Snuffleupagus
Warlord
- Joined
- Nov 17, 2005
- Messages
- 167
Normally I am a strong proponent of the value of the 'less is more' theory of game design. I mostly love what ciV has done to streamline the game and keep it compelling. However, I'm going to throw that theory out for this post. More is more!
One complaint about Civ is that the late game can bog down. Some of us really enjoy modern war. With the addition of air power the combat can be fun. But, I think almost everyone can agree that the late (and to some extent mid) game lacks the appeal of the early part of the game.
When the game starts you are building an empire, expanding and growing, and you have a hand in literally guiding the construction of your civilization. Eventually, however, the empire is built. The world is explored. Workers sit idly by, waiting to build railroads, or for the odd tech to require some oil wells, or uranium mines. Cities are less dynamic. You choose from a set of buildings or units, but there is little dynamic interaction.
So I'm wondering if people have idea for ways to feel like you are continuing to 'build' your civilization, even as the game continues. As I said at the top, I'm throwing out ideas that probably violate the 'less is more' theory of ciV, but I hope it will spark some discussion.
IDEAS:
Continued Worker Improvements
Anytime any tech or policy improves the output of a tile improvement, a worker has to be placed on that square to build the improvement. Get fertilization? Great, but a worker has to build the 'fertilize farm' improvement in a tile before it gets the benefit.
PROS:
- give you something to do with workers for the entire game
- force players to prioritize which cities would get tile improvements first
- add strategy regarding number of workers to keep during game
CONS:
- requires more micro at a time when empires can already be getting large and have more units and cities
- players may automate their workers anyway, taking away the feel desired feel of building
- could be difficult to represent the scaled improvement graphically. This both makes it difficult logisitcally, and dulls the feel that you are still 'building.'
Immigration
Create a late game civilian unit which represents immigration. Could spawn in capital as the result of happiness, be gift from city states, be built like a regular unit, or appear after the accumulation of a certain number of empire immigration points (which could be gotten from happiness, buildings and policies). The immigrant unit could then be used to add to the population of any city.
PROS:
- late game city growth based on other criteria than just food
- allows late game cities to grow and catch up to older cities, increasing the incentive to found what are often underpowered cities
CONS:
- balance! not sure how they would work
- making the choice as to how to use them compelling. a pure +1 pop benefit would almost always be used in your best city, rather than outlining cities. the implementation would have to present genuine choice to the player
Remote Wonder Sites
Visually some Wonders could be constructed outside of cities. Initially I was just thinking of the Appollo Program for this. So the construction of that wonder would generate a unit, which when used on the map within your territory would build the wonder at that locaiton. Then as you build your space ship parts you could visually see it being built on the map (or physically have to bring the space ship parts from the city where they are built to the wonder on the map).
This could be done with other national wonders as well, could effect the output of the tile it's on, and increase combat strength of units within two tiles by 10%.
PROS:
- something different
- added strategy to invading enemy territory (or defending yours)
CONS:
- mostly aesthetic
- what happens when someone nukes one of these spots?
Continued Exploration
(I'm not convinced by this one, mostly because I don't know about implementation.)
That initial sense of explorationis great in ciV, but it goes away quick (because everything is explored). In reality human civilization continued exploring exploring throughout history. One way to try to keep the desire to explore would be to make resources only appear if you move a unit within line of sight after you have the tech to reveal that resource.
PROS:
- continuing sense of excitement over what might be over that next hill
CONS:
- more micro! constantly running scouts all around places you've already been a half dozen times
- hard to keep track where you've been after which techs
Corporations
Probably the best concept of something dynamic to do in late game. Plus, I loved that they gave a bonus for more of an identical resource. These have been discussed elsewhere, so I won't try to propose a specific implementation.
Cold War
(I've thought that there should be a goold cold war mod sense cIV.)
Perhaps part of the porblem with 'building' in the modern age is that it doesn't represent the realistic flow of actual history. Modern countries grow and shrink through international sway and influence.
When one Civilization's score passes set thresholds above another civ's score it could gain special diplomatic options. It would be able to force purchase that civilizations resources. Basically the smaller civs would take a step to being city states.
The primary option that comes to mind is 'puppet war' where a civilization would agree to go to war with a specific civ after the higher score Civ gave them a predetermined number of advanced units.
Ideas for other special diplo options?
PROS:
- something to do adding strategy
CONS:
- Current diplomacy is limitted and doens't work quite right, can we really add to it?
