Devil's Advocate: is this the end of creativity in Civ?

What I want to see, and to say it as a "Back of the box" expression is:
'An even more dynamic gamepaly than the previous editions'

Rhye's and Fall of Civilization is a file example of a more dynamic gamepaly, but I even like to see more of it.


http://forums.civfanatics.com/downloads.php?do=file&id=177
and for warlords:
http://forums.civfanatics.com/downloads.php?do=file&id=3709

- Determine the percentage of population that follows each religion in a city, and have it be influenced by the religious civics in place

How did you do this? Have you got an example of the code?
 
Update to my tech idea on the previous page:

There's three stages of Tech 'use'. There's Discovery (advisor pops up and tells you "Sire, we've received word that a man down in Carthage has come up with a new method of moving devices using steam!"), Adoption (allows you to use the benefits of the Tech), and Embrace (no longer have to worry about losing access to the Tech). Adoption would be gained from Discovery like Embrace: Prac+Sust > X for Y number of turns.

To make it easier to deal with such a system, the Advisor, when he notifies you of the Discovery, gives you 4 Options:
1) I have no time for such nonsense! (immediate abandonment of the Tech; Tech no longer 'consumes' anything while trying to be adopted)
2) While it's not what we need, keep an eye on it. (some 'consumption' goes towards keeping the tech, but radical change in focus/civics/war will cause an abandonment; adoption happens slowly but eventually otherwise)
3) This sounds promising, let's work on it (more consumption goes towards it, adoption happens quicker)
4) We must stop at nothing to master this! (similar to example above where the focus is on getting to Steam Power)

Obviously these choices just auto-set existing choices (such as which tech-branch to work on, as well as governor suggestions for builds) that can be undone. But for those who don't want to mm technology, it provides a good system. Of course, choosing Option 4 too many times may cause older Techs to fall away if they haven't been embraced.
 
What I want to see, and to say it as a "Back of the box" expression is:
'An even more dynamic gamepaly than the previous editions'

Rhye's and Fall of Civilization is a file example of a more dynamic gamepaly, but I even like to see more of it.

I definitely like the idea of "more dynamic gameplay". But there's a million different ways to do this.

Rhye does it by following the actual world map with the actual start times and technology levels of the different civilizations. Actually, I'd even like to give myself a pat on the back for suggesting and pushing for the "UHV" system. Stuff like this meant that the game would encourage a lot more historical flavor, instead of very general ideas of "conquest the world".

The problem is that a lot of this only works when it's hardwired. When you take Rhye's and put it on a random map, with regular start times -- what can you still keep for Civ 5? What more would you add? What does dynamic gameplay mean to you?

To make it easier to deal with such a system, the Advisor, when he notifies you of the Discovery, gives you 4 Options:
1) I have no time for such nonsense! (immediate abandonment of the Tech; Tech no longer 'consumes' anything while trying to be adopted)
2) While it's not what we need, keep an eye on it. (some 'consumption' goes towards keeping the tech, but radical change in focus/civics/war will cause an abandonment; adoption happens slowly but eventually otherwise)
3) This sounds promising, let's work on it (more consumption goes towards it, adoption happens quicker)
4) We must stop at nothing to master this! (similar to example above where the focus is on getting to Steam Power)

I think you're some of the way there. The "form" is there.

This has been my experience... At one point, I had come up with a branching tech tree idea some time back that would force you to choose between mutually exclusive ideas. For example, if you pursue a branch with a few special units, you also postpone democracy because the state becomes stronger. Whereas if you pursue the other branch, your military is more vulnerable, but you develop more enlightened ideas. The problem was the actual content, though. Once you start actually making the tree, you quickly realize that 80 nodes (technologies) are no longer reasonable. You have to start looking at almost twice as many to be able to have that many choices.

And having twice as many ANYTHING as Civilization 4 is exactly what Firaxis won't do.

The key is coming up with a tree that makes sense in your "adoption" model. You've proved you can do it for maybe one technology. If you can even design one solid era around this premise (e.g.: the ancient era, before writing), you might be able to prove the concept. Otherwise, you might just run into the problems of overcomplexity that Firaxis just won't undertake.
 
I don't think it needs to be twice as many techs. 50% more (around 120) would give the game more than enough flavor. Galactic Civilizations has roughly 200 (granted many of them are of the I, II, III variety) so I don't see why 120 would be too big of a deal for Firaxis. Don't we deserve something like that?

