassible category - maybe passible with a improvement/building would be more accurate.
I'm assuming the scale will be halved (the same map size has twice the length and height) in Civ7. That also would be doubling the base type and how 'extreme' they are. Now we can have impassable and technology-based desserts, hills, and rivers.
Unit types need a 'cultural' attribute added. Some of the technology-based passible can be accessed by units with appropriate culture attribute. Cultural attributes be for the type of improvements that builders and build. Cultivation/farming will really be possible almost everywhere with the right culture attribute.
This is an interesting concept where every GP would have a permanent effect rather than punctal : if you can steal them from other civs, then culture and tourism become important for every games (aka every victory type)
I'm a lot more concerned by the beginning and the middle of the game, but I always thought that Eras should have their own unlimited victory points, so that if a civ falls as soon as the middle age (Rome...), but have accumulated enough victory points to compete with new civs in modern era in their own era(s), then they should be able to win the game. (should require the game to play itself until 2050 or so, which i'm obviously not a huge fan of, that's why I always thought that we could still play the game without an actual civ)
I still think we should start around 12000 BCE, IF we want to include Agriculture and other techs to the tech tree. As to Leader picking, I never liked it, as opposed to the vast majority of Civfanatics.
5. Further developments.
* Like this, you can control population but out of a state, it is to say barbarians or tribes. Indeed, first you have no state, you have to discover Agriculture AND find some cereals.
* You can sell (rent ?) pop points (military units ?) for a good lump of gold to other civizations, tribes or barbarians, although the two last might not do / be able to do it. (lack of gold/need)
* States formed little by little even before Antiquity, and by jolts, meaning they formed & collapsed for many reasons. Those reasons were apparently hard to identify, understand and prevent, but occasionnally people ruling learned to play with them. That's why I propose the introduction of a new currency : Coercion points.
Coercion points will represent a challenge, or more precisely an "effort", for or from the player in order to maintain his state, or a collapse will happen. Because this way, the player would have the choice to make this effort (like allocating pop point(s) to them, losing other opportunities early), in order to play a state, or give it up in order to play a tribe, barbarians, hunters-gatherers or pastoralists. It's kind of an encouragement to play differently, or an incentive more exactly, because not all players are attracted by easyness, which by the way would be all relative as it may not be that obvious how to play barbarians first for example. Not sure as of now if you need Coercion points in order to create a state on top of agriculture and cereals, but you need it for sure to maintain one. As I see it, it would work like era points in civ6 GS, with maybe "eras" way shorter. (the first "era" would occur on turn 10 after you create a state for example) We could make so a certain number of Coercion points are needed each turns and that's all, but it would be very tricky especially if this number changes from a turn to another. Could be interresting though. Please keep in mind that a collapse is not the end of times, and may even be wanted by the player in some circumstances.
* Collapses are represented by the loss of solidness of your frontiers, the burst of your population in many directions, some loss of population, your cities abandonned (that can be re-inhabited later, depending on your plans and the environment or possible new opportunities), etc. and many much more. Here is the basic idea to make the duality barbarians/states work : as a state, you can make a lot of gold and buy slaves to barbarians, hunter-gatherers, tribes and other pastoralists. You can also generate a lot of science. As a barbarians, you are more flexible but can still steal technologies by pillaging science districts, steal dogmas by pillaging theater squares, gold with market places on top of selling population out of your slaves farms for a very good price (states have plenty gold) or hire your soldiers for gold too. Meanwhile, you can explore more efficiently, more rapidly, secure territory of all kinds, until the times all Earth is filled with states and there is no room for barbarians left.
* Etc. etc.
OK, i somewhat solved my problem of allocating production. Let's say we have different "pools" of production, like cities in Civ are production pools. Production pools can vary their reachable size dramatically, going from 1 tile range to infinite range, even in antiquity.
- Very local production pools (1 tile range, changed from 0 tile range) : if you have a production unit (shield, hammer, cog...) whereever, it counts as a production pool. So, at the beginning of the game, if you are producing at least 1 production unit with one of your population points, you are prompted to produce something, anything, with that hammer, with a range of 1 tile around your population point. If you want to build houses 1 tile away for example, you could, if you have another production pool nearby (right close or two tiles away in the same direction) allocate this production to the same tile of house building. But you would have to specify it separately in another production prompt.
- Local production pools (3 tiles range ?) : With roads, the Wheel and some strong animals (cows, horses, camels, donkeys etc.), Very Local production pools merge to one Local. (how to fix the limit ? Houses* built being the center ?)
- "Global" production pools. Those use water, railroads and air transport. Early on, with the first seafaring tech, you can add up every production unit along the same river or coast. Indeed, if you have production units along one of them or both, and they are all connected, you have only one production prompt to build anything anywhere on that territory. Yes, you could build the Pyramids on the Nile delta with production units located at the source of the Nile. (but as population is everywhere, barbarians, hunter-gatherers, etc. under a same and unique form (population points), it could show itself tricky to accomplish, but if so, tremendously powerful, representing the importance of water early.)
What is the goal or direction of ascent?
What is present to frustrate that goal?
Keep iterating. I like it, I think it's going somewhere. What yields are there overall, and how does the course of the game introduce them? What demographic factors affect the populations and how they "work" (how they yield their yields)?
Can we simulate everything that the populations/people do, as "yielding" the currencies every turn? Is there another kind of thing that populations do? edit: And is there something else the player is doing, than directing populations?