- What would be the strategic advantage of this move?
Others?
Please comment an critque my ideas, or add your own ideas for what could be done to continue the sense of building and expanding an empire into the late game.
One complaint about Civ is that the late game can bog down. Some of us really enjoy modern war. With the addition of air power the combat can be fun. But, I think almost everyone can agree that the late (and to some extent mid) game lacks the appeal of the early part of the game.
When the game starts you are building an empire, expanding and growing, and you have a hand in literally guiding the construction of your civilization. Eventually, however, the empire is built. The world is explored. Workers sit idly by, waiting to build railroads, or for the odd tech to require some oil wells, or uranium mines. Cities are less dynamic. You choose from a set of buildings or units, but there is little dynamic interaction.
So I'm wondering if people have idea for ways to feel like you are continuing to 'build' your civilization, even as the game continues. As I said at the top, I'm throwing out ideas that probably violate the 'less is more' theory of ciV, but I hope it will spark some discussion.
IDEAS:
Continued Worker Improvements
Anytime any tech or policy improves the output of a tile improvement, a worker has to be placed on that square to build the improvement. Get fertilization? Great, but a worker has to build the 'fertilize farm' improvement in a tile before it gets the benefit.
PROS:
- give you something to do with workers for the entire game
- force players to prioritize which cities would get tile improvements first
- add strategy regarding number of workers to keep during game
CONS:
- requires more micro at a time when empires can already be getting large and have more units and cities
- players may automate their workers anyway, taking away the feel desired feel of building
- could be difficult to represent the scaled improvement graphically. This both makes it difficult logisitcally, and dulls the feel that you are still 'building.'
Immigration
Create a late game civilian unit which represents immigration. Could spawn in capital as the result of happiness, be gift from city states, be built like a regular unit, or appear after the accumulation of a certain number of empire immigration points (which could be gotten from happiness, buildings and policies). The immigrant unit could then be used to add to the population of any city.
PROS:
- late game city growth based on other criteria than just food
- allows late game cities to grow and catch up to older cities, increasing the incentive to found what are often underpowered cities
CONS:
- balance! not sure how they would work
- making the choice as to how to use them compelling. a pure +1 pop benefit would almost always be used in your best city, rather than outlining cities. the implementation would have to present genuine choice to the player
Remote Wonder Sites
Visually some Wonders could be constructed outside of cities. Initially I was just thinking of the Appollo Program for this. So the construction of that wonder would generate a unit, which when used on the map within your territory would build the wonder at that locaiton. Then as you build your space ship parts you could visually see it being built on the map (or physically have to bring the space ship parts from the city where they are built to the wonder on the map).
This could be done with other national wonders as well, could effect the output of the tile it's on, and increase combat strength of units within two tiles by 10%.
PROS:
- something different
- added strategy to invading enemy territory (or defending yours)
CONS:
- mostly aesthetic
- what happens when someone nukes one of these spots?
Continued Exploration
(I'm not convinced by this one, mostly because I don't know about implementation.)
That initial sense of explorationis great in ciV, but it goes away quick (because everything is explored). In reality human civilization continued exploring exploring throughout history. One way to try to keep the desire to explore would be to make resources only appear if you move a unit within line of sight after you have the tech to reveal that resource.
PROS:
- continuing sense of excitement over what might be over that next hill
CONS:
- more micro! constantly running scouts all around places you've already been a half dozen times
- hard to keep track where you've been after which techs
Corporations
Probably the best concept of something dynamic to do in late game. Plus, I loved that they gave a bonus for more of an identical resource. These have been discussed elsewhere, so I won't try to propose a specific implementation.
Cold War
(I've thought that there should be a goold cold war mod sense cIV.)
Perhaps part of the porblem with 'building' in the modern age is that it doesn't represent the realistic flow of actual history. Modern countries grow and shrink through international sway and influence.
When one Civilization's score passes set thresholds above another civ's score it could gain special diplomatic options. It would be able to force purchase that civilizations resources. Basically the smaller civs would take a step to being city states.
The primary option that comes to mind is 'puppet war' where a civilization would agree to go to war with a specific civ after the higher score Civ gave them a predetermined number of advanced units.
Ideas for other special diplo options?
PROS:
- something to do adding strategy
CONS:
- Current diplomacy is limitted and doens't work quite right, can we really add to it?
- What would be the strategic advantage of this move?
Others?
Please comment an critque my ideas, or add your own ideas for what could be done to continue the sense of building and expanding an empire into the late game.