Proof of concept model? Yikes, I have a 20-day old in the house! :eek: ... what I'll probably do, though, is take what I've posted so far and start a new thread in this subforum, otherwise you'll see too many "refinement of the system" posts herein. Once it gets finalized there, we'll bring it back here for the Back of the Box Test...

(although I still think "Now includes Tauren and Shamans!" is our best bet)
 
Very nice thread. I love interesting ones like these. :)

I have to preface this post with an apology: Though I will try to make it painless, it will be long, abstract, and short on sexy, specific suggestions. That's because I'm less interested in offering concrete ideas for changes in the game and more interested in explicating a framework that might encourage radical speculations and offerings from others. I've cryptically suggested that the best hope for the Civilization franchise lies in "burning it to the ground" and starting over; here, I want to explain what I mean by that.

Here, in outline, is what I'll say: Sid Meier's Civilization (henceforth: SMC) is a simplification of history; that is inevitable, and it is the secret to its success. There are, however, many different ways of simplifying history. SMC has gone, I think, about as far as it can go, and so the franchise would be better served by returning to first principles and constructing a different game based on a different simplified model. It would not "replace" the SMC game we all love, but would exist as a complement to it.

* * * * *
The problem with this sort of approach is that it challenges the historical basis for the game, rather than the underlying gameplay mechanics. Just saying that how Civ looks at history should change doesn't really mean a whole lot. What does that actually mean for gameplay? It's unlikely the premise Civ is based on will change. It's more likely the mechanic sitting on top of it will. There are a lot of ways to do that which would be easier than tearing things out from the bottom-up and starting over. :)
 
ChrTh, I'm looking forward to what you come up with. It takes a good combination of guts and brains to try to see your idea through to its logical conclusion. (But please take care of your family first) ;)

I definitely think Mxzs's post is a useful jump-off point. Not necessarily because I think everyone should agree with him 100% about where Civilization 5 should go. But I agree with his description of the assumptions under Civilization 4. And moreover, I think his thinking is big and exciting enough to get passed the "back of the box" test. And as you follow the logic, you quickly realize two important questions: (1) how do you actually play and win this fundamentally new game? and (2) how much can you realistically change before the risk is too big for a 15 year old franchise?

Hate it or love it, those are the two questions Firaxis will be asking. It may sound like a cool idea, but if there's no clean way to implement it, Firaxis won't do it. And moreover, some ideas really are too risky for Firaxis (although this can be resolved if you can show that you understand how the new game would work).
 
If you were exhausted by reading my post, think how exhausted I was by writing it. ;)

So, just a few quick reactions to some of your reactions:

Just saying that how Civ looks at history should change doesn't really mean a whole lot. What does that actually mean for gameplay?

Guilty as charged. :) That's because I was only interested in showing that there are two general ways you can go about making revisions:

1. Modify and tweak the existing game. Advantage: Most of the structure and elements can remain, which makes it easier to imagine how gameplay might work out. Disadvantage: You'll probably just end up gilding the lily. That's the problem that dh_epic worries about.

2. Rip it out and start over. Advantage: Lily-gilding won't be a problem, because there will be no initial lily to gild. Disadvantage: Very hard to imagine how gameplay will work, since you have to imagine everything from scratch.

I did not mean to make a concrete proposal by bringing up Toynbee. I brought all that up only so people could see a concrete example of how you'd start working under option 2.

The problem with this sort of approach is that it challenges the historical basis for the game, rather than the underlying gameplay mechanics.

Well, yes. That's because if you only concentrate on the existing mechanics you will risk making changes that don't really work. There is a strong likelihood that they would be minor or tedious changes (of the sort that dh_edit decries in the first post of this thread), or that they would be conceptually flawed additions (like "dark ages," which would frustrate the fundamental "flow" of the game). But if you reimagine the historical basis, you might be able to save most of what is already good in the game while finding ways of adding new and fun stuff. The result, doubtless, would not be an "improved" version of Civilization, but it could be fun "complement" to the original.

Regarding my example, ChrTh in various posts writes:


The gameplay (and the initial victory conditions of Conquest and Space Race) are predicated on this notion. If the ultimate goal is not to do so ... is it even Civilization any more? Does this statement need to be the essential anchor for any discussion on future versions of the game? If so, many of Mxzs' ideas may not be suitable for a Civilization game.

...

