TheMeInTeam
If A implies B...
- Joined
- Jan 26, 2008
- Messages
- 27,989
Civ4, by the end, did have random events which I LOVED (but some did not). They ranged from dynastic marriages that gave diplo modifiers, to timed build quests, similar to the current emergencies system. It was flavor, granted, but they added something different to each game and were immersive.
As for goodie huts, I wish they would re-introduce barb spawn to possible goodie hut outcomes. It would shake things up a bit, and make players more cautious about fielding too many lone scouts in the remote wilderness...
The reason they're not so popular with players who put emphasis on strategy is that they were degenerate in terms of strategy implementation.
Deleting 10,000 of units instantly is not something a competent designer concludes is okay. It has the potential to trivialize what would have otherwise been hundreds of meaningful choices made to that point...player decisions that, in the absence of the event, mattered.
Rather than "immersive" I'll counter-claim that this type of implementation is one of the most straight up immersion-breaking things a dev can put in a game. "Here, what you did until now is arbitrarily meaningless". No thanks.
One of my few quibbles with the Civ 6 artwork - which I generally love - is that goody huts are so bland. Which is odd given the generally colourful art style overall.
Not just bland, they don't visually stand out on the map much which is odd and a little annoying. Not a big deal, but still.