There's a huge difference, though, between the complexity of a game like Tetris (or Pacman, or Space Invaders) and a game like Civilization. In the former type of games, because the complexity is so low, people are more willing to accept eventual defeat. In the end, all you put into it is time and since the results occur throughout the game you gain 'internal happiness' throughout play (woohoo, I nailed 4 rows!). In Civilization, however, there's so much complexity involved (economics, fighting, research--no matter how it occurs, etc.) that there has to be a positive end-result. Otherwise there just isn't enough of a payoff to justify playing the game. And as someone who has lost a lot of games towards the end, it's exceedingly frustrating. The idea that the game is lost at the end no matter what you do, yikes, I just don't think there's enough masochists in the gaming community.

I admit that I do kind of like the "proposal" that I used for an example; I've been mulling ideas for Civilization changes off and on for over a year now, and this is one that I keep coming back to. Still, you make points that might stop any Civ developer in his tracks. Civ's current framework is so well-known and successful that anyone would be reluctant to mess with it. You would only know my revision was "fun" after building and testing it.

That being said, I don't see it as a theoretical impossibility. "Tetris" holds many lessons beyond "it's an addictive but unwinnable game." You mention moments of "internal happiness." I think my example-- Look, can I just call it ATC ("Arnold Toynbee's Civilization")? Okay, I think ATC could have a similar feel. The game would have to be designed so that its "flow" gave you moments of respite and success. But those moments gain their sweetness in proportion to the horrible tension of the moments that precede them: the best moments in "Tetris" are the ones where you've almost lost but stage a comeback. Similarly, an ATC game would have to be built so that it "pulsed" with moments of crisis and victory. I suspect such a game would feel a lot like the Avalon Hill board game, which has been well described as "an extended exercise in crisis management."

It might also be possible to add in something like a "winning" end-state, even to the extent of putting the original Victory Conditions (dominance or space travel) back in. Toynbee notes that new civilizations arise on the ruins of the old ones, often taking over bits and pieces of their inheritances. So, ATC could be structured like a campaign game. Each episode of civilization management ends in collapse and disintegration, but then you start afresh with new "settlers" who are wandering around in the world as it was the moment your old civilization collapsed. (In other words, once Rome disintegrates, you take over the Franks and start trying to build Western Christendom.) Much is always lost in these dark ages, but no one ever starts from zero, and over the campaign you might be able to work your way up to modern civilization. In fact, collapse and disintegration might become tools you would have to use in order to get yourself out of a cul-de-sac.

(Example: You accidentally wind up re-creating ancient Egypt; thousands of years of pyramid building stretch before you, with no hope of ever actually getting to the moon. So you let the Arabs in; they efface everything; you lose most of your tech; and you basically start over with your traumatized population, this time avoiding the mistakes that had turned your old civilization into a mortuary culture.)

* * * * *

Final note on ChrTh's posts: I think the tech tree idea you advance is very intriguing and much more fertile than my idle noodlings. I might be back with more comments on it, but it sounds to me like it has real possibilities.
 
Couple of quick random toughts.

ChrTh: I think you intend to "categorize" all techs into different tech paths. Correct? Don't pay any attention to labels, I'm just picking words. But, there would be an "Art/Culture" path, a "Scientific" path, a "Religious" path, etc. The Embrace vs Abandonment percentages would require pigeonholing each and every tech into a category (whether it perfectly fits that category or not); techs that cross categories might be problematic unless we allow multiple categories.

Perhaps each tech has a set of characteristics that are simply a "percent correlation" or "relevance" for each category. i.e., Scientific Method has a 10% correlation to the Culture category, 95% to Science, 0% to Religion.

------------

Regarding the Tetris concept of forced loss... honestly, that doesn't bother me that much. Seems to me that's a more true implementation of "Stand the Test of Time" than we have now. And, unless I'm misunderstanding, the idea is that as a civ progresses through time, various challenges occur, both internal and external. This is not necessarily like Tetris... where the challenges are essentially identical and simply get harder and harder. Rather, the challenges are different. Barbarian invasions (e.g., Rome) vs political corruption vs internal unrest and labor strikes.

I also think it would be very viable to have the player switch over to a successor civ. Think of playing the Mauryas and then you simply (and fairly seamlessly) switch over to the Guptas.

If we really MUST have some sort of rating (CIV's current "score" system really stinks IMO), the player's score could be some sort of measure of how well he responds to the various challenges, no matter what civ he is playing. The game itself could end whenever the player wanted to (which is one thing that CIV currently does not allow... if you quit you are recorded as a loss), or at worst it would end when the technologies reach the "Future Tech" mark.

------------

One last thought... anyone play the boardgame called Britannia? Excellent, excellent game. But, the relevance here is the concept: the civs are various tribes that arise throughout a period of history. In this case, the map is Britain and the civs include the Picts, Saxons, Romans, Danes, etc. The player, however, has a pre-set list of which civs he will control. The pieces are the same color, and they are peaceful to each other (even though they were not historically that way).

So, if I'm the green player, I start with the Welsh. After a while, my Welsh either continue or decline and I have Danes join the party. I use my Danes to attack the Saxons perhaps, or the Angles. But my Danes can cooperate with my Welsh.

For a computer game, the "history" doesn't have to be fixed. (That is, the player does not have a pre-set list of civs... the game is not pre-scripted in this way.) So, we do not necessarily have to deal with the case where my Welsh are still successful and hanging around when the Danes appear. Perhaps you get a new civ only if your previous civs have dropped below a certain threshold.

(Regardless, this game is extremely well done and would be a good purchase for anyone. Great family game, easily learned, teaches a bit of history, and very fun. The only even slight negative is that it is best with 4 players. 3 or 5 players are suboptimal, and 2 or 6+ are not possible. This is the boardgame I'm talking about and a computer game wouldn't be affected by number of players of course.)

Wodan
 
Couple of quick random toughts.

ChrTh: I think you intend to "categorize" all techs into different tech paths. Correct? Don't pay any attention to labels, I'm just picking words. But, there would be an "Art/Culture" path, a "Scientific" path, a "Religious" path, etc. The Embrace vs Abandonment percentages would require pigeonholing each and every tech into a category (whether it perfectly fits that category or not); techs that cross categories might be problematic unless we allow multiple categories.

Perhaps each tech has a set of characteristics that are simply a "percent correlation" or "relevance" for each category. i.e., Scientific Method has a 10% correlation to the Culture category, 95% to Science, 0% to Religion.

The techs will be categorized into 6 different branches, however, the branches will only serve for the Discovery phase of the tech. Once you've discovered the tech, the path it is in is irrelevant for Adoption/Embracement calculations. The reason I am doing so is because I do not want to imbalance the game for Aggressive Civs (they'll have a greater tendency to discover Military/Offensive Techs and if they receive a concurrent bonus for adoption/embracement then it would be easy for them to focus on an avalanche of troop building/conquest). I also think that there will also be some "core" techs that exist in multiple branches.

I'm also making the branches as generic as possible. I'm doing it because if, for example, there was a Religion branch, it would become useless after the middle ages and therefore Civs with the Spiritual Trait would not receive any discovery advantages in the later game. The six branches are:
  • Military/Offensive
  • Military/Defensive
  • Philosophy/Theoretical (Religion, "Art", Mass Media)
  • Philosophy/Practical (Government, Economic)
  • Science/Theoretical (Physics, Compass)
  • Science/Practical (Construction, Engineering)

Obviously I'll be fine-tuning as I build the system (have already started typing it up in notepad and hope to get it posted later today or tomorrow), but I think this is going to be the basic framework for the branches.
 
more dynamic game play:
-religions that disapear (% of a religion in a city, influenced by the civics,...)
-Civil war, collapsing civs and respwaning civs (Rhye's stability system)
-Tech that influance civics (example : tech ecology gives democracy +1 :health: as a result of a green party), recouses and food (allready in game, but could be even more, example: mine give +1 hammer with stream power), buildings,...
-changing leaders during the game (the civs will behave different)
-recource processing (this is problably in CIV4:BtS)

some minor things I would like to see:
-ships that can sail on rivers (Minor and major river like in colonization)
-Canals
 
Alright, gang, I've set up a thread for the new Tech Tree Mechanic, feel free to chime in!

What kind of discussion do you want there and what kind do you want here? Do you want to focus that one on concrete discussion of your particular proposal? Where would you like to see more abstract and theoretical reflections and possible counter-proposals?
 
What kind of discussion do you want there and what kind do you want here? Do you want to focus that one on concrete discussion of your particular proposal? Where would you like to see more abstract and theoretical reflections and possible counter-proposals?

Everything about the system itself is valid for discussion in that thread; the only thing I want to avoid is any discussion as to whether it will sell Civ 5 -- in fact, I don't even want to discuss that here until it's 'finished'.

That said, if the reflection/proposals are not really tied into the DAE mechanic, they're better suited here or in a different thread. For example "how about a tech system where all techs are available and you learn them randomly" doesn't really apply to that system so it's not really meant for the thread. Use the system as a skeleton, fine tune it some, and then let dh_epic shoot it down ;)
 
Hey guys, since the other thread is starting to go well, I figure I'll bring things back on topic here... I'd like to encourage a slightly more unmoderated free for all here.

Let's review... there are two approaches:

1. Modify and tweak the existing game. Advantage: Most of the structure and elements can remain, which makes it easier to imagine how gameplay might work out. Disadvantage: You'll probably just end up gilding the lily. That's the problem that dh_epic worries about.

2. Rip it out and start over. Advantage: Lily-gilding won't be a problem, because there will be no initial lily to gild. Disadvantage: Very hard to imagine how gameplay will work, since you have to imagine everything from scratch.

Let me take this two options further. If you can't describe how gameplay for #2 will actually work (let alone what your selling point to #2 is), we're doomed with #1. By explaining how gameplay actually works, I mean you have to demonstrate mastery of issues like the balance between war and peace, between building "out" and building "up", preventing bigger is always better, preventing the guy who opens an early lead from winning a braindead victory, discussing what the player is actually doing in order to win...

Let me show you an example by discussing one often requested feature: civil war.

(You can honestly spin civil war off into its own thread. In fact, a new civil war thread appears every 40 posts it seems. Do you honestly think Firaxis doesn't know people want it by now? Is there a reason, beyond ignorance or laziness, why they haven't implemented such a popular feature yet?)

Civil war seems like a great idea until you realize cutting your empire in half is death. That means that civil war punishes you with a loss for not having enough happiness. Is that actually good for gameplay, that you can lose the game due to not building enough temples? Isn't it lame that you can basically turn off a huge feature by simply micromanaging your happiness levels? ... Okay, so what if civil war doesn't punish you for playing badly. Let's say it's more of a reward for someone who plays well, that their country will 'flip back' to them and resist conquest! Well what's to stop a conqueror from just razing your country, and not keeping a damn thing? If it's impossible for them to keep, why go to war at all? ... Okay, that won't work. Wait, didn't they have Civil War in Civilization 2? Oh yeah, if your capitol got sacked, your empire split. Talk about an easy game -- the AIs dropped like flies... Okay, let's try something else. What if it's simply an inevitability of being big? Every empire must fall! But then how do you win a conquest victory?

I'm not saying civil wars can't work. Or any other "big" feature, for that matter. The point is you can't just say "let me have it!" There's a reason Firaxis won't let you have it: they think they're smarter than you. And you know what? They're often right!

But if you can show you really understand their game as well as some of their developers... and still suggest a bold idea with concrete ways to make it work... well then you might have something!


Spoiler :
(As a side note... Rhye got around the civil war issue by saying "you know what? you're not supposed to play all of history. Every civilization has a start time, and a shelf life that makes them likely to collapse." It wasn't complete, however, until you had a victory condition to play for that was specifically designed for your civilization's limited shelf life... rather than one generic victory that is supposed to come in 2000 AD. Rhye made civil war work, but only because it involved changing some huge fundamentals.

It's hard to see how that might work in a normal game, since the Civilization series has always been about playing 6000 years of history, not just a couple of hundred here or there. Moreover, a Rhye's style game is a fantastic single player experience, but isn't really made for multiplayer -- which is a big focus of every game company, including Firaxis.)
 
Let me show you an example by discussing one often requested feature: civil war.

Quick thought. (No details! :mischief: )

A civil war at most degrades your ability to profit from your rebellious cities. The stuff necessary for long term success (cultural and technological expansion) either continues unaffected or is only slightly reduced. Only the more overtly "political" kinds of control (city build orders, taxes) are fully disrupted.

(The idea could be extended to make the idea of conquest less central to the game. In the limit, maybe you could lose control of all your cities without being eliminated from the game; yours would become a civilization that continues only as a culture, not as an empire--think India under the Raj. This would be a severe handicap, of course, and you'd try your best to recover your political independence. But you wouldn't die.)
 
Civil war seems like a great idea until you realize cutting your empire in half is death. That means that civil war punishes you with a loss for not having enough happiness. Is that actually good for gameplay, that you can lose the game due to not building enough temples? Isn't it lame that you can basically turn off a huge feature by simply micromanaging your happiness levels
Civil war spelling death is a fundamental problem with civ that's always been there, and will always be there without radical changes to the way the game works - bigger is better. If it were possible to lead a relatively small, powerful civ, then loosing half you empire, while painful, wouldn't have to mean it's over for you.
Second, if Civil War were in the game, it should tie to much more than happiness, including economics, ethnicity, security, etc... There are many reasons why a civil war might occur.
 
That's what I think looking at it from Firaxis' point of view, as the game maker. As a personal opinion, and as a game player, I'd rather see them take the premise of the game (the player leads a group of humans through history) and totally redesign the game - scrap everthing that's come before, and just start over. I know that will never happen, but...

I hope it will never happen. The core game is what has made Civ immortal. There will be new needs, new takes, new things to do. I disagree about there being too few good ideas floating around for a Civ V in a few years. And new ones will appear.
 
Colonization 2 should have long been made. But i'd love to see a civV game base upon Colonization.
-the recource and production based upon the recources was great. Example : Grow sugar and make it in to rum.( This could be a luxury and make some citizens happy in a civV version).
-the military system was fenominal. You had to mine ore, convert it in to tools and convert the tools into wapons. If you want horses, you had to breed them. If you wanted soldiers, you should take 1 citizen-unit out you town, and give them wapons and horses.
-Workers had to be given tools to work the land and they use some of them to plow the land, for example
-All citizens could be trained to become experts. An expert farmer could grow more food on the same tile than a free colonist (standard unit in the game).
If you want the build something in you town, carpeters had to make "hammers" from lumber (->lumberjack needed) and tools by a blacksmith. Not just the CIV shields that are produced by working land. Buildings had to be worked by citizens to produce.And I would like to see a more dynamic system. Recouces, production and civics changing with the develompent of science. This is allready in the game, but it could be made even bigger.

I agree with this. One should be able to refine raw materials and use or sell the products. There is what could be a beginning to that in the new Corporation feature announced for BtS. And if you mobilize troops, even in wartime, that should affect the population, although a limited number of units should be free, regardless of civic. Every civilization has its city watch/police/home guard/whatever. However, I hope they never duplicate that moronic aspect of Colonization where towards the end, most of your colonists were soldiers. But I agree that creating a lot of troops should affect the productivity of the civilization, not just its economy. If a surfeit of troops is created, the civilization would actually experience a drop in population; and troops could be reabsorbed to swell the population. There could be a hiatus before they have been reabsorbed into the working force, as is the case in real life, making wars less of a picnic than they tend to be in Civ. (That is to say, idle, unemployed citizens who might turn red and angry if they don't find employment soon enough.) Of course, there should also be safeguards to ensure that people don't just mobilize troops for the purpose of expanding the population in a given city with them, the way workers/settlers were exploited in Civ III. Basically, a ciy should be unable to reabsorb troops considerably in excess of the number once mobilized in it. A smallish boost, maybe, but only that.

Another item in Colonization which could be fun would be to let your citizens learn certain skills after working a tile of a certain type long enough. Of course, they should not be persons that could be mobilized to swell the ranks of your troops; you would just have, for example, two agricultural tiles in a city worked by specially skilled farmers, and then three, and the skill might simply transfer to other cities in time. For that matter, it might ultimately spread to other civilizations you are in contact with, whether you want it or not. OTOH, perhaps you could agree to send skilled cotton growers/weavers/whatever to another civilization by request, in return for money or knowledge and so on.

I also think that when you have been in contact with another civilization which possesses a technology which you don't have but which is available for you to research, you should get it automatically after a given amount of time - said amount of time depending on the general sophistication of your civilization and how expensive the technology is. I also have my reservations about technology trading; I think there should be a limit to how much one can engage in that.

In fact, I am puzzled by demands for a lot of "new technologies" in the game for their own sake. I don't think new technologies would necessarily improve the game.

In addition, there should be more diplomatic options. Other suggestions: Resources such as horses shouldn't be tied to one geographical area indefinitely - that is just daft. Crop types and animals (pigs, maize, wheat, potatoes, poultry) could be spread from one country or continent to another, as in our world. It's different with mineral deposits and jewels; or wild game, seals, whales. Of course, it should't be possible to grow cotton or raise elephants in temperate or cold countries, or be a successful wheat grower near the Equator. No rubber plantations on the tundra! Atheism (which could be run as Theocracy) should be introduced. I want minor civs, and that opens all kinds of new prospects for adding to the game without destroying its core. Also, couldn't there be possible interactions with barbarians - even trading missions? Something like the old caravan unit from Civ II, but it would only give you a smaller sum of money, and only once. Like sending a great merchant to a foreign city, only involving smaller sums of money. And you should be able to send missionaries there in the hope of making them join your civilization. Architecture, music, novels and the manifestations of popular culture should affect even civilizations that try to keep them out. Ideas (We want socialism! or "We want that old-time religion!" or "We want a free press!" or "We hate our neighbours - do something about them!" and so on) should be able to spread without official govcernment promotion, the way they do in real life.

I could add to this list of ideas that do not affect the core game indefinitely. To sum up, I definitely do not think that Civ is at its logical end. Those who claim that it is are simply asking for an entirely new game. New games are produced all the time, so there is no need for them to mope. they can simply buy another game.
 
Öjevind Lång;5503041 said:
Civ is not at its logical end. Those who claim that it is are simply asking for an entirely new game. New games are produced all the time, so there is no need for them to mope. Just buy another game.

Alright, let's see if we can find some ideas that won't require us to rework the entire game.

There should be more diplomatic options. Resources such as horses shouldn't be tied to one geographical area indefinitely - that is just daft. Atheism (which could be run as Theocracy) should be introduced.

A lot of these ideas are necessarily small. I'm not saying I disagree with them. But you're not going to sell a game off of one new civic or diplomacy option. "Improved civics!!!" isn't exactly thrilling if all you've done is added one or two new options. The issue here is there's a lack of *big* ideas, that transcend simply tacking on more content or tweaking existing numbers.

Architecture, music, novels and the manifestations of popular culture should affect even civilizations that try to keep them out. Ideas (We want socialism! or "We want that old-time religion!" or "We want a free press!" or "We hate our neighbours - do soemthign about them!" and so on) should be able to spread without official govcernment promotion, the way they do in real life.

This is an exciting idea. Except that no one has any clue what the impact would be on game play. If they go on without government promotion, you have to ask yourself what choices the player makes. Moreover, what do novels, music, and architectural styles do? Do they all do the same thing, or are there multiple different types?

One should be able to refine raw materials and sell the products.

There are currently 40 resources in the game. That's about the same number of buildings. The same as the number of national wonders and great wonders added together. How is Firaxis going to create a whole resource-processing system without adding 40 new "processed materials" like alcohol, canned fruit, etc.? They can't. And they won't double or triple the number of resources, because it goes against their core design principles.

I want minor civs, and that opens all kinds of new prospects for adding to the game without destroying its core.

How are you going to add lots of minor civilizations on the map when even 20 civilizations slows down a hell of a lot? What are you going to do about 5 minutes between turns? Isn't this going to clutter up the map and make it harder to found your own cities, which a lot of people love? What's stopping minor civilizations from just being empire-food, ultimately making war a no-brainer? Why let a minor civilization take the spot of a major civilization?

Civ is not at its logical end. Those who claim that it is are simply asking for an entirely new game. New games are produced all the time, so there is no need for them to mope. Just buy another game.

My point isn't that Civ is at its logical end. There are lots of cool ideas, but they necessarily involve jumping away from the current sweet spot. My point is there's a lack of creativity to take it passed the next jump. And Firaxis won't jump away from the sweet spot unless it's safe. If no safe route can be found, we're stuck with mod or XP type material "4 new civics options, 3 new wonders, and horses that move".

This isn't so much a doomsday prophecy as it is a challenge to this community: improve your suggestions. It matters.
 
There are currently 40 resources in the game. That's about the same number of buildings. The same as the number of national wonders and great wonders added together. How is Firaxis going to create a whole resource-processing system without adding 40 new "processed materials" like alcohol, canned fruit, etc.? They can't. And they won't double or triple the number of resources, because it goes against their core design principles.

recources have been added more and more. CIV III had less recources than CIV IV and so on. Also the concept of recources have been changed. In CIV I and II, recources were only bonus recources, CIV III had Bonus, Luxury and strategic recources that weretradable, CIV IV has only one type of recource, but was the same as in CIV III further one. So, I say, time for a new recource system. In BtS, there will be recource processing, recource processing has been seen in some MODs (coal to oil), so, I think this is the future for CIV V and Firaxis is already testing us to see if we like it.
